Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
New Chapter Concept: "Talons of Salem" (Includes Killer and Survivor Concepts)
Hello again. By the title, you might be able to tell which direction I'm going with this chapter. Yes, your eyes don't deceive you, this chapter is based on the Salem Witch Trials. Both the Killer and the Survivor are going to be from this time period and transported into the Entity's realm among the many others and more to inevitably come. Let's begin with the Killer, so we can get the complicated stuff out of the way.
(Note: These backstories are rough and not very professional. Their purpose is to generate an idea rather than an image since I'm not very good at writing things of that genre. Thanks.)
---
Killer: "The Raven"
Very Brief Backstory:
Margaret Rothwell was born as the first, and is a twin to her sister Katherine. During her time, twins were considered a bad omen, which affected their father, who left the family in fear of prosecution. Hiding from the public and only going outside one at a time per day, they eventually were subject to the sudden supernatural phenomenon: the presence of witches. Many were accused each day, which raised fear among the town, including the twins.
The first few months went by without any issues for the ladies, but soon suspicion rose that something wasn't right about the one who supposedly lived alone in the house in the corner of town where crows always gathered during both dawn and dusk. It wasn't long before Katherine was told that her home would be ransacked, under the belief that she was in league with the witches who took part in the trials.
Katherine walked home, hiding her fears, and she spoke with Margaret about the issue. She knew that they would be caught and hung without a second thought. Something needed to be done. So, at night when the townspeople were all asleep, Katherine would tell Margaret the names of those who wished to cause them pain. With these names, she'd seek them out and find them as they slept. Before they could ever react, she'd take a blunt branch and hit them hard in the head to keep them from crying out as she'd cut out their tongue with a dagger and slit their throat for ever speaking so foully. Every morning, the body's remains would be found being eaten by a group of crows.
The trials continued and accusations were less and less common. Margaret felt that she had done the right thing in her quest to survive the trials. That confidence came to an abrupt end when she was spotted during one of her kill missions by her victim, who became an insomniac in fear of the night which is occurring right before them. Margaret immediately fled home upon hearing their cry for help, in hopes that no one would see her that moonless night. Unfortunately that morning, the Rothwell house was stormed by furious townsfolk for justice. Margaret tried to keep them at bay by swinging her dagger at the crowd, but was overwhelmed easily and beaten until her last breath.
Katherine was captured shortly after and sentenced to execution by hanging for being an accomplice to a witch and killer. The town had thought that the terror was over, but many exchanged fearful whispers concerning the unnatural amount of crows that guarded the Rothwell house.
---
Power: "No Man's Land"
Calling upon her crow servants, The Raven can select an area of the trial area to be under crow occupation, that will apply various effects. Each trial is divided into three sections that will be occupied by crows, and can be selected freely following a migration period, where all accumulated crows will begin to fly to the marked zone.
- When the trial begins, the area where the Killer spawns will automatically be Tier 2 occupation.
- Holding down the Power Button in an unoccupied area will select it to be the next occupied zone and will activate the migration period.
During the migration period, the following effects will occur:
- The Killer's terror radius is reduced to 0.
- The Killer has an increased lunge distance.
- Survivors standing in between the previous and marked zone have a tremendous chance of being swarmed by crows for a short duration.
- The effects of the previous zone will linger for 20 seconds before disappearing after the crows have finished migration.
- The next zone's occupation will be reduced by one tier.
Survivors that are swarmed by crows receive the following effects:
- Suffer moderately from the Hindered status effect.
- Reveal their location every 6 seconds.
- Cannot interact with generators, chests, totems, hooks, exit gates, lockers, or pull down pallets.
- Cannot perform running vaults.
- When a survivor is hit by the Killer while being swarmed, all attacking crows will disperse.
- Crows will disperse over time when survivors perform interactions.
Crows that occupy an area will undergo stages of occupation that each have different effects that grow stronger depending on how long they stay in that area, up to Tier 3.
At Tier 1 Occupation:
- More crows than usual will be present and will be disturbed at longer distances.
- Crows will stand on and near generators, chests, and totems.
- Crows that are disturbed within a 36 meter range will have a 75% chance of emitting a loud noise notification to the Killer from their location.
After 30 seconds, Tier 2 Occupation occurs:
- More crows will appear and become less afraid of survivors.
- Disturbed crows communicate directly to the Killer, and will cause a loud noise notification from their location 100% of the time within a 40 meter range.
- Survivors standing within this zone will hear a constant heartbeat as if they were standing on the edge of the Killer's terror radius.
- Survivors have a slight chance of being swarmed when a crow is disturbed in this zone.
After 75 seconds, Tier 3 Occupation occurs:
- All crows will emit an 5 meter terror radius.
- Survivors in this area will have their skill check success zones reduced considerably.
- Survivors have a tremendous chance of being swarmed when a crow is disturbed.
- Multiple crows will block window vaults. Survivors cannot performing running vaults on these windows and will be swarmed if they vault them.
- Crows will sit on upright and downed pallets. Survivors who attempt to pull it down or vault it will be swarmed by crows.
- Crows will guard unrepaired generators. Failing a skill check will cause will cause the survivor to be swarmed by the crows.
- Survivors will accumulate idle crows faster when hiding in lockers.
(Note: Swarm chances are affected by luck. The luckier the survivor is, the less likely it is that they will be attacked. Calm Spirit will make it so that the survivor may only alert crows by vaulting windows and using pallets while they are sitting there, but will only send out a noise notification and will not swarm the Calm Spirit user, because, after all, it is the person technically going out of their way to disturb the woodland creatures.)
---
Perks:
Witch!
{Very Rare The Raven Perk}
You become obsessed with one survivor.
Your obsession receives a (20%-22%-25%) action speed penalty for all interactions for the duration of the trial. Any survivors within an 8 meter range of the obsession will also receive this penalty. This effect lingers for 15 seconds when out of range.
When your obsession is sacrificed or killed, all remaining survivors will receive a 10% bonus to all interactions for the rest of the trial. The next survivor that is hooked after the obsession is sacrificed or killed will become the next obsession.
The Killer can only be obsessed with one survivor at a time.
Forestalling
{Very Rare The Raven Perk}
Your success at hindering the survivors' progress through pain and violence shrouds their focus. When a survivor is put into the dying state, any other survivors performing an action will immediately receive a tremendously difficult skill check with no skill check warning that results in an additional (5%-6%-7%) regression if missed. Any generators that are not being repaired while this occurs will immediately regress by 10%.
Hex: Gatekeeper
{Rare The Raven Perk}
A hex that calls upon The Entity's assistance in delaying the survivors' escape. When an exit gate is opened, all remaining dull totems in trial will become a hex totem. For each hex totem standing, The Entity will block both exits for (10-15-20) seconds, up to a maximum of (50-75-100) seconds. When any of the remaining hex totems are cleansed or the time expires, all totems return to their dull state and both exits will be unblocked.
("Spies From The Shadows" has a different effect when equipped by The Raven.)
Spies From The Shadows
{Very Rare Perk}
The crows found in the world can communicate directly with you.
When a crow within a (20-28-36) meter range is disturbed by a survivor, there is a (25%-50%-75%) chance that the survivor's aura will be revealed to the you for 4 seconds.
Spies From The Shadows has a cooldown of 5 seconds.
"In the shadows they torment, scarring our minds with each scream."
---
Survivor: "Reverend Arthur Dale" (Just "Reverend Dale" in-game.)
Very Brief Backstory:
Arthur Dale was known for his strict nature when it came to not just his teachings within the church, but in the town and church's organization as well. He made sure everything was done right, and stayed that way. Anyone who stepped out of line dealt with him and he made sure of it. That's why when the trials emerged and witches were abroad, it came as no surprise that he was the first to go to for many of the townsfolk that were terrified for their lives in this grim atmosphere.
Despite his lessons and the many talks he had, Dale witnessed his church's population shrink as the weeks went by. Concerned about the safety of the town, he went to investigate these "trials" in the town courthouse. Contrary to what he's heard about the trials, even he as a reverend could see the unjustness of the jury and the bias towards the girls who cried "Witch!" with no evident cause.
After the trial, he approached the judges when the court cleared and questioned their judgement on the situation. Rather than answering his question, they probed him of his teachings and status as a clergy. Submitting to the judge's arrogance, knowing that his position could be compromised easily, he stormed out the door back into town.
On his way back to the church, he overheard conversations about the most recently executed batch of witches, and the home that they used to live in, believing that the Devil could be hiding behind the countless crows that guard it. Curious about this strange rumor, Dale left with a lantern and a crucifix towards the house that the townsfolk had spoken of. It was probably the darkest house of the entire town, and crows flew in different directions upon his approach. He grabbed the knob and went inside.
With only a lantern to light his way, he carefully navigated the home while holding the crucifix in front of him for protection. It didn't take long for him to discover the body of a woman on the floor of the dining room. Her body was badly bruised and blood was seeping from her head, like she was beaten. Before he could say a word, he heard the front door slam shut. All of the furniture had begun to shake, and his lantern's light was flickering.
He ducked down to the ground and shielded his head from any falling debris, but nothing happened. The house had stopped shaking and the air was still. He made his way past where the woman's body used to be and headed to the front door. He grabbed the knob once more and opened the door. He wasn't where he used to be, but rather, a foggy forest with leafless trees all around as far as the eye can see. With his lantern useless, the only light he could see now is a small fire in the distance, which turns out to be his next destination.
---
Evoker
{Very Rare Reverend Dale Perk}
Your prayers for guidance give your fellow survivors an unrestrained amount of hope that causes The Entity to become agitated. When you complete a generator, perform a Safe Hook Rescue, save a survivor from the Killer's grasp, or cleanse a hex totem, Evoker gains a token. For each token gained, all survivors, not including yourself, receive the following bonuses:
- 2 Tokens: All survivors gain a (3%-4%-5%) action speed bonus for all interactions.
- 3 Tokens: All survivors recover from Hemorrhage, Mangled, Exhausted, Blindness, Hindered, and Madness (10%-15%-20%) faster.
- 4 Tokens: All survivors gain a (2%-3%-4%) Haste status effect.
- 5 Tokens: All survivors receive the Endurance status effect while injured until they are hit by the Killer. Once hit, Endurance will refresh when the survivor is rescued from a hook or healed to healthy.
You will lose all tokens accumulated when you are hooked by the Killer. While hooked, sacrifice progression speed is increased by 5% for each token lost. Survivors may only be affected by one Evoker effect at a time. You will not gain tokens if you are not the Killer's obsession. When the obsession is sacrificed or killed, you become the Killer's obsession and your location is revealed to the Killer for 3 seconds.
Increases your chance of becoming the Killer's obsession.
The Killer can only be obsessed with one survivor at a time.
Superintendence
{Rare Reverend Dale Perk}
Unlocks potential in one's aura-reading ability. When any survivor performs a Good Skill Check, their aura is revealed to you for (3-4-5) seconds. When any survivor performs a Great Skill Check, their aura is revealed to you for (7-8-9) seconds.
Light Seeker
{Very Rare Reverend Dale Perk}
You spend careful time searching for items that could clue you to an alternative solution. Your chest searching speeds are reduced by (50%-60%-70%).
Light Seeker will grant either a (Broken Key or Flashlight - Broken Key, Flashlight, or Sport Flashlight - Broken Key, Flashlight, Sport Flashlight, or Dull Key) on your first completed chest search.
This perk deactivates after its first use.
---
And, done. That took all morning. Anyway, I'm welcome to feedback, of course. Why else would I be posting this here? Whew, I need a nap.
Comments
-
Cool Chapter Idea!
I especially like the perks, they seem like perks that would actually fit into the game. I think "witch" would be a little OP though as a killer could pair it with Dying Light and tunnel the obsession for a massive speed debuff. A
0 -
^Ignore my "witch" comment, just re-read the perk desription ;)
0