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09SHARKBOSS

09SHARKBOSS

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09SHARKBOSS
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  • @Sk3ptiX said:

    So I thought I should make a survivor for the Mask of Sanity concept chapter so I made this character! Hope y'all enjoy this one, I didn't spend nearly as much time on him so not cosmetics this time, but I hope y'all enjoy.

    A New Survivor Enters the Realm

    Name : Thomas “Tommy-Boy” Dodson
    Age : 28
    Gender : Male
    Lore :  

    Thomas Dodson, born May 3rd, 1967, came into the world in a small Florida town just outside Tallahassee. To neighbors, the Dodsons were the image of the American Dream. A proud veteran father, a gentle, caring mother, and their  mutt, Badger, who never left Thomas’s side. Their house with its neat lawn, was the kind that looked as though it belonged on postcards. But beneath the surface of that picture-perfect family was a reality that would scar Thomas for the rest of his life.

    His father, John “Jack” Dodson, returned from Vietnam a different man. When he left, he was a proud, clean-cut soldier with a smile. However, when he came home, he carried the war with him, in the sudden silences, in the nights he jolted awake screaming at enemies only he could see. PTSD was something not understood, in those days. His wife, Danielle, did her best to keep their home steady, to shield their son from the storms that overtook Jack.

    For Thomas’s early years, life seemed ordinary enough. He was never the brightest student in class, but neither was he hopeless. He was just a regular boy who preferred playing baseball in the dirt lot behind the school to memorizing math tables. He had friends, scraped knees, and dreams like any other kid. Yet in the quiet moments, when his father stared too long into the distance or jumped at the crack of a car backfiring, Thomas felt something darker, more sinister clawing at the family.

    That darkness revealed itself fully when Thomas was eleven years old.

    It was a humid Florida night in August of 1978. The cicadas were in the trees, and Thomas lay restless in bed, half-asleep, half-listening to the creaks of the house. A sound shook him awake, a commotion. Loud banging, muffled thuds, the rattling of his bedroom wall. Confused, he sat up, hearing Badger growling low by his bedroom door. He waddled across the carpet, the hair on his arms rose as if warning him. He pushed the door open, heart thumping louder with each step toward his parents' room.

    When he turned the knob and cracked the door open, the scene before him would engrave itself in his mind. His father was on top of his mother, his face, a mask of rage, stabbing and striking as if possessed. Blood splattered across the sheets, the walls, Danielle’s nightgown. She struggled, weakly, her hands shaking against Jack’s chest. Her eyes caught Thomas’s for the briefest second. They were awful wide, pleading, a silent cry he could never forget.

    Thomas froze, paralyzed. His body turned cold, the sound of his own heartbeat drowned out everything else. He couldn’t scream. He couldn’t move. He could only watch in horror until Badger lunged at Jack, snapping and biting at his leg.

    But even the loyal dog couldn’t stop him. Jack, lost in his flashback, grabbed the knife from his wife’s chest and plunged it into Badger’s throat. The yelp that followed broke Thomas from his trance. His breath caught. He tried to speak, but no words came. Jack’s head snapped toward him and in his father’s eyes, Thomas wasn’t a son. He was another enemy soldier, another target.

    Jack lunged.

    Thomas slammed the door shut just in time and bolted down the hall, flying through the living room, out the front door, across the lawn, and straight into the Johnsons’ house across the street. He pounded on their door until they let him in, until he collapsed in their hallway sobbing and choking on words. Mrs. Johnson clutched him close while Mr. Johnson grabbed his shotgun and locked the doors.

    The police arrived minutes later, though to Thomas they felt like hours. Blue and red lights flooded the street as armed officers stormed into the Dodson house. Thomas watched from the Johnsons’ window, his small fists trembling against the glass. When the officers emerged, their faces were grim, and the ambulance that followed carried not one but two stretchers.

    Jack Dodson had come down from his episode, realized what he had done, and turned the knife on himself. Danielle and Jack were declared dead at 3:41 a.m. The “perfect family” that neighbors admired was gone in a single night.

    Thomas was taken to the police station, where officers gently asked him to explain what happened. He gave them what details he could. Afterward, he was placed with his Uncle Ron in Tallahassee, but child services deemed Ron’s cluttered, half-broken apartment unfit for raising a boy. Thomas was soon swept into Florida’s foster system, shuffled from home to home for the next seven years.

    He never let anyone close again. He smiled when people expected him to, ate when told, followed rules when enforced  but deep down, he was numb. Every night, when he closed his eyes, he saw his mother’s face as she looked at him for the last time. He saw his father’s eyes filled with madness. He smelled the copper smell of  blood.

    By his teenage years, he turned to drugs. At first, it was small things offered by other foster kids, just enough to take the edge off, to blur the nightmares. But soon, he became dependent on it. By the time he aged out of the system at 18, he was fully addicted. He drifted from couch to couch, eventually sleeping under overpasses, stealing what he needed to survive. Tallahassee’s streets became his home, his prison, and his escape all at once.

    In 1986, at nineteen, Thomas overdosed. He was found by a jogger sprawled unconscious in an alley and rushed to a hospital. Doctors told him later that he had been minutes from death. For the first time, staring up at the harsh  lights, Thomas felt something he hadn’t in years: shame. Shame at what he had become, and a desperate need to change.

    And so he did. Slowly, painfully. He worked odd jobs, anything that would hire him: sweeping at gas stations, unloading trucks, carrying boxes for a grocery store. He bought a beat-up jalopy of a car that coughed and sputtered but carried him to work. He bought clean clothes from thrift shops. He fought the cravings every single day.

    Finally, after months of scraping by, he saved enough to leave Florida behind. With nothing but a duffel bag of clothes and a few hundred dollars in savings, he drove nineteen hours straight to New York, the city of opportunity, the city where people remade themselves.

    The Bronx became his new home. He started living out of his car, showering at gyms, applying for jobs endlessly. Then came the docks. A dock-working position opened in the Bronx, and Thomas took it. He loved it more than anything he had done before. The work was honest, brutal, and tiring, but it gave him a rhythm. He made friends there, earned respect, paid rent on a shabby little apartment, and started to believe maybe, just maybe, he was building something real.

    That was when he found therapy. At twenty-seven, Thomas began sessions with a young, highly intelligent psychologist named Sebastian Hawke. Sebastian was calm, collected, and professional, yet something about him unnerved Thomas. He brushed it off because, after all, wasn’t therapy supposed to dig into uncomfortable places?

    But one night, his life unraveled again. He was restless, haunted by old nightmares, and decided to get a drink. He drove to a bar, already uneasy, feeling the unnerving sensation of eyes on him. Paranoia, he told himself. Just paranoia. He got blackout drunk, stumbled to his car in the far corner of the lot before feeling the sharp sting in his neck before darkness swallowed him.

    When he woke, he was being dragged across a floor. His head throbbed. His wrists burned. And when his blurred vision sharpened, he saw the face of the one man he thought he could trust;  Sebastian Hawke.

    A struggle erupted, violent and desperate. Thomas fought with everything he had, his strength and build giving him the upper hand, that was, until Sebastian’s revolver cracked against his skull. Dazed, bleeding, Thomas barely managed to knee him in the ribs and break free. He ran, bullets tearing through the night behind him, and didn’t stop until he crashed into the nearest police station, breathless and shaking.

    The officers believed him. They sent cruisers to investigate the apartment, though by the time they arrived, Sebastian had vanished. Thomas gave his statement, his description, and was promised protection. But that night, as he lay in bed staring at his ceiling, the same old fear clawed at him, the same paralyzing terror he felt as a boy. Sebastian was still out there. And Thomas knew men like him didn’t stop.

    He barely slept. And when he did, it wasn’t sleep that woke him, it was the rumble of his apartment walls, the choking mist filling his lungs, the world dissolving into an endless, suffocating fog.

    When it cleared, he wasn’t in New York anymore. The sky was black, the air thick, and the mist never left. The world he knew was gone. And Thomas Dodson, a survivor of war’s aftermath, trauma, addiction, and betrayal, had been swallowed whole.

    He hasn’t been seen since.

    Perks : 

    Tooth and Nail
    You gotta fight with all you got. After being in a chase with the killer for 90/75/60 seconds, press the Active Ability Button while facing the Killer within 1 meter to stun them for 1 second. Activating Tooth and Nail causes a 120-second cooldown.

    “You back a man into a corner, you’ll find out real quick he’s still got some fight left in him.” - Thomas Dodson

    Scars
    Your scars remind you that you’ve already survived worse. Each time you are unhooked, you gain 10%/12%/15% Haste for 6 seconds and your scratch marks are hidden during this time .

