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Fan-made Chapter: The Trembling Flame
Hello again, people of the fog! I've returned to share another chapter concept with you all, since the last one seemed to be fairly popular! Thanks for all the support on it! Hopefully you'll all like this concept just as much, if not more! Let's get right into it, shall we?
Charles Goodwyn:
Bio
Charles was a settler, long ago in 1532. His passion had always been hunting. His father was a hunter, his father's father was a hunter, and so on. It was in his blood, and he was damn good at it to boot. He never missed his quarry. When lands anew were discovered far away, he sought to make his family's name renown throughout history, and set sail to settle a future. After landing ashore, he realized he wasn't the only ambitious one here. Dozens of other families had arrived in hopes of the same thing. He'd have some competition. A campsite became the base of operations for many, as the harsh new environment would best anyone alone. As time passed, the campsite gradually transformed into a small village. Rivervein, aptly named after the river which flowed through the middle of the village. Charles was almost entirely responsible for feeding the village, as his hunting prowess was put on display for all to see. Almost. There was another hunter, who quickly became his rival. He made it his primary goal to assert that he was the superior hunter. But, winter came, and game was becoming harder to find. Everyone was getting desperate. When Charles had finally found a well-grown buck, he aimed to kill, when suddenly, it was swooped out from under his nose. His rival had stolen his quarry. Charles never missed his quarry. There, Charles killed the man, and watched the crimson leak out into the snow, staining it. He dragged the animal's carcass away, before harvesting it. No one ever wondered what'd happened to the man. They were too busy praising Charles for saving them from starvation. But, from that moment onward, Charles was a different man. The adrenaline of ending a human life. It was unparalleled. He stopped hunting animals, and instead began hunting other human beings. He would travel to other settlements in the dark of night, and claim one of their people as his dinner. Other nights he'd travel to the settlements of the natives. No one batted an eye when he said it was deer meat. When the remaining population of these settlements grew fearful and fled, he gave chase. Charles never missed his quarry. The village of Rivervein never saw him again.
The Woodsman
General Info:
Base Movement Speed: 115%
Terror Radius: 32m
Appearance: Crude spear and make-shift bola in hand, headdress made of a wolf's pelt, rugged clothes, leather boots, and a red scarf.
M1/Primary Input: Slash forward with the spear. Lunge is a stab/charge that travels slightly farther than a normal lunge, but with more downtime after.
Power: Bola Strike
Pressing right-click, or whatever you may have the secondary input set to, causes The Woodsman to raise his bola into the air, and begin to wave it around like a lasso. The longer he does this, the farther it will fly when released. While doing this, his movement speed is reduced to 70%. There is an auditory cue when the bola has reached its maximum charge. Using your primary input while charging the bola will holster it, like The Huntress with her hatchets.
Upon releasing your secondary input, The Woodsman will loose the bola, and it will fly in whatever direction you were looking. Should it collide with a survivor, they will temporarily be immobilized, having their movement speed greatly reduced. To break free from the bola, the survivor will need to complete a 2s channel. If the survivor moves too much while the bola is wrapped around their legs, they'll fall and injure themselves. (If the survivor is healthy, they'll be injured, but if they are already injured, they will remain injured. This effect cannot put the survivor into the dying state.) If this happens, the channel duration will be extended to 3s. Furthermore, survivors in this state cannot crawl. Survivors in this state can also be picked up, as though they're in the dying state. Lastly, the effect can be used on downed survivors, to prevent them from crawling away. They can break free, however. Hitting a tangled survivor will free them. While a survivor is moving when tangled, a meter builds, much like the Doctor's madness. Once it's full, the survivor falls. Vaulting through a window immediately fills the meter.
The Woodsman may carry two bolas at any time. Should he need to resupply, he may collect more at any hook on the map. An interaction comparable to The Huntress with lockers occurs, taking a bola off the side of the hook. Bolas may only be collected from a hook once per trial. If a hook is sabotaged by a survivor, the bola on said hook will also be destroyed. Even when the hook respawns, the bola won't. If a hook is destroyed by sacrifice, the bola on said hook is also destroyed. Additionally, basement hooks do not hold bolas. Along the wall of the basement, a rack of infinite bolas can be found. This cannot be sabotaged. Hooks with a bola have their auras revealed to The Woodsman when he has none left.
Perks!
Hunter's Mark:
You're wise and experienced beyond your years. You know exactly where to strike to make them bleed, all you need is a moment. Survivors that have been within the red stain for 6s/5.5s/5s suffer from the exposed status effect. This is indicated by your field of view gradually narrowing as the effect builds. The perk icon in the bottom-right will light up, and an auditory cue will play, signifying that the time to strike is upon you. (Effect lingers for 2s/3s/4s after leaving stain.) Additionally, if you are stunned while this effect is active, or lose sight of the survivor, the exposed status will disappear. (Has a cooldown of 40/35/30s.)
Keen Senses:
Years of experience have taught you well, heightening your senses beyond that of any normal man. Survivors failing a skillcheck within your terror radius have their aura's revealed to you for 2s/3s/4s. This effect applies to any survivors within 4m/6m/8m of the failed skillcheck. This effect also applies when making an action that produces noise, such as fast-vaulting through a window.
The Dangerous Game:
You become obsessed with one survivor. They seem to fight with more vigor than the rest, and it fills you with a seething desire to see them hang. They’ll be your greatest quarry yet. The Obsession has 40/50/60% increased action speed. Additionally, negative status effects such as exhaustion or hemorrhage, have their duration reduced by 30/40/50% and the effects, (rate of escape/sway,) when struggling on your shoulder are 1.5x/2x/2.5x the normal effectiveness. Your impatience to collect the prize accelerates the sacrifice process. Hooking the obsession causes their sacrifice process to start in stage 2/2/3. The duration of stage 2 is 120s/60s/0s. (At max rank, hooking the obsession will immediately sacrifice them.) You're disinterested with the other survivors, as they’re mundane and uninteresting. Their time to be sacrificed is increased by 30s/25s/20s. Additionally, you cannot build bloodlust while chasing them. The obsession has an icon appear on the right-hand side of their screen, indicating that the killer has The Dangerous Game. (Like any other status effect, such as hindered, or exhaustion.)
Add-ons
Brown Tier
-Frayed Knot: Bola windup time is slightly reduced. Maximum distance is slightly reduced. Stacks
-Lengthy Rope: Bola can be charged for longer. Stacks.
-Double Knot: Charge time slightly increased. Time to free moderately increased. Stacks.
-Bowline Knot: Survivors hit by the bola suffer from blindness for 30s.
Yellow Tier
-Sap-soaked Weight: Mobility restrictions are moderately worsened. Windup time is moderately increased. Stacks.
-Small Stone: Windup time moderately shortened. Survivors do not take damage if they fall. Doubles bloodpoints earned by successful Bola Strikes.
-Deep Pockets: Allows you to carry an additional bola. Stacks.
-Reef Knot: Survivors hit by the bola suffer from hindered for 30s.
Green Tier
-Heavy Duty Belt: Allows you to carry two additional bolas. Stacks.
-Constrictor Knot: Time to free considerably increased. Skillchecks now appear during the channel. Failing resets 20% of progress.
-Sturdy Rope: Successfully hitting a survivor allows for the bola to be reused. Picking up a downed survivor that has been hit with a bola recently, restores the charge. Reduces maximum bolas by one.
-Prusik Knot: Survivors hit by the bola suffer from exhaustion for 30s.
Purple Tier
-Barbed Thread: Fallen survivors are put into the dying state. Unable to move while winding up bola.
-Overhand Knot: Maximum throw distance considerably increased. Windup time moderately decreased. Reduces maximum bolas by one. Stacks.
-Blake's Hitch: Windup time moderately increased. Maximum distanced considerably reduced. Considerably longer time to free. Tremendously difficult skillchecks appear during the process. Failing resets all progress.
Red Tier
-Sledge Knot: Hitting a survivor with a bola injures for one health state. Reduces maximum bolas by one.
-Stopper Knot: Tangled survivors cannot move. Windup time moderately increased. Maximum distance moderately reduced.
Mori
The Woodsman is overcome with rage, and plunges his spear into the hand of the survivor. He then drags his knife down their torso, as they stare up at him in horror. He proceeds to flay them open, before stabbing into their chest repeatedly, watching the life drain from their eyes. He rips the spear out of their limp hand, bringing the hand with it. He removes it from the blade and discards it, before getting back to the action.
Now, onto our survivor!
Yuki Amatsu:
The Hollow Dreamer
Bio
Yuki lived on an isolated farm in north Japan, which she'd only just recently moved to. It was owned by her uncle, Takechi, who also let her grandparents stay there. Yuki was distant from them, and pushed them away at every attempt they made to get close. She was heartbroken and hollow, after witnessing the harrowing event of her parents' suicide.
She withdrew from her social life, having no desire to find new friends after relocating. She lived in an eternal wasteland, only walking deeper and deeper into her own despair. The war within did not still as she walked.
There was a single light in her life. One of uncle Takechi's horses, Takumi. In a desperate attempt to bond with his niece, he introduced her to his horses. She immediately took to Takumi. Takechi, relieved to see her smile for the first time since she was a little girl, allowed her to visit Takumi as she pleased. In no time, she was spending more time with the horse than she was locked in her bedroom. Takechi soon taught her how to ride, and before she knew it, she was cruising around the fields on Takumi. The graceful movements of Takumi, the wind, the beautiful country scenery, it all came together and introduced Yuki to a feeling of serenity and joy. A feeling which had long since been absent.
She dreamt of one day owning the farm, training Takumi, and having him compete.
However, that never came to fruition. A devastating storm struck the area, and laid waste to most of the Amatsu property. The building which housed the horses was one of the many casualties. Most of them had been crushed when the roof collapsed, but a few were missing, meaning they'd escaped somehow. Takumi was nowhere to be seen. The soil was soft and squishy, and footprints were very visible. Yuki disobeyed Takechi's demands, and pursued what she thought to be Takumi's hoofprints. She ventured out, far beyond their property, and deep into the neighboring forest.
Days later, a search party would discover the carcass of Takumi. But, Yuki was never found.
Perks!
Seize the Moment:
Some opportunities will only present themselves once, so it's important to capitalize on them when they do. Successfully stunning the killer with a pallet grants you a burst of 150% movement speed for 1.5/2/2.5s. Causes exhaustion for 30/25/20s. Cannot trigger while exhausted.
Lonely Volition:
You feel most comfortable when you're alone, and are able to work without distraction. When there are no other survivors within a 32/24/16m radius of you, your action speed is increased by 10/15/20%. Consequently, when another survivor is within your radius, your actions speed is reduced by 10/15/20%. The effects of this are doubled if you are the obsession, however this perk does not influence the likelihood of you becoming such.
Family Trade:
Your family had more than just secret recipes; secret techniques that could be used in a pinch. You're able to fully restore the durability of your item 1/1/2 times per trial, by completing a 25/20/15s channel, in which skillchecks appear. Failing a skillcheck will regress the channel by 15%, and damage the item's durability by 5%. If the item has less than 5% durability, it will break.
The Dead Wood
This chapter will take place in The Dead Wood. Here, there are no hooks. Survivors are instead impaled on tree branches. (Only certain trees are eligible for this.) Sabotaging a tree branch causes it to break, and fall to the ground. The woods aren't as empty as they seem. Several trees house a staircase which leads to an overhanging treehouse "village". Each house having a rope bridge between one another, and wooden platforms which serve as a porch for each building. Certain windows in the treehouses and kinks in the fencing allow for survivors to vault off, onto the ground. In the corner of the map, we have the Killer's shack, which we all know and love. You can also find the corpse of a particular stallion... This chapter/map also introduces a new status: Wet. Many puddles litter the forest floor. Stepping in one will make you wet, which reduces your movement speed by 5%, action speed by 5%, and makes all other debuffs decay 20% slower. This status effect lasts for 40s, and applies to both the survivors and killer alike. Watch your step!
The End!
That's all folks. I hope you enjoyed. It's fun to do this stuff, so lemme know if you'd like to see more. I still have lots of ideas to share! Thanks for reading!
-LonerNova
Comments
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Dude this is the good0