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New Chapter: A Sermon In Stone
The Killer: The Gargoyle
The Realm: Unholy Courtyard
Speed: 115% | 4.6m/s
Weapon: Right Wing
Terror Radius: 32 Meters
Height: Tall
The Gargoyle is a possessed killer, able to teleport between multiple statues of himself with his power.
His personal perks, Thick-Skinned, Hunter’s Perch, and HEX: Petrification, allow him to find survivors easily and never lose sight of them again.
(I picture the Gargoyle as having purplish skin and being more humanoid than some you'd see online.)
Mori: The Gargoyle walks up to the survivor and stabs his wings into their sides. He then picks the survivor up by their throat, squeezing tightly enough that they start suffocating. The Gargoyle then turns to stone and teleports to a different statue. He walks up and watches the survivor suffocate in the stone grasp. The camera over the Gargoyles left shoulder.
Power: Infernal Vessels
The Gargoyle begins the match with three stone Gargoyles next to his starting position. When the Gargoyle charges his ability, he slowly transforms into stone over 4 seconds. If moving, his movement speed gradually lowers over the 4 seconds until he is completely frozen. While stone, The Gargoyle can rotate his camera freely and can teleport to any Stone Gargoyle on the map, where he will break out of his stone casing after 2 seconds. He may also choose to break out of the statue he just created. This destroys the oldest Stone Gargoyle if he already has three on the map. While stone, The Gargoyle has no terror radius and can not be affected by survivors.
Perk 1: Thick-Skinned
The abuse you have suffered has strengthened your resolve. Your eyes stay fixed forward, never losing sight of your prey.
When you are stunned for any reason, your vision is unfazed.
“It acted like nothing even happened. I hit it with everything I had and it just stared at me.”
Perk 2: Hunter’s Perch
You stalk your prey from above, using height to your advantage.
If you are above every survivor on the map, your field of view increases by 5/10/15 Percent over 2 seconds and survivors become slightly easier to see. (I'm picturing the contrast on all map assets darkening slightly, just making survivors "pop" a bit more.) This effect lasts until you are no longer above every survivor on the map, then your Field of View will decrease back to normal over 2 seconds.
Field of View gains do not stack.
"Sometimes you have that strange feeling, like you're being watched, and you just can't figure out from where. This time you are."
Perk 3: HEX: Petrification
You have an unnatural ability to evoke so much fear in your prey, that they freeze in terror.
After completing an altruistic action, a survivor screams from panic and loses the ability to move for 2/3/4 Seconds.
“I saw something out of the corner of my eye. I’m not sure what it was, but it was horrifying.”
The Survivor: Gregory Venandi
Perk 1: Typhokinesis
You take advantage of what's around you. Even relying on the fog for assistance.
The survivor waves their hands in front of them, causing a blanket of fog to instantly converge behind them that is 3/5/7 meters in diameter and fades away over the span of 2/4/6 seconds.
Causes the Exhausted Status Effect for 90/75/60 seconds.
“I summon the provoker of the fog, the guide of the mist, the one true Entity. Mask my pursuers sight. This I ask of you.” Venandi
Perk 2: Armarium Shroud
The entity sees the trick your trying to pull, and it approves.
Upon entering a locker, the entity shrouds it from view. This causes the locker to become completely invisible to the naked eye, leaving just the impression of flattened grass and dirt on the ground. The locker remains invisible for 30 seconds.
Amarium Shroud has a cool-down of 90/75/60 seconds (Might need nerf. Can't exactly test this.)
“Whose this ‘Dwight’ everyone keeps blabbering on about?” - Venandi
Perk 3: Sleight of Hand
Years of back-alley dealings have taught you a trick or two.
You begin the trial with a random item of common/uncommon/rare Rarity with 0/1/2 random add-ons of rare or lower rarity in your hand. For the rest of the trial, if you run over an item with nothing in your hand it appears in your hand. If you bring an item into the match, then you will only benefit from the second ability of this perk.
“What the entity doesn’t know, won’t hurt it.” -Venandi
Map Idea:
The courtyard is old, but well-kempt. A beautiful hedge maze has a small footprint on one side, while the other side is mostly graves. Every type of grave you’ve ever seen has made its way here. After all, not everyone can afford a beautiful Mausoleum. The main building is the cathedral, built into one of the edge walls of the map. A huge open door leads you to the first room, where the generator is. Behind the generator is a second smaller door. This door would lead to the Main Hall, if it wasn’t shut. On either side of the generator are spiral staircases leading up to the second floor where there is a small hallway. There are also two door-shaped openings in the wall up here. (Similar to those in the Crotus Penn building) These would be to help survivors escape the second floor, while also making a very thematic place for The Gargoyle to leave a statue.
The usually brick walls of the map would be made of Hedges like the ones on Haddonfield. The clumps of cover spread around the map would be different types of graves next to each other. Headstones, Crypts, Monuments, Chest Tombs, Table Tombs, etc.
Lore:
The Gargoyle:
Malumatus was used to watching from below. He watched War and Famine dwindle the humans numbers. He watched racism and sexism divide them into sects. Pestilence had had their fun, and Conquest was busy leading them to their prideful demise. His job was to watch the Over-World and report everything back to Lucifer. He enjoyed watching, but also couldn't wait for his chance to unleash his own personal version of Hell on the human population. One day, his chance approached him. A new "entity" was stealing the souls that rightfully belonged to Lucifer himself. Malumatus had a skill set perfect for such a mission. As the Spy of Satan, he had made a name for himself in the arts of possession and stealth. Lucifer summoned Malumatus to his throne and gave him the specifics of his mission.
Malumatus was meant to find the next place a soul was going to be stolen and find out more about this "Entity." It didn't take him long to follow the strong scent left behind by this other realm and find the next target area. The cathedral was massive, yet beautiful, even to a demon. All he had to do now was wait, wait for the Being to show itself. When he heard the door creak he decided to possess the first thing he saw, not even contemplating the irony. The hooded man seemed to be speaking to himself. He slowly marched up and down the rows of statues on the first floor and then made his way to the second. He continued walking until he came to stand right in front of Malumatus. He couldn’t have known anything. After all, what could a homeless peasant know? Malumatus was confident, and that was his downfall. The man stood still for only a moment, speaking in Latin as his hand moved from side to side. Malumatus noticed the gleam a second too late, as the man reached and pulled out a dagger and plunged it into Malumatus's leg. He let out a devilish scream and threw the man out the window into the courtyard.
It was only now that the man's hood had fallen that Malumatus recognized him as Gregory Venandi, the infamous Demon Hunter. He wondered for a second how he had tracked him here, but it didn’t matter. He had to kill him before he missed his chance to find the entity’s realm. Malumatus used his skills in possession and stealth to fly from statue to statue trying to confuse Venandi, but he had a lot of experience with far more prominent Demons. At one point Venandi tried to shroud himself from view with a basic shrouding spell. Malumatus laughed at the ignorance. The fight continued in the courtyard until a portal began to open up behind Malumatus. At first he thought it was a trick put into place by Venandi, but the look on Venanadi’s face told him he was wrong. He tried to resist the pull, stabbing his wings into the ground, but he was weak from the fight. The portal grew to the size of the entire cathedral and Malumatus knew he would never report what he had seen back to his Master.
Gregory:
Ever since Gregory was a young child, he’s had a connection with the occult. He could see and hear things no human was ever meant to. When he was eight, he saw a winged creature reach into a woman’s chest and crush her heart. When the paramedics claimed it was a heart attack he wanted to say something, but he didn’t have the courage. At the age of fourteen he starting reading ritualistic texts and dabbling in the dark arts himself. Three years and thousands of books later he found something more powerful than he had thought possible. While reading a journal he had stolen from a thrift shop, he somehow opened a portal to another world. He felt fear and anguish. He felt like he was dying again and again until he slammed the book shut. That night, some men approached Gregory and told him they could help him learn how to focus his abilities. They said that they had sensed the power he had unleashed from that book and that their life was dedicated to making sure power like that never made it into our realm.
Gregory was a star pupil among his brethren. His manipulation of the spells from the ancient texts was above that of even some of the masters. His first mission was a sort-of ride-along. He and Master Ornum were sent after Venemord, a Lesser Demon who had been tracked to a warehouse in Queens. After weakening the demon, Ornum allowed Gregory to be the one to make the killing blow. That was all Gregory needed to know this was what he wanted to do with his life.
At the age of thirty-two now, Gregory had become one one the top members of the group, leading expeditions closing down Hell’s grip on our world. Waiting until the day he would find the place he felt in that journal again, so that he could close that realm for good. One day he heard news he wasn’t expecting. Malumatus: Spy of Satan himself had come to our realm. Gregory knew that he wouldn’t come unless it was gravely important, and he began the process of tracking him down.
Gregory arrived outside the cathedral, it’s roof disappearing into the clouds. He entered the building and instantly felt a powerful presence watching him. He whispered a decloaking spell, hoping to find the demon in the main hall, but that would’ve been too easy. He passed the statues one by one on the second floor until something made him stop in his tracks. This was it. The gargoyle right in front of him was concealing The Spy of Satan himself. He readied himself, casting a protective spell he drew his blessed dagger and plunged it into the leg of the gargoyle. It screamed and threw Gregory out the adjacent window. It used its tricks to teleport from statue to statue in the courtyard, but Gregory had seen this before. He cast a shrouding spell, turning himself and the grave he was hiding behind invisible. It worked at first, but demon senses are very sensitive to human sweat and fear. The fight continued for a short while when suddenly Gregory froze in place. He felt it. The same feeling he felt when he was seventeen. Is this why the demon was here? He wasn’t ready. Not yet. The portal opened behind Malumatus. Gregory desperately tried to close it, using every spell he knew. It was useless. The portal grew to the size of the entire cathedral. Gregory closed his eyes and accepted his fate, praying only that his fellow brethren track down this power and banish it for good.
Comments
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His power is very cool and I really like the idea of their being multiple killers on the map (with only one being controlled at a time). I have a chapter with a very similar idea as an ability so I was always going to like it lol
Thick-Skinned: I dont understand the point of this perk, it's not like your going to lose a survivor after they pallet stun you. You can see/find them pretty easily after.
Hunters Perch: Similar to the first one I don't see where this is useful. How long does it last before it goes back to normal? I'd just run shadowborn instead.
Hex: Petrification: I was going to say it's very strong until I realised it's a hex totem perk. It would work well with nurses calling and a jump scare Myers build. Good perk.
Typhokinesis: You need to confirm how long this lasts for, might be a bit strong but I'm not certain. The concept is pretty cool.
Armarium Shroud: This is just OP, you have to give some sort of noise around the locker in order to balance it.
Sleight of Hand: You need to confirm what would happen if you already brought a item into the trial. I like the idea of just running over items to get them, could be really cool.
Overall really enjoyed the chapter. I think some perks need balanced a bit but that's the only thing you might need to change.
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Hex petrification seems pretty op as is since it looks like it activates reguardless of any distance, make it TR based and keep hex status or make time static and make It a distance perk (40/36/30)m
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Thick-Skinned - In all fairness, my original idea for thick-skinned was what Spirit Fury is. (Yeah, I've had this written down for that long lol) So by itself the new Thick-Skinned doesn't seem very powerful, but I kind of thought that it would go nicely with an anti-pallet build. Think about using Thick-Skinned, Spirit Fury, and Enduring all together. You'd basically just ignore pallets completely. I genuinely see killers lose survivors after pallet drops all the time. It would also work on Decisive Strike, Head-On, and anything else that counts as a stun.
Hunter's Perch - It would last until you are no longer above every survivor. The idea behind Hunters Perch is that if you start walking upstairs on a map and your Field of View widens, then you know no one is upstairs and you don't have to waste your time going up there. You can also go up on any hill or on the Farm Equipment on Coldwind. ALSO think about if you're just walking around on ground level and all of a sudden your Field of View widens. You just learned that all 4 of them are in the basement. I kind of just wanted a better version of Shadowborn because let's face it, that perk is useless compared to others.
HEX: Petrification - I don't see Petrification as that much of a problem since it's
A. A HEX perk
B. Calm Spirit stops it from giving away your position.
I just think about the possibilities with Nurses Calling or Make Your Choice.
Typhokinesis - Good Point I forgot to add a timer. I'll fix that.
Armarium Shroud - I genuinely think balancing will come just from upping the cool-down. I don't see it as that strong, the killer just has to pay attention to locker positions during a chase. Be aware that the killer can still see scratches and blood lead to where the locker was, hear the survivor in the locker, and pull them out of it. It's just invisible while their in it. It's POSSIBLE we could make a square mark on the ground of like the pushed down grass and dirt under the locker. It just seems it would make it too easy to counter. I want it to be a mind game.
Sleight of Hand - I'll update.
Post edited by DanDaMan223 on0