    “You’re a sad man, Mr. Dodson.” - Sebastian Hawke

    Whatever It Takes

    You’ll do whatever it takes in order to survive. Whenever you blind the killer, break out into a sprint at 150% for 2/2/3 seconds. Once blinding the killer, you become the killer’s obsession. Whatever It Takes causes the “exhausted” status effect for 80/75/70 seconds. 

    “I ain’t dyin’ here. Not to him, not to anyone.” - Thomas Dodson

    this… is beautiful

    the backstory is heartbreaking, the perks are useful and synergize very well

    I'd love to actually see this happen as it would work like a charm no matter how scarred that charm may be

  • @Tenac said:

    While I love my licensed killers I definetly want to see more OG ones. Tell me your ideas and what abilities they would have. They can be based off folklore or completely original.

    1. The Host/Harbinger

    A person who has become a physical host to the enity. They could have a normal human in a cloak look but they appearance wavers occasionally and shows small flashes of the entity's form. He could attack with spider legs. He can create new hooks (that have less durability). Also if a survivor stares at them for too long they can enter madness (similar to the doctor).

    2. The Mist

    A creature made of fog. Can turn into a low laying fog and zoom across the map undecided.

    3. The Mimic

    This has been brought up over the years but a killer that can mimic survivors.

    i like these ideas but making someone go insane just for looking at a killer? let Slenderman have that please

  • i think it would be fun to be able to customize your acc with a little fun pin next to your name or image being the killer, survivor, or even the spectator logo for people who dont main a specific side

  • @Awkquido said:

    With the recent QoL patch being rolled back, I'm curious what DBD is.

    I dont see it being like League of Legends competitive ranked queue. Although since it has a ranking and MMR that means it's not a party game?

    So what is DBD. Is the point to see how good you can get or how theoretically high you can go? Theres no ladder aside from ranks that you basically cant demote from and get to red rank by just playing enough.

    At what point do players weigh having fun versus wanting to win with a competitive mindset.

    Basically with the supposed changes it seems like theres an issue between a player getting to enjoy and play the game versus a player wanting to win regardless of how its done. What is BHVRs goal for this game, is it about getting a win or is it about having an enjoyable game for both sides.

    I always thought DBD was a chill party game to enjoy with friends but it feels like I'm wrong.

    for me its a game I have to give myself challenges for as its not super fun to win as soon as I enter the game every game

    when you play enough red rank becomes a constant in the first week of the reset as killer and survivor so if I can give myself a side challenge every game like gettin everyone dead on hook before killing them then ilI have fun but if not then its just boring win after win

  • @Willish said:

    So I just had a match that ended before it started. First person got hooked and had luck that failed to get them off, the second person disconnected, and the third was hidden in the basement. This was at 5 gens, btw. Solo queue, huh? Anyway...

    I tried to 4% using the luck offering and unfortunately I failed. The killer clearly had enough of this shocking match and he'd also gone AFK at the point.

    I left the match and was met with 'Your grade has been reduced to X because blah blah'. I mean, I'm not so fussed about losing a grade, but does Behaviour want me to actually finish out that match? 1 dead on hook, 1 DC, 1 in basement hiding and AFK killer.. Come on Devs. That sh*t is pathetic!

    yes they want you to finish the game

    there really wasn't a point in playing or DCing so why not just get the free BP from an afk killer

    but yeah to me it sounded like your team really just didnt care about the game

  • @GentlemanFridge said:

    Quite a few charms are internally tagged as 'bird' and so if you search that one they appear.

    and idk that just tickles me in the right way

    :D

  • @Alice_pbg said:

    I just had this idea, let me know if it has any legs or I just had too much free time at work.

    to be clear, the anti-tunneling and anti-slugging stuff should still happen in some capacity. this is just addressing what I think is a common concern for killers that leads to tunneling.

    As we know, the longer the trials go, the more favored is the killer. assuming survivors are being put on hooks. since hook stages are the survivors only limited resource. (ignoring items and perks because they don't matter to this point)

    but, sometimes the game goes by too fast, and killers feel like they need to get someone out of the game to slow things down and have a chance for a 4k. I assume that everyone who played killer at some point has felt this.

    this leads to tunneling.

    so here is my proposed change.

    nothing happens until 2 gens are left and there has been less than, say, 6 hooks. (also, no deaths)

    at that point, survivors get a small debuff to repair speed. Don't wanna calculate numbers, but it means that the 4 survivors work at a speed that would equal 3.5 survivors.

    then, if 1 gen is left, the debuff makes it so 4 survivors work at the same speed as 3 survivors.

    the debuff ends immediatly if one of 2 conditions happen.

    1- 6 hooks. (because at this point, at least 2 survivors are on death hook. so it should be ok… I think)

    2- Someone dies.

    this makes it so getting someone out of the game afap is less atractive, since it would be almost the same as leaving everyone alive with the debuff. And also, the remaining survivors would have more hook stages left.

    my expectations are that killers won't feel as pressured to confirm a kill, and might even want to use the debuff in their favor to spread more hooks before losing it.

    I made my case. It's basicaly an incentive to avoid killing someone too fast. Opinions?

    obviously dealing with 4 survivors instead of 3 is always gonna be harder on some level because numbers, but if the issue is how fast the game goes, I think this would help.

    .125 speed decrease to gens per living survivor then it turns to .25 per living survivor or its 1/8 speed decrease to a 1/4 speed decrease

    math done :)

    but yeah I agree with would actually work pretty well and its not super OP as its automatic slowdown but not half speed or a full halt

  • you forget the sky as well

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999519#Comment_3999519

    Win a match on The Game without getting holed. Challenge level: Impossible.

    easy

    just play bottom floor as nobody is touchin half the gens if you do

  • i liked most of them but I would like to see who I hooked last so I am able to keep track of the last person I hooked so the anti tunnel cannot be used against me

  • @Firellius said:

    The weeping angel mechanic wouldn't work because the killer has to move insanely fast while not in view, to a speed that'd be impossible to control.

    casually sprinting triple blight speed into a wall for ten seconds

  • @Willish said:

    I have been using a full gen rush build and started using hyperfocus in every match, but I was accused of cheating by a killer, who said "nobody can hit those skill checks, you must be cheating".. So now I'm a little confused? Are the skill checks meant to be impossible to hit? I do on occasion miss one, but I'd say I hit them more than I miss them..

    im a killer so I don't do skillchecks much but when I do its not hard to get to lvl 3 of it unless theres a doctor

  • @Nightram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986939#Comment_3986939

    If people wanna use the David's shirtless cosmetic with that mask or any other mask he would get. Let them.

    All of this is just an example that I mentioned. If this would be the case, I think BHVR would do this differently😊

    But some mask on some, or even full costume would be awesome!

    :)

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988945#Comment_3988945

    How is Chucky the most hated? He's a shell of his former self

    its like the nerf pig meme

    im a killer main but its just the law to hate chucky

  • very glad neither came to 2v8 because 1 Chucky is one of the most hated killers overall and 2 clown would need only nerfs to be able to be in 2v8

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988358#Comment_3988358

    I disagree with the Wesker faster vault we dont need scamper Wesker that should revert that tbh

    valid

  • @TsukiYurei said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937178#Comment_3937178

    You say this, Yet there are smaller dev teams than behaviour.

    That release maps often for there MP games.


    Behaviour has many studios and an huge workforce now.

    There not much excuse.

    there are still certain priorities they have so instead of being able to focus on one thing they have to focus on a few to meet a deadline because bigger companies have those while smaller ones are much more lenient

  • @XDgamer018 said:

    how about we start bringing back the rift xp per match stuff. So youre actually rewarded for playing outside of the challenges

    please

  • @Sk3ptiX said:

    I put a lot of thought into this character since I have nothing better to do, tell me how I did for my first, full-blown character!

    Mask of Sanity


    Name : (Sebastian Hawke) The Psychopath
    Size : Average
    Terror Radius : 40m
    Movement Speed : 115%/4.6 ms
    Weapon : Kitchen Knife
    Lore :
    Sebastian Hawke was born February 23th of 1959 into a wealthy family that resided in River North, Chicago. His father, Victor Hawke, a car salesman, who owns his own car dealership which allowed him and his family to live comfortably in the higher echelon of society. His mother, Sophie Alistair, left the family when he was but a little boy due to the strain Sebastian put on his parents' relationship.  

