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Chapter Concept: End Times (Benedict Baker as a Survivor/Killer)

Hiveminded
Hiveminded Member Posts: 4

End Times Chapter Overview:


This Chapter concept consists of a Killer/Survivor from two different periods in time, caught in the Entity's realm; Benedict Baker.

 I'm sure most of you are at least familiar with Benedict at this point, he has helped Survivors in the past learn the ins-and-outs of the Entity's realm and continues to do so for future Survivors, curiously some of his entries have been dated from the past, like 1896.

How long has Benedict been in the Entity's realm, what happened to him? What time period is he actually from? Is it actually Benedict writing these entries? These have all been lore-related questions I've seen asked over the years as I've been playing Dead by Daylight.

The Entity saw something in Benedict and was hellbent on breaking his spirit and shattering his hope, at some point in the future after who knows how many countless trials, the Entity was able to finally corrupt Benedict through an offering of great power, the power to be able to manipulate the very fabric of time and space as he knew it, Benedict foolishly accepted the Entity's offering in hopes he could finally escape these maddening, unending trials by traveling back to a time before he found himself caught in the Entity's realm..

Benedict's foolishness only allowed himself to become a vessel, traveling throughout time to do the Entity's twisted bidding, stuck in an eternal, internal struggle against the Entity.


  • I came up with this chapter concept back in early October of 2018 and after sitting on it for a while I decided to share it with the community rather than just attempt to give it to BHVR directly--I came up with these ideas sporadically over the course of a few days with the exception of ‘Inquisition’, there has been no real heavy refinement done to the chapter and after recently revisiting the concept I believe some of the proposed game mechanics would be difficult to implement but this isn’t necessarily meant to be a strict Chapter guideline, I thought some of these ideas were cool enough to at least write down and attempt to tie them together and maybe BHVR would be able to draw inspiration from one or more of my ideas.


(Survivor) Benedict Baker Perks:


Scavenger:  Items found in chests have 25% more charges, items on the ground within 12m are revealed to you additionally once per match repurpose an item left behind by another survivor on the ground restoring its charges.

Bone Collector: After cleansing a totem, the next totem you initiate the cleanse action on will instantly be destroyed.

Tourniquet: (Obsession): Apply a makeshift tourniquet to an injured survivor or to yourself once per match, anything that would put the Survivor with Tourniquet applied to them  into the dying state gets ignored, injuring them instead, giving them a burst of speed. Being fully healed removes the effect. Additionally their bleeding in the dying state is slowed for the entirety of the match by 20%.

Non-Obsession: Apply a makeshift tourniquet to a Survivor in the dying state once per match giving them the ability to recover into the injured state by themselves. Being hooked or fully recovering removes the effect.

  • The concept for Tourniquet was created before Mettle of Man, there would likely be some unfavourable balance overlap.


(Killer) Benedict Baker, the Timewalker: 


Killer power (Timeworn): Tag a survivor and they will travel back to the location they were when you tagged them with Timeworn after 6 seconds (30 second cooldown), with their healthstate restored if they took damage during the 6 second window (Survivors who have just escaped the hook cannot be tagged with Timeworn for 30 seconds).

Time Sickness: During the 6 second window before Timeworn activates Benedict’s movement is slightly reduced and any action that would bind the survivor to the trial they're in (generators, chests, cleansing, sabotaging, healing or being healed)frees them from the effect of Timeworn and instead causes Time Sickness over the course of 15 seconds, during which time the Survivor feverishly coughs and at the end of Time Sickness the affected Survivor gets a vision to another time and place where a trial has previously taken place, where they cannot interact with their environment nor can other Survivors with them for 2.5 seconds, while the affected Survivor is in a vision their aura is revealed to Benedict, during which time he is able to approach the survivor and enter these visions to attack them.


  • The Entity and Benedict have a tumultuous relationship to say the least and the Entity takes pleasure in watching the Survivors attempt the trial at hand, something the Timewalker sees as a fruitless, maddeningly repetitive endeavour and would like to free the survivor from the trial through any means, even death.
  • The Timewalker bears little resemblance to his former self, being warped by the Entity and time itself.


(Killer) Benedict Baker, the Timewalker perks:  


Hysteria:  Sabotage any item or chest you come across Med-kits injure the survivor, Toolboxes create a massive explosion rendering the generator noninteractive for 25 seconds, Flashlights blind the user for 5 seconds upon use, Maps work as normal but reveal your aura to the killer for 6 seconds after reading, Keys become brittle and break upon entering the hatch lock rendering them useless.

Affliction:  Apply one of three random curses from throughout human history to anyone who disrupts your chase or the hooking of your prey(Tied to the Protection Action): Turan: Unable to heal others or see the auras of other survivors as well as moderately decreased luck for 80 seconds. Carlisle: Your generator repairing speed and any healing done to you or by you to others over the course of 60 seconds is slowed by 40%. Tippecanoe: Any health state taken from protectees in the next 20 seconds causes any protector to have one health state taken from them as well, a successful hook on a protected Survivor being carried counts as a health state.

Inquisition (multiple ideas): Start the game with 4 additional cursed dull totems, when one of these cursed dull totems gets destroyed the most recently cleansed Hex effect is restored for (60-80?) seconds this effect cannot happen more than once and when it does all remaining cursed dull totems are destroyed, if there is no Hex effect to restore when a cursed totem is cleansed a random negative (health state appropriate) status effect is applied to the cleanser for 60 seconds instead.

OR

Inquisition: Once per match: Interact with a Hex totem of your choosing and extract its essence allowing you to transfer the Hex to a dull totem in the ritual, once the Hex essence has been extracted the chosen Hex effect persists and a 70 second timer begins, your terror radius is set to (15m?), your aura is unrevealable and the auras of all dull totems are revealed to you, hitting a survivor with a basic attack extends the timer by 15 seconds and reconstructs a previously cleansed dull totem, the original Hex totem (that has had its essence extracted from it) still burns and when it's cleansed the aforementioned timer is reduced by 50%, if all totems have been destroyed at any point in this timer you lose the Hex essence/persisting effect.

  • The philosophy behind Inquisition was to attempt to reinforce totems as a secondary objective in order to hopefully extend match time and address some of the complaints behind poor Hex totem spawns.


If you made it this far, thank you for your interest, let me know what you think.