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Chapter Ideas: No money in Hell

Demon_Swords
Demon_Swords Member Posts: 68

Survivor: The Phantom

Perks:

Forgery:

You are a master of making forgeries. No matter its properties.

60/45/30 seconds after cleansing a dull totem, respawn that totem as a Hex Totem if there is another Hex Totem on the map.

Auras of Hex Totems spawned by this perk will not be revealed to the killer.

When a Hex Totem spawned this way is cleansed by a survivor, cleanse another random Hex Totem associated with a killer’s perk. (Causing sound indicators simultaneously with the other cleansed Hex Totem.)

When the last Hex Totem associated with a Killer’s perk is cleansed, cleanse all totems spawned by this perk (Causing sound indicators simultaneously with the original cleansed Hex Totem.)

“There is only one diffrence between reals and fakes, the presentation.” -

Advanced Notice

From your days of stealing, you feel obligated to tell others of your goals.

When another survivor is hooked, reveal your aura to the killer for 5 seconds if your not in the killer’s terror radius

While a survivor is hooked, reveal your aura to all other survivors.

Whenever you unhook a survivor, they are unhooked into the healthy state (gain emblem points for benevolent as if you healed that survivor if they are unhooked into the healthy state.)

Gain 25/50/75 % more bloodpoints for actions in the altruism category.

“It’s not fun to steal when it isn’t a challenge.”

Cat and Mouse:

You enjoy to mess with your pursuers by leaving clues behind. But it is no longer fun, when people get hurt.

While Healthy, your scratch marks stay visible 3 seconds more than normal and will spawn slightly/moderately/considerably farther apart.

While healthy and inside the killer’s terror radius gain the following:

  • Your movement speed while crouching is increased by 50%.
  • Increase your slow vault speed by 5%. (Window and Pallet)
  • Increase the slow (not rushed) locker enter and exit speed by 5%.

Your on-hit movespeed buff lasts 1 additional second if not exhausted. Causes the Exhausted Status Effect for 60/50/40 seconds.

You do not recover from Exhaustion while running.

“It’s a game to him. He doesn’t think of the consequences.” - police

Lore Idea:

A gentlemanly thief that only steals after giving notice. He leaves replicas of what he steals. Paintings, statues, and jewels. He has made them all. Some speculate it is out of guilt while others say it is just a way to mess with the police. He is known as The Phantom as he seems to just disappear like he could phase through walls like a phantom. Though he steals mainly in the U.S., he has traveled all over the world to get what he desires. The thief could never fulfill his greed and would never retire by his own will.

His last theft was what he would assume to be routine. He snuck into a mansion, grabbed the “Cursed” amulet, purposefully alerted the guards and started to make an escape. It was all normal until everyone around him suddenly disappeared. Or rather he disappeared from them. Transported to a parrel mansion that looked like the one he was in, but was not the same. He would then be found by a violent mercenary that came from the original mansion. Fearing for his life, he would do what he does best, disappear for all eternity.

Killer: The Mercenary

Speed: 115% | 4.6m/s

Terror Radius: 32 metres

Height: Tall

Power: Tools of the Trade

You can place up to 5 landmines on the map. Any subsequent placed traps will replace the oldest trap. Traps cannot be placed in range of each other.

Survivors can sabotage a trap. (similar to how bear traps are sabotaged.)

When a survivor goes over a trap (except by being carried by killer) it will blow up causing the following effects to survivors within 5 meters:

  • Any survivors in range get the deep wound status effect for 15 seconds.
  • Survivors in range are deafned for 6 seconds.
  • A sound and unique visual indicator to the killer. (like how the bear trap has a unique visual indicator).
  • Destroys any downed pallets in range.

3 wooden planks will be placed in lockers across the map (can hold up to 3).

You can use a wooden plank to wall up a window.

See the aura of planks in lockers.

Walled Windows have the following effects:

  • Survivors cannot pass through them.
  • The mercenary can spend a few seconds to remove a walled window to regain a wooden plank.
  • The Mercenary can vault a walled window at normal speed at the cost of destroying the wall.
  • A survivor can sabotage a window to get rid of it (no indicator to killer).
  • After 20 seconds of a window being sabotaged or destroyed, a wooden plank will respawn in a random locker.
  • The mercenary sees the aura of walled windows.

Perks:

Torture:

You like to torture your victems before finishing them. To break their will before giving them to the entity.

Increase Bleed-Out speed by 15%. Downed survivors self recover cap is decreased by 5/10/15% (doesn’t prevent full self-heal).

When you hook a survivor, add 1/2 second of entity progress for every 5% of bleedout progress.

“Everyone has a breaking point. I will have fun finding yours.”

Fear of the Hunted:

While you have a terror radius, survivors within 20/26/32 meters of you are deafned.

“The direct approach is not always the best.”

Hex: Bounty Hunt:

A Hex rooting it’s power in Pride. Four Survivors have been marked to be sacrificed for the entity and you feel great pride to be chosen to do what you do best.

Increase your move speed by 5% while not in a chase.

Whenever you down a survivor, gain a token. Whenever a survivor is unhooked or healed from the dying state, remove a token from this token.

For each token on this perk, lose 25% less bloodlust from hitting a survivor.

Gain 25%/50%/75% more Bloodpoints for actions in the Sacrifice Category.

The Hex effects persist as long as the related Hex Totem is standing.