    Victor always held a grudge towards his son as he didn’t think, but rather, he knew he was the reason Sebastian’s mother, his beloved wife, left the family. As a young boy, Sebastian was a miserable child, which had only put a strain on the two lovers, dampening their relationship, causing a separation between the two. Sebastian knew the way his father felt about him, he could tell; the way he spoke to him, the way he looked at him, the way his left eye would ever so slightly twitch as the two talked, the way he would stiffen as he walked into the room. He knew why, yet he couldn’t care less.

    To the blind eye, Sebastian was an incredible young man who studied hard, excelled in academics and trained really hard as an athlete. However, behind closed doors, Sebastian was a very conceited person who often had psychotic and maniacal thoughts. He didn’t care about how others felt, he didn’t care about others at all. His only concern in life was him, everybody else was but a pawn in his game of chess. He believed everybody around him was just somebody he can push down to lift himself higher. Nobody had any worth, not even his own parents; nobody except him. And he knows this, he knows this isn’t normal, his parents did the best they could, it wasn’t their fault. He was simply born this way. 

    Sebastian was a 4.0 GPA student and an athlete who seemed almost abnormal at times as he was about 6’ and 185, this allowed for some incredible opportunities after high-school ended, being granted various scholarships across the country, ranging from Florida to Seattle to North Carolina, yet one caught his eye in particular. The Big Apple. After graduating high school, he would then get accepted into New York University at the age of 18 in 1977. 

    Whilst at New York University, he majored in psychology, with his goal; to become a therapist. He ended up achieving this goal as he graduated at the end of 1986 with a bachelor’s degree and master’s degree in clinical psychology, yet, he wouldn’t become a licensed therapist until 1988. After becoming a licensed therapist, he got a job working in an office building in the South Bronx. This line of work allowed him to continue his ways. Working as a therapist allowed him to learn about people, their problems, their issues; It fed more and more into his thought process of how humans as a race can’t be redeemed. He had all sorts of patients ranging from junkies to abusers to psychopaths, he might have been a bit hypocritical and he knows, but he doesn’t care. Who’s going to stop him? 

    Sebastian’s intense feelings of narcissism and egotism began to slowly show as time went on yet, he tried his best to conceal it. But, despite being superior to others, it felt as if he had no control, no power. That was bound to change, he was sure of it. One day, Sebastian decided to call one of his patients, Beth Arnbrooks, a waitress at the diner on the corner of Willis Avenue; a lady struggling with her battle against drug addiction. He told her that they were shutting down the office and moving to Bridgeport, Connecticut, a drive relatively an hour and 10 away, and she needed to come and refill out all the paper work; safety protocols he blamed it on. 

    What they didn’t know, however, was that Sebastian was speaking nothing but lies. Fallacies. It wasn’t true, he was simply roping her along, getting her in an isolated place. Sebastian had bought a small little apartment that was abandoned in Bridgeport, sound-proofing the whole thing. When she arrived, at first Beth was confused before he explained that they hadn’t fully moved the office to Bridgeport and that it was simply their holding facility for now before they had leased an actual building or complex.

    Despite being hesitant, she trusted him, she knew he wouldn’t do her any harm, he was her therapist for Christ's sake, she finally obliged, entering the apartment only to find that there wasn’t anything there. The living room was empty, the kitchen was empty. Then Sebastian walks through the front door, right behind her, locking it as he enters, guiding Beth to the room where all the “files” were stored, yet, when she entered, there was anything but a file in sight. She realized something was off but before she could act, she felt a sharp poke in her neck, everything in the room whirling and fading to black. 

    She woke up to the flash of a camera, finding herself bound to the seat she resided in, the room entirely white with sound-absorbent padding placed all around the room. Sebastian smirked, as he explained to her why he was doing this, why he felt the way he did. She begged and pleaded for him to let her go and she wouldn’t say a word; why was he doing this? Someone she thought she could talk to, someone she felt comfortable with had betrayed her.

    At first, he cackled at her pleas, but he soon grew tired of them, as they bored him. With a tray of tools to his right, he began to torture her. He tore off finger nails, ripped out chunks of hair, cut pieces of skin off with his beautiful kitchen knife, the punishments grew in extremity as the night grew darker. He tortured her for hours, keeping her alive and awake the entire time, he enjoyed the pleasure he had gotten from hearing her scream; he had never felt more in control in his life, he loved it. Finally, he had begun to tire of her, deciding to end her once and for all with his newfound love; his pristine little revolver. He kept it perfect and pristine. He cleaned up his mess, left no traces towards the apartment, planted her vehicle in a neighborhood just a few blocks away to draw suspicion from his neighborhood and dumped her body in the nearby coast before returning to his home in the South Bronx. She was found 2 months after being reported missing by a fisherman off the coast of Bridgeport. She went missing July 14th, 1991. 

    Over the course of the next 3 and a half years, he would repeat this torture process as much as 11 others would disappear, with over half of them never being found. Sebastian found so much pleasure in it, he couldn’t stop. And it was too easy, it was as easy as taking candy from a baby he thought. And nobody thought anything of it; not all of his victims were patients as he knew it would draw suspicion to himself, some days it would be random people he saw off the streets and stalked them, others would be people he somewhat knew from around town. 

    Sebastian improved; he knew his first time was terrible. Had it been anybody else he was trying to lure into the apartment, they would’ve said no, but she trusted him. Sebastian improved on his weaknesses, he was very precise with everything. Until one day, one of his kidnapees, 28 year old Thomas Dodson, escaped. 

    While he dragged Thomas into his apartment at the dead of night, his hypnotic wore out earlier than expected. As soon as he got into the apartment, Thomas started to regain consciousness and realized what was happening and fought back. A brawl broke out between the two as Thomas stood up immediately and began to run for the door, Sebastian wouldn’t let him, reaching for his gun. There was no winner in this circumstance; Thomas had managed to incapacitate Sebastian enough to give himself an opportunity to run. By the time Sebastian had managed to regain his composure and run after him, Thomas was almost out of sight; He fired a few shots off before he stopped. Sebastian came to the realization that he was done. Over. Thomas would go to the police and they’d kill him or he’d spend the rest of his life in a prison cell. He began to break into laughter. HIs eyes started to tear up as he laughed. He laughed and laughed uncontrollably. He then realized. They couldn’t kill him or put him in prison if they couldn’t find him.

    Thomas had ran to the nearest police station and explained the situation to them, they immediately went to investigate the apartment as Thomas was being questioned about what happened. Thomas was able to identify Sebastian, giving them a detailed description of his appearance. Yet, when they got to the apartment, there was no-one in sight. Except for one thing. Sebastian had purchased a Lexus LS400 in ‘89, the year it came out; yet t

    hey were known for being very susceptible to oil leaks, Sebastian’s included. Police had noticed the oil leaks on the street thanks to the street lights and decided to see how far they would take them as that was the only lead. It didn’t take them far, the only information they got from it is that he wasn’t in Bridgeport.

    Whilst the police were trying to find where he went, he had already packed all of his valuables from his house into the trunk of his car before going back inside and laying in his bed. He stared at the ceiling with a mind full of thoughts before falling asleep. The next morning, he showered, got into a fresh pair of clothes and drove. Portland had caught his eye, that’s his next stop. However, the only route from the Southern Bronx to Portland requires him to pass through Bridgeport. But he didn’t mind. 

    At around 10 AM, while he was passing through Bridgeport, he was pulled over by an officer, not too big a deal. The officer, Officer Charles Lee, explained to him that they were required to pull over any grey car because of Thomas telling the police about the grey car he drove. Sebastian wasn’t nervous nor was he hesitant to give the officer an ID and registration. Lee felt something off about Sebastian, though what exactly, he couldn’t explain. He returned his ID and registration to Sebastian and told him to remain there as he went back to his car to use his MDT to look this guy up. A wave of horror flooded him as he realized the sketch of the serial killer was identical to Mr. Sebastian Hawke. Charles radioed into his station that he found him and exited his vehicle and drew his weapons. He demanded that he exit the vehicle slowly with his hands above his head, but he did not comply. 

    Sebastian put the car in drive and sped off, in which the officer ran to his car and followed in pursuit. Charles  called for backup, and his altercation resulted in a chase, soon it went from one police car to four. Charles had begun to catch up to Sebastian, ramming the sides of his car, yet he didn’t give up. Until they slammed the back of his car and he lost control, the wheels went one way while he was trying to go another, his car eventually stopping spinning out of control after he hit a tree. The cop cars surrounded him, with nowhere to go except forest. He exited out of the vehicle and began to fire. One of his shots hit an officer in the neck and killed him, the officers began trading fire with him. After he ran out of ammunition, he left his cover and ran, with the police continuing the rain of bullets upon him. Bullets flew past him whilst he ran. Suddenly, he felt sharp needles all over but he kept running as Charles and his men began to unload their magazines into him, he ran and ran until he lost them. As the adrenaline wore off, he found out those sharp needles weren't needles at all but rather, bullet wounds. He leaned up against a tree as he began to count them. One, two, three, four, five. Five bullet wounds, one going through his arm, two stuck in his leg, one in his lower back and one in his shoulder. He knew this was it. It was a Saturday, February 3rd, 1995.  He chuckled as he slouched over against a tree. 

    He observed his environment as the realization hit that this would be the last thing he’d see. Or so he thought, suddenly, a dark mist began to infest the forest, the sky seemed to darken, a giant cloud began to wrap around him, he slowly faded into the dark.

    He awoke in a new realm after the dark engulfed him. He certainly wasn’t in New York anymore, he explored the mysteries of the fog. He roamed and wandered until the entity came to him, made him a deal. He was offered control in the realm of the entity. Power. The ability to experiment. To continue his spree. This is where he was meant to be, he thought. He continues to wander the realm.

    Power :
    Requiem Of Retribution
    Sebastian begins the Trial wielding his Blade of Betrayal—a chef’s knife that grants him 115% movement speed (~4.6 m/s) and a 32 m terror radius—while his revolver, the Chamber of Control, passively recharges over 40 seconds; by pressing M2, he can swap to the revolver, which reduces his movement speed to 110% (~4.4 m/s) and increases his terror radius to 40 m, allowing him to fire (0.4 second animation) up to six shots (five required to down a Survivor); reloading takes 2.3 seconds (during which he moves at just 70% speed and triggers an audible cue), after which any downed Survivor automatically begins the revolver’s cooldown and recharge, and pressing M1 initiates a 1.5-second animation to revert to his knife

    Perks : 

    Sadistic Methods
    You thrive on the slow unraveling of your victims, watching their hope slip from their fingertips.

    Each time you hook a Survivor, you gain one stack, up to a maximum of 4/5/6. However, each time a Generator is completed, you lose one stack. For each stack you possess, all Generators within a 32-meter radius are blocked by the Entity for 5/10/10 seconds per stack.

     "Their hope is slipping. I love that feeling." - Sebastian Hawke

    Dead Memories
    You let the echoes of their cries as they fall guide you. 

    Unlocks potential in one’s aura reading ability. When you down a survivor, any other survivor within 20/20/20 meters of you scream and reveal their aura to you for 4/5/6 second, then goes on cooldown for 30 seconds. 

    “The case files are sealed, but their faces still haunt me. Each of them nothing but a whisper in the dark.” - Officer Charles Lee, May 26th, 1997

    Hex : Severed Escape

    While this Hex is active, breaking a pallet causes the Entity to block all windows within 12 meters for the next 10/12/14 seconds. The path they thought would save them is no longer there. The Hex persists until its totem is cleansed or blessed.

    “The illusion of safety is my favorite little lie.” - Sebastian Hawke

    Add-Ons

    COMMON

    Worn Leather Holster - Reduces revolver reloading speed animation by 0.15 seconds.

    Polished Knife Handle - Decreases knife swap animation time by 0.3 seconds

    Bullet Casing - Decreases revolver swap animation time by 0.2 seconds

    Brand-New Sight - Decreases ADS time by .5 seconds

    UNCOMMON

    Voice Recorder Tape - Survivors within 12 meters of you whilst reloading your revolver suffer from “Exhausted” for the next 5 seconds.

    Overtuned Revolver Cylinder - Increases bullet capacity by +1; increases reload speed by 0.5 second

    Apartment Key - Increases movement speed whilst reloading revolver by 7%

    RARE

    Used Syringe - Survivors injured by a revolver shot are “Hindered” by 5% for 3 seconds.

    Chloroform-Soaked Cloth - When a survivor is downed by a revolver shot, their aura is hidden for the next 8 seconds.

    Therapist’s ID Badge - Survivors suffer from “Oblivious” for 15 seconds after being injured by revolver shot

    VERY RARE 

    Photograph of Beth - After reloading, your next revolver shot that injures inflicts “Deep Wound”, causing the survivor to scream
    “
    She was my first–That, I’ll never forget.” - Sebastian Hawke

    Custom-Carved Grip - Aiming the revolver increases your terror radius by +4m, but grants “Undetectable” for the next 8 seconds after a successful injure with the revolver. 

    Officer Lee’s Badge - Switching from your revolver to your knife reduces your terror radius to 12 meters for the next 10 seconds.
    “
    That pig. I should’ve killed him while I had the chance.” - Sebastian Hawke

    IRIDESCENT 

    Speedloader - Decreases maximum number of bullets to 5, each revolver shot decreases your reload speed by 10% a stack, the maximum being 3 stacks. The bonus resets after reloading.
    “
    If only I had one of these. If only.” - Sebastian Hawke

    Cased File [CLASSIFIED] - Your revolver now holds a maximum of 2 bullets; both bullets insta-down any survivor you hit, reload speed is increased by 35%.
    “
    This file, a testimony to hope and its fragility.” - Sebastian Hawke 

    Cosmetics

    Uncommon

    Disheveled Professional

    • Head: Hair combed but sticking up in tufts, sweat visible across forehead. Stubble shadow across jaw.

    • Body: Shirt partially untucked, tie barely hanging on, right sleeve cleanly rolled, left hanging loose. Sweat and faint blood ring beneath the collar. Navy slacks wrinkled, belt slightly off, brown shoes dulled and streaked with blood near soles.

    • Weapons: Knife faintly streaked as if wiped hastily; revolver dulled with visible fingerprints.
      “Even before the blood, his mask of composure was slipping.”

    Street Soiled

    • Head: Hair unkempt, dirt smeared across temple and jaw. Expression harsher, twitchier.

    • Body: Shirt untucked and torn, collar stretched, sleeves rolled unevenly, fabric soiled with grime. Tie missing entirely. Jeans replacing formal pants, heavily stained, frayed knees. Sneakers scuffed and torn, laces frayed.

    • Weapons: Knife edge chipped, revolver with scratches etched along cylinder.
      “The streets became his new stage, with the alleyways his hunting ground.”

    Rare

    The Clean Cut

    • Head: Hair slicked straight and parted precisely. A faint calm expression hides subtle twitching veins at his temples.

    • Body: Shirt tucked and crisp, tie tightened perfectly. Tiny blood flecks visible along the collar and cuffs. Pants ironed smooth, shoes polished but faint streaks of dried red trail near the edges.

    • Weapons: Knife polished spotless, revolver gleaming, faint oil sheen across grip.
      “For a fleeting moment, he looked like the man he once used to be.”

    The Runaway

    • Head: Hair tangled, clumps stuck together with grime. Small cut across cheek dried brown.

    • Body: Suit jacket torn at the shoulder, shirt ripped down to chest, tie missing. Dirt and mud smeared across the torso. Slacks muddy and stiff, sneakers battered, one lace untied.

    • Weapons: Knife dulled and dirt-caked, revolver heavily scratched and battered.
      “Flight was just another form of the hunt.”

    The Wretch

    • Head: Hair greasy, blood crusted along scalp. Skin pale and sunken, jaw shadowed.

    • Body: Shirt shredded and torn open, sleeves ripped. Tie crudely wrapped around the left forearm as makeshift bandage. Crimson smears stain fabric across the chest and ribs. Pants torn at both knees, stiff with filth and gore. Shoes splitting apart, sole peeling.

    • Weapons: Knife rusted brown-black, revolver dented, grip cracked.
      “With every kill, his civility rotted, leaving nothing but the wretch behind.”

    Very Rare

    The Bloodied Gentleman

    • Head: Hair slicked neatly, faint smirk locked in place. Blood flecked across cheekbones and jaw, eyes cold but steady.

    • Body: A navy suit jacket buttoned over a drenched white shirt. Tie loose but soaked crimson, as though dipped in gore. Every slight motion seems to drip fresh red. Slacks neatly creased but drenched halfway up the legs. Polished shoes darkened and slick, faint streaks of blood etched into seams.

    • Weapons: Knife glimmers clean despite constant dripping. Revolver gleams silver, grip stained dark near trigger guard.
      “He dressed with care, yet not for himself, but for the performance of slaughter.”

    The First Sin

    • Head: Sebastian appears younger, with a fresh face and clean features. Hair neatly parted, eyes sharp with anticipation.

    • Body: A crisp shirt, spotless save for a faint crimson handprint across the chest. Tie perfectly straightened, sleeves rolled neatly. Slacks pristine, shoes shining as if freshly polished.

    • Weapons: Knife gleaming stainless steel, revolver brand-new, cylinder engraved faintly.
      “In the beginning, there was hesitation… followed swiftly by hunger.

    Ultra Rare / Legendary

    The Collector (Full Set)
    “As the hunt became ritual, Sebastian no longer killed for necessity — he killed for the trophy. Every trinket, stain, and scar became part of a collection he could never complete.”


    • Head: Gaze of the Hoarder
      Bloodshot eyes wide and twitching, face smeared with dirt and dried blood. A necklace of grisly trophies — bones, rings, scraps of cloth — hangs loosely around his neck.
      “Through bloodshot eyes, he saw not people — but trophies waiting to be claimed.”

    • Body: Apron of Remnants
      A butcher’s apron stretched tight over a shredded shirt, caked with layers of old and fresh stains. Pockets bulge with trinkets and “keepsakes” scavenged from victims. Slacks torn and patched crudely with mismatched cloth. One shoe scavenged, mismatched with the other, both crusted in dried blood and dirt.

      “Every stain told a story. Every mark a memory. He wore his past as armor, and his victims as medals.”

    • Weapons: Scavenger’s Tools
      A chipped, uneven kitchen knife, sharpened against stone until jagged. The revolver is cobbled together with mismatched cylinder and barrel, faint cracks along its frame, still functional despite its decay.

      “He needed neither elegance nor perfection. Only something sharp enough to claim what was his.”

    i love your attention to detail on this and would love to see more unique killers and survivors from you

  • @GuardianoftheCrystal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988328#Comment_3988328

    I'm still working out on that at the moment, still kind of clueless as to which one should do what.

    if you want I could help because I love making concepts for things

  • @GuardianoftheCrystal said:

    https://us.v-cdn.net/6030815/uploads/70OCLF0GJ04K/gxpftrixyaa83yx.png

    I am very proud of these perk designs.

    They belong to my original killer I made up a bit a go called the Eldritch.

    The perks are called Eldritch Terror, Hex: Scream into the Abyss and Nevermore.

    what did they do?

  • @Dem34888 said:

    They added a new feature - play while you wait, it puts you in priority, and besides, you can also farm BP at x5, then use them for your killer's addons or for surv's items, a win-win situation

    My friend and I played 3-4 games for survivors, basically our win rate was 60-70% and it was the same on killers, in most games either no one escaped, or 1-2 got hatch
    Against 8 survivors SWF - yes, everything is as usual, 2 hooks - half of the map is already repaired

    Survivors in this mode are mostly very casual and fearful, we have managed to pull the situation out of the triangle/quadron more than once, 1 runs and catches - the second patrols the generators and they all die on the last generator

    The situation is the same with random killers, if a person plays for killers for some time, then he has an idea of ​​how to change the game tactics over time based on the developing situation

    thank you for this "Survivors in this mode are mostly very casual and fearful, we have managed to pull the situation out of the triangle/quadron more than once, 1 runs and catches - the second patrols the generators and they all die on the last generator" new tactic shall use it well

  • @Coffeecrashing said:

    In 2v8, BHVR should be super buffing survivors, and super nerfing Legion and Oni, to balance the 2v8 queue times.

    We really should be making 2v8 massively survivor sided, to get the queue times more balanced.

    minor surv buff major oni/legion nerf so its not just dead on killer side instantly

  • niceeee now try the dredge perk that gives aura reading on lockers please

  • @BluBugg13 said:

    Whole Name: Romano Fausto Lennox Vale

    Nationality: Mexican American 

    Age: 18

    Realm: NewChance Juvenile Detention Center 

    Bio: The Arsonist is a calculating yet childish firebug who thrives on chaos. He manipulates his environment through flames, using doused objects and survivors to spread fire and disrupt gameplay. His lighthearted façade hides his volatility — when provoked, his intelligence and rage make him a brutal threat.

    Background: Born in 1985, Arizona, in a suburban desert edge community. Roman was raised in a loving household with caring parents as they had lost their last child due to birth complications, Roman was born premature, a miracle child. 

    His parents, Rosie and Ivan Vale were warm, loving, doting and protective parents. But neither could see the signs.

    Roman’s obsession with fire started early, from watching candles melt, to burning ants with a magnifying glass. He got in trouble a few times as a kid—setting off illegal fireworks with friends and burning garbage bins. His parents dismissed warnings from teachers, friends and neighbors.

    After multiple incidents and a psychological evaluation, he was court-ordered into NewChance a youth detention center. His parents sobbed. His mother tried to fight it. But the court overruled them. Roman was terrified at first. Angry even. But soon… curious.

    Realm: NewChance Juvenile Detention Center 

    (Based on real world for-profit youth facilities) NewChance is a privately run juvenile prison and behavioral treatment center. They offer rehabilitation and mental health services for troubled youth. But in practice, it’s far from safe or effective.

    Killer Power: 

    Burning Ambition:

    Roman can control the area and disrupt survivors by using gasoline to douse objects and his targets and setting them ablaze!

    Weapon: A sharp Glass Shard that is slightly wrapped with tape. 

    Ability: Gasoline Canister + Matches

    Roman has a gasoline canister that he uses to douse interactable objects and survivors. 

    Press your ability button. You have 5 charges(to avoid spam) and must refill from lockers.

    Dousing takes 2 second on an object and survivor. Refill takes 3 seconds.


    New Status Affect- Doused:

    A doused object has a orange color and sheen to it, and are able to be ignited. Survivor’s screens have a runny and distracting texture, but an indicator no less. Objects stay doused for 30 seconds, until is dissipates naturally. Survivors get 15 seconds. Nothing too serious but it is more of a warning.


    Ignition:

    Press and hold your second ability button, Roman would light a match and be able to aim. Throwing the match at a doused object or survivor will ignite them in flames. 

    (Objects that are able to get doused to retain fairness.)

    Generators- Upon ignition, Generators will explode in a mechanical blowout. Will not regress but will be off limits for 8 seconds. 

    Lockers- Upon ignition, Lockers will become a literal hotbox, forcing any survivor out. Will be off limits for 10 seconds. 

    Vaults(The Frame)- Upon ignition, Vaults will be blocked and become unusable for 5 seconds. 

    Pallets(Dropped)- Upon ignition, Pallets will not break, but become unusable and unable to vault for 5 seconds. 

    And Survivors- Upon ignition, Survivors will immediately get the burned status affect.


    New Status Affect- Burned:

    Similar to deep wound but not. When a Survivor is Burned all movement actions are reduced. They will not get injured by it. But every action will be slowed and they will remain burned unless patted down by themselves or others. A pat down takes about 5 seconds. Survivors screens will gain a smoky and slightly distorted vision, their crys will be louder, aswell as letting off smoke trails, becoming a beacon.

    (Could be pretty weak when it comes to chase, im not entirely sure i just want him to be fair, but i did have a passive idea to help him in chase just in case.)

    Roman has a sweet tooth so i had an idea that his add-ons are just a bunch of candy and sweets.

    Perks im not entirely sure about either i kinda suck at making them but maybe a perk where whenever a survivor does a totem they get burned.

    I have more killer concepts up my sleeve too! Thank you!

    would you be ok with me coming up with perks and addons as concepts

  • @Xray said:

    This is my redo of the Gears of War concept as the first was taken down.


    Warning this post contains spoilers from the gears of war series, mainly from the first 3 games. If you have not played through the first 3 games I highly recommend doing so before viewing this.

    The Killer: The Berserker

    Height: Tall

    Speed: 4.2 Meters a second

    Terror Radius: 40 Meters

    Weapon: Sharp claws

    The Berserkers Lore:

    War…. war is all the humans of Sera know. For a long time The Pendulum Wars raged and yet that conflict pales in comparison to the carnage caused by a new enemy the Locust. Locust a species of humanoids who resided in the Hollow, massive underground caverns attacked the surface taking a recovering humanity by suprise in a event known as Emergence Day. For over 14 years The Locust War went on driving humanity to near extinction. The Locust were without mercy unleashing beasts from the Hollow like the massive Brumaks, the tunneling Corpsers, or even their own females the Berserkers. Berserkers are far stronger and bigger then the average Drone but at the cost of eyesight. One of these monsters was unleashed on a squad who escaped a trap and fled into a nearby Tomb. This group Delta Squad led by Marcus Fenix led the Berserker through the tomb and into the outside world and used a weapon known as the Hammer Of Dawn. A massive laser was called onto the Berserker, as she screamed and squirmed in pain a dark fog shielded the near dead beast and brought her somewhere else. When the beast awakened she realized her eyesight was now heightened and the first thing she saw….. humans. With rage returning and fueling her once more the Berserker charged forth hoping to destroy anything that gets in her path.

    The Berserker will demolish anything in her path using her power, Beast of the Horde.

    Holding down the active ability button will cause a bar to fill, when that bar is filled the Berserker will snarl signaling she is ready to charge, the bar takes 3 seconds to fully fill up. Letting go of the active ability button will cause the Berserker to charge forward, depending on how long the charge is the Berserker will gain speed. The Charge will not allow the Berserker to turn left or right during it. Ending the charge with a m1 attack will cause the Berserker to slam her fists down putting any survivor into the dying state if her charge speed is at 4.8 meters. If she hits a survivor at 4.4 meters of speed she will inflict the deep wounds effect onto the survivor with the second hit putting them into the dying state. If the Berserker hits a solid wall during the charge she will stop and scream and start slashing at the air for 4 seconds anyone caught in this will be effected with deep wounds and a 6% hindered status effect for 15 seconds and if hit twice be put into the dying state. If the Berserker charges into a Locker the locker will be ripped open, if a survivor is inside the locker the Berserker will pick up the survivor instantly.

    Charge Speed: the Berserker gains charge speed every 3 seconds she charges, her charge at the start brings her to 4.4 meters per second. The charge speed increases to 4.6 after 3 seconds then after 3 more seconds her speed increases to 4.8 meters to the maximum of 5 meters a second.

    If the Berserker charges through a breakable wall or downed pallet the charge will continue but her speed will return to 4.4 meters.

    The Berserker comes with 3 perks

    Perk 1: Scourge Hook: Unshackled Rage

    A human being freed from suffering brings forth your mighty anger…..

    After a survivor is unhooked from a scourge hook gain decreased main attack cooldown for 25 seconds.

    Die ground walker!— Locust Drone

    Perk 2: Monsturous Senses

    Your senses are so attuned to a point a human scream is like music to your ears….

    When this perk is equipped all pools of blood stay longer for 15 seconds and when the nearest injured survivor starts to heal a loud noise notification will activate on their location.

    She can hear us…. she can smell us…..— Baird


    Perk 3: Rampage

    The closer your prey gets to escaping the more thirsty for their blood you become….

    When the exit gates are powered Rampage is activated, when you down a survivor all other survivors aura's are revealed for 10 seconds.

    The Humans are pitiful creatures who deserve to die, you must defeat them.— Queen Myrrah

    Addons:

    Common:

    Recruitment Poster: (a sign to help recruit for the COG army during The Pendulum Wars….)

    Decreases the time to charge by .5 seconds

    Cog Tag: (the only way to identify the poor soldier after the attack….)

    The charge speed is capped at 4.4 meters increased bloodpoints for hitting a survivor during a charge.

    War Journal: ( a way to remember the past and those lost….)

    Another one for the Journal….— Marcus Fenix

    Decreases the stun from hitting a solid wall by 1 second

    Rockworm: ( a tasty delight for the horde….)

    Decreases the cooldown for missing a charge attack.

    Uncommon:

    Locust Capture Pod: ( the poor souls locked in these were never recovered intact by the COG…….)

    Decreases the Charge time by 1 second.

    EmptyAmmo Crate: ( the squad ran out of ammo and soon fell to the horde….)

    Increases the Hinder time by 3 seconds.

    Broken Grindlift: ( the journey into the Hollow cost them their lives….)

    Decreases the time need to charge speed up by .5 seconds.

    Destroyed Shackles: (once she caught the scent there was no stopping her….)

    Hitting a survivor during a 4.4 charge inflicts the blindness status effect for 20 seconds.

    Infected Hospital Bed: ( The Lightmass Bomb had unintended side effects on those nearby…..)

    Charging through a pallet or breakable wall will cause survivors within 16 meters to scream.

    Rare:

    Malfunctioning Lancer: ( The young main tried to fix his weapon but forgot to take cover while doing so…)

    Missing a charge attack will reveal the aura of all survivors within 10 meters for 5 seconds.

    Somethings wrong with this thing, it keeps jamming! See?— Anthony Carmine

    Broken Light: ( it broke just as soon as the Kryll came out……)

    When you activate the charge anyone within 16 meters if aflicted with the blindness status effect for 25 seconds.

    Immulsion Canister ( the fuel source a long and bloody war was waged for….)

    When charging into a pallet or breakable wall your speed will be set to 4.6 meters.

    Gas Canister: (the station was overrun with the Locust and was soon destroyed…)

    When stunned with a pallet your charge cooldown will be instantly filled.

    Ticker Bomb: (the poor creatures were nothing more than mobile landmines for the Locust Horde.)

    When ready to charge reveal the aura of the most repaired generator.

    Very rare:

    Locust Dagger: ( The Generals dagger was sharp and put to 'good use'…..)

    When ready to charge survivors aura within 24 meters are revealed for 5 seconds.

    Serve the Queen……— RAAM

    Empty Mulcher:( All the ammo was spent on a poor unsuspecting squad…..)

    Increases the Hinder by 2%

    Grind……— Grinder

    New Hope Research: ( what went on at the facillity would send humanity to their doom…..)

    When charging at 5 meters all generators within 32 meters will be hit with continuous skill checks.

    Kantus Scroll: (it contains writings of worms and is made out of a…… unusual material.)

    Hitting a 4.4 charge attack inflicts mangled for 90 seconds.

    Ultra Rare:

    Iridecent Locust Emblem: ( a necklace molded from the fog itself. Its horrid symbol spells doom for mankind.)

    The Charge is capped at 4.6 and any hit during a charge attack will cause all survivors in the trial to scream.

    Sire Stasis Pod: ( Immulsion tests lead to…. horrid mutations.)

    Charge will always be 5 meters but normal speed will be 4.00 meters

    this… is beautiful as someone who is replaying the series I love this and its not too OP its very ballenced

  • takes longer to free yourself with more gens completed but is very quick at beginning although it gives deep wound at start

    explantation the traps are sharp and you are energized at the start but near the end they grow dull but you grow tired

  • shirtless

    you really shoulda seen this comng

  • @AcesSpeedo said:

    imagine paying for a character to get their perks and you cant even use them…………. BRO ITS BEEN A MONTH

    thats hilarious but yeah this shouldn't happen

    either rework the perk so it does something different or refund stuff as this shouldn't happen multiple times within a season let alone a month

    but we know you are trying your best so I hope me and my fellow members can be patient

  • @MechWarrior3 said:

    The scout class? Yes! Very good! Intel on the killer, and you can rebuild strong pallets.

    In my opinion that class are the most important. The other 2 are meh in terms of helping your team.

    best class ngl

    from killer and survivor perspective

  • @GraphXOm said:

    You play anything else and you'll lose. It's that simple.

    wrong about that there pal

    imma give some examples

    nurse who is known as the best killer in the game teleports through walls and pallets

    huntress who s very popular and strong which does take practice

    dredge, a lower picked killer but can put pressure across the entire map with nightfall and teleportation and that's without me talking about his remnant chase power

    so overall there are many ways to win as killer in this game but dash killers do very well in their own rights

  • @Johnt1219 said:

    Now that the fnaf hype has died down can we all agree springtrap is just not good? Hes 110 speed, has a single very small projectile and a slow teleport (which survivors can see if you're traveling to the door). There's no incentive to teleport through the doors as survivor either and even if a survivor uses the door the "risk" of being caught in the doors in borderline 0 since all you have to do is teleport when spring trap is chasing someone. I don't know how to balance him to be honest. All I know is his overall power is not good enough to warrant 110 speed.

    i personally disagree as someone who gets 4ks very frequently as springtrap without using meta "gen stalling" perks as they are boring

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988034#Comment_3988034

    Is that how the perk currently works when you bring back a party pallet? As soon as I learned the activation requirements for it I kinda lost all interest in the perk, tbh.

    I'm honestly not sure but that would be more fair if it was a one and done kind of deal. I often think the extreme things that we sometimes see in some content creator videos are incredibly rare to encounter in typical trials but that's obviously just my subjective experience. They still need to be considered though.

    i say just put it on a longish cooldown and make em real pallets but they take half the time to break

  • @Pulsar said:

    Yeah, all of those Killers are also older.

    Billy has been around forever.

    Oni has been around for almost six years.

    Blight for five.

    Wesker for three.

    We also have Demo, Chucky, Dracula, Houndmaster and Ghoul.

    We can chill on dashes for a while, unfortunately, it seems like BHVR can only do either ranged attack or dash.

    teleport and stealth as well

    dont forget us :(

  • @GuardianoftheCrystal said:

    I know this post has probably been turned over and over in the compost pile so many times. But why so toxic? I try to enjoy this game the best of my ability, I mostly play killer because its the most fun for me. But I have almost 5k hours clocked in and still the survivors are so unbearably toxic. Like what are they achieving throwing toxic insults at a real person behind the screen?

    I just can't fathom the mentality of some survivors, I don't let it get to me but like cmon it gets annoying when a survivor comes to my end game chat to start calling me names and other verbal insults because they didn't get their way.


    PS This goes for both sides, who are equally toxic, I just see it more on survivor since I play killer more.

    some people are just mean when behind a mask which is their true colors with no consequences

  • @thrawn3054 said:

    Probably will never happen but I think it could be a fun addition.

    i would

  • @Badq1ay3r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986934#Comment_3986934

    I thought about that, but decided not to because i didnt want the power description to be too long.

    Its not a bad idea to use the scrap to rebuild pallets, but theres now a perk that already does that, and i feel like if i add a side objective for survivors, the tactician would just feel like Vecna and his chests that give items that help survivors counter his abilities.

    Plus, i wanted him to feel like a basic killer that can change his playstyle mid match to get an edge over survivors.

    Now sabotaging the scrap can either really hurt the tactician because he already has to go out of his way to collect scrap just to use his abilities, or help balance him out a little by delaying his power for a short time, just depends on how good the survivor team is.

    Good feedback nonetheless

    thank you :)

    i try to give good realistic feedback

  • @Nightram said:

    Hello. What do you think about the enviroment could become a hazard, or just what you needed?🏞

    Please read this link and the comments. Because some plp got a more detailed idea!

    https://forums.bhvr.com/dead-by-daylight/discussion/422153/environment-suggestion-that-effect-killers-and-survivors

    What do you think?

    Thank you for your time reading our ideas/suggestion🔥

    beautiful idea

  • @Nightram said:

    Killers Masks on Survivors:

    Pig, Myers,Huntress, Bubba, Legion, Ghostface, Trapper, Nurse, Oni, Chucky doll face. Billy the puppet from SAW

    Face paint like: Clown, PinHead, Freddy for example.

    Movie Ghost face Costume version for Male and female survivors. Same as Myers

    Freddy's sweater, hat and pants for survivors. Ash could get his gloves combined with the sweater for example.

    Legion cosmetics on survivors?

    Bubba, clown, huntress, etc clothing cosmetics?

    Survivors I think who could match wearing killer cosmetics:

    Meg and "all original free characters plus kate and David" ~Legion🎭

    All original characters~Trapper and Huntress mask at least

    Ace~Billy puppet from saw, dress and mask could fit him.🤵

    Taurie chain~Pinhead⛓️

    Ash and Quentin~Freddy🔥

    Jeff~Clown🤡

    David and Felix~Myers and Trapper cosmetics

    Sable and Mikaela~Pinhead and Artist🎨

    Yui~Onryo👤👣

    Vittorio~Knight🤺

    Kate, Nea and Meg~Pig🐷🐽

    Feng, Yoichi, Yui and Jake~Oni👹

    Claudette~Nurse ⛑️🩹

    Nemesis zombie cosmetics🧟‍♂️🧟‍♀️ Or zombie cosmetics in general would be fun!

    Male and female for Dracula🧛🧛‍♀️

    And please try avoid full linked sets. At least make the masks alone, and the clothing be linked.

    People would love to mix some clothing with their killer mask😊 If we ever get something like this idea!😊

    "Please don't tell me because of some license chapter, some would't be possible. I know. But this is just an idea."

    Other than that, what survivor would you love to dress up as a killer we have in game?😊

    shirtless Myers…

    david shirtless with David with myers mask

  • i try my best and I do have that achievement actually which I am very proud of

  • @project_sig said:

    Okay so idk how well this will go lol, but here’s my idea anyways,


    The Hollowed

    “When the shadows take root, the light cannot save you.”

    Lore

    They say there’s a chair in the woods that no one dares sit in.

    Once, it was part of a humble cabin — now rotted away, its furniture left behind like bones in the dirt. Hunters spoke of a boy who lived there, Samuael, the only child of a woodsman and his wife. The parents vanished first. Then, one by one, the neighbors went missing. Eventually, the boy was gone too.

    Some claimed he was taken. Others whispered that he changed. That something dark found a home inside him.

    When a search party finally found the chair, they found fresh bootprints in the mud… but the prints didn’t lead away — they sank into the earth, as though swallowed.

    Now, when the moon is smothered in clouds, some swear they see him again — a small figure in a yellow coat, his hood hiding a stitched grin, wooden fingers creaking as they curl. The shadows thicken around him, blotting out lanterns and snuffing campfires.

    The unlucky few who have seen what comes next never finish their story.

    Power — Rooted Dusk

    Your body of wood and shadow thrives where light dares not shine.

    Blackout Aura (Passive)

    • You radiate a Shadow Zone in a 12-meter radius.
    • Inside the zone:
      • Visibility is dimmed, shrouding survivors in darkness.
      • Skill check indicators are hidden.
      • Your terror radius is reduced to 8 meters.

    • Shadow Zone lingers for 4 seconds after you leave, fading slowly.

    Hollow Step (Secondary)

    • Activate: Sink into the ground and travel up to 8 meters as a swirling mass of roots and shadow.
    • You can emerge from walls, trees, lockers, or any tall object.
    • Survivors nearby hear faint creaking wood and whispers but can’t pinpoint direction.
    • Cooldown: 10 seconds. Can be chained into a basic attack within 0.5 seconds of emerging.

    Weapon:

    Splinter Maw

    A jagged length of sharpened wood protruding from his forearm, covered in writhing shadow.

    Perks

    1. Eclipsed Will

    • Survivors within your terror radius suffer hinder 2% / 4% / 6%

    2. Splinter Veil

    • After breaking a pallet, you recover from a missed basic attack faster.

    3. Root in the Mind

    • When you hook a survivor, all other survivors hear phantom skill check noises for 4 / 6 / 8 seconds.

    OMORI: Grabs survivor with outstretched bark shooting out of hands, brings survivor closer, opens mouth, vomits shadow all over survivor and they turn into wood and mud

    Dead by Daylight: Roots in the Dark — Teaser Trailer

    [0:00 – 0:05]

    Black screen. Faint creaking of wood.

    A lantern flickers to life in the darkness. The camera pulls back to reveal a small, old wooden chair sitting in the center of a muddy clearing. The lantern’s flame sways as if something is breathing nearby.

    [0:06 – 0:10]

    A man steps forward into frame, holding the lantern. Mud squelches under his boots. His breathing is fast.

    [0:11 – 0:15]

    Low, bassy rumble.

    The lantern sputters. The shadows around the chair thicken, creeping across the ground toward the man. He notices too late.

    [0:16 – 0:20]

    The flame snuffs out. Darkness swallows the screen. The sound of wood creaking grows louder, like roots twisting in the soil.

    A faint light returns — not from the lantern, but from the gleam of white stitches curling into a smile.

    [0:21 – 0:25]

    The man turns and runs, boots splashing in mud. His flashlight beam cuts through the dark, shaking. Behind him, faint whispers and the sound of something sliding under the earth keep pace.

    [0:26 – 0:30]

    Flash of movement.

    A yellow hooded figure emerges from the side of a tree, wooden fingers stretching toward the camera.

    [0:31 – 0:33]

    LOGO CARD: Dead by Daylight: Roots in the Dark

    Underneath: New Killer: The Hollowed

    [0:34 – 0:36]

    Audio only, over black screen:

    A slow, creaking whisper:

    “Lights out…”

    I’m not a good artist so I used midjourney sorry :(

    https://us.v-cdn.net/6030815/uploads/CQOKJY4P55AR/img-2546.jpeg

    This is just for fun I don’t expect anyone to actually like it especially with the ai image but I thought it’d be nice to share my idea :3

    bright yet dark

    i will say 6% hinder in 32 meters permanently is insane tho that would become meta instantly

  • @Badq1ay3r said:

    New killer concept with pictures and addons. This is a killer that would have several different playstyles. Enjoy and leave feedback.

    https://us.v-cdn.net/6030815/uploads/TINC1W9XAN1Q/screenshot-2025-08-16-141956.png

    Power:

    Cruel attachments

    https://us.v-cdn.net/6030815/uploads/DNCCNK6BUZX1/screenshot-2025-08-16-162411.png

    With the tactician's strategic mind and use of nearby scrap, they can make tools that give them an advantage over others.

    Scrap:

    At all times during the trial, scrap will be scattered around each generator (4 max, scrap passively replenished every 20 sec). The Tactician can collect 8 scrap total. 

    By using the active ability button you can toggle between 3 attachments and consume the required scrap necessary for each one. Only one can be equipped at a time.

    Special attack: saw

    Consume 4 scrap to attach a saw with 2 uses to your weapon. Grants the ability to instantly down survivors or break pallets with your basic attacks (you will play a longer hit animation). Doing either of these actions will consume one use. 

    Special ability: grapple

    Consume 2 scrap to attach a grapple with one use to your weapon. Hold the power button to aim and press the attack button to grapple onto a nearby surface or ledge. This will allow you to pull yourself to or over a ledge above you.

    Special ability: launcher

    Consume 3 scrap to attach a launcher with one use to your weapon. Hold the power button to aim and press the attack button to fire an explosive canister. If any survivor is in the blast radius of your shot, they will lose a health state. Shooting a generator causes it to explode, and regress.

    https://us.v-cdn.net/6030815/uploads/QVP51H90NAPM/screenshot-2025-08-16-142119.png


    Perks:

    https://us.v-cdn.net/6030815/uploads/Q9HKXID7PPPM/screenshot-2025-08-16-152634.png

    Jammer:

    Use personalized equipment against them.

    When kicking a generator, hide its aura from survivors until it stops regressing. 

    When a survivor stops the regression, they become oblivious for 30 seconds.

    Has a cooldown of 60 seconds.

    "No objective... no progress."


    https://us.v-cdn.net/6030815/uploads/4L0GBMWD8NCR/screenshot-2025-08-16-155242.png

    Scourge hook: delayed escape

    They wont gain the upper hand that easily.

    When hooking each survivor on a scourge hook once, this perk activates. Gain the ability to damage a completed generator back to 90%. The generator cannot be regressed from this point and this perk deactivates for the remainder of the match. 

    This perk cannot be used when exit gates are powered.

    "A minor setback for you..."


    https://us.v-cdn.net/6030815/uploads/MAIINAU84GBS/screenshot-2025-08-16-150549.png

    Enhanced vision:

    You know to look beyond just the surface.

    Increase the aura range of perks by 8 meters and recover from being blinded by 10%

    "I see everything..."


    Addons:

    • Iridescent:

    °Canister pack- adds a second charge to the launcher, increases the scrap needed to equip the launcher by 1. Removes the second charge to the saw, decreases the amount of scrap needed to equip the saw by 1.

    ° broken cable- when firing the grapple at a survivor, they lose a health state. Removes the ability to grapple onto surfaces. Increases the amount of scrap needed for the grapple by 2


    • Very rare:

    ° heavy duty rotor- adds a second charge to the grapple. Increases the speed you pull yourself to an object by 15%. Increase the amount of scrap needed to equip the grapple by 1.

    ° Green canister- when shooting a generator or vault with the launcher, block them for 10 seconds.

    ° extended handle- when equipping the saw, increase your lunge by 15%, increase the amount of scrap needed to equip the saw by 1.

    ° Scavenger bag- start the trial with full scrap. 

    Increase the passive spawn rate for scrap by 10%.


    • rare:

    ° blue canister- when injuring a survivor with the launcher, that survivor suffers from hemorrhage and mangled for 30sec

    ° automatic switch- decrease the recovery time after a shot with the launcher by 20%.

    ° broken saw blade- when chasing the obsession with the saw equipped, gain 5% haste. Increases the time to equip the saw

    ° steel-toe boots- increase your movement speed while equipping an attachment by 12%.

    ° reinforced cable- increase the speed of climbing over an obstacle with the grapple by 20%. Decrease the range of the grapple by 50%.


    • uncommon:

    ° sharpened spear- increase the speed you pull yourself to an obstacle by 10%.

    ° rusty nails- when breaking a pallet with the saw, all survivors within 16 meters gain the exhausted status effect

    ° leather gloves- decrease the time to equip an attachment by 12%

    ° red canister- increase the blast radius of the canister when using the launcher attachment by 10%

    ° Motor oil- decrease the recovery time after using the saw by 10%


    • Common:

    ° junk crate- increases the the spawn amount of scrap by 2

    ° scrap bag- increase the amount of scrap you hold by 2

    ° torn gloves- decrease the time to equip an attachment by 7%

    ° broken Reticle- when using the grapple or launcher, see the trajectory while aiming

    chefs kiss

    the saw is powerful but expensive and iI'm very glad you did this but could you add something for the survivors to do

    either sabotaging the scrap or using it themselves to rebuild pallets

  • @CountRailore said:

    Killer: The Ink Demon

    Killer Power: Call of The Dark Puddles.

    The ink speaks to me, it speaks to you, as it speaks to us all, and it thirsts for blood...

    Abyssal Claw: Hold the main power button to charge your stance, pressing M1 while charging will launch you forward clawing at anything in your path, survivors hit with Abyssal Claw will suffer from the “tainted” effect. Letting the “tainted” effect linger will eventually cause survivors to be exposed but can be cleansed via bacon soup cans littered throughout the map, before a survivor becomes exposed they mostly suffer a hindered effect which causes gen progression and healing to be hindered.

    Seeping Corruption: The more you taint survivors the more your bond with the dark puddles grows, once you reach tier 2 you gain the ability to occasionally sense the aura of tainted survivors via killer instinct, reaching tier 3 makes Abyssal Claw down healthy survivors, Seeping corruption will take time to build however, it can be made faster with addons but still difficult to build up quickly.

    Traverse the Depths: holding CTRL while walking into a wall will send you through a portal, allowing you to traverse the map and find survivors, with the addition of gaining undetectable for 5 seconds.

    Special Enemy: Children of The Ink

    Familiar faces born from the ink will appear throughout the map, such faces consist of the Butcher Gang, searchers and the lost ones, each one can be destroyed by pallets or the Ink Demon himself.

    Perks:

    Art of Violence

    Some beings merely adopted their demons, but for some others they were BORN demons, molded and shaped to be such, some like to take it out on those they feel deserve it.

    Effects: when you hit a survivor you apply mangled and hemorrhage, when the killer is near any survivor attempting to heal the afflicted survivor they scream and suffer a 10%/15%/20% hindrance to all actions

    Scourge hook: You Belong to The Darkness

    They say that just because we’re born to the darkness doesn’t mean we belong to it, true as it may be, we all return to it in the end

    Effects: with every survivor you hit a random hook becomes a scourge hook, with every survivor you hook on a scourge hook gain a token, every time you hit that same survivor they become blind and any and all healing is slowed significantly, this effect will persist either so long as the survivor still stands or until the time runs out (16/18/20), by then it will be put on a cooldown for 35/30/25

    The Creator Lied To Us

    You hold a deep disdain for the person responsible for your existence, and it fuels your desire to kill ALL who cross your path, especially if it means you’re one step closer to killing your creator.

    Effects: You become obsessed with one survivor, when you give chase to the obsession they cannot see other survivors, nor can other survivors see the obsession, along with that you become invisible to the eyes of the other survivors.

    Addons:

    Iridescent/Visceral: “The End” and “Iridescent Projectionists Head”

    The End

    The tape that resets the cycle, the one item that YOU once feared, but no longer now that it’s in YOUR hands.

    Effects: ALL survivors start the trial half tainted, but the rate of which taint causes survivors to become exposed is reduced by 30%.

    I.P.H.

    The head of a projectionist you killed in the warehouse storing attractions, a trophy you treasure by projecting old cartoons from when “HE” was alive

    Effects: Traverse The Depths takes longer to travel, but you empower Children of The Ink that are close to your arrival, causing them to move faster and down survivors, regardless of health state.

    Very rare: “Henry’s Axe,” “Joey’s Pen,” “Seeing Tool,” “Allison’s Sword”

    Henry’s Axe

    The weapon that was once held by Stein, there are more like this, but you know it’s his from the smell and lingering essence.

    Effects: Abyssal Claw’s lunge distance is slightly increased and you recover faster whether you hit a survivor or you miss.

    Joey’s Pen

    The pen that your creator once held, the tool that brought you into existence, the item of your torment.

    Effects: Half of the enemies spawned from Children of The Ink spawn within the exit gate areas, and the ones outside have their move speed increased by 25%.

    Seeing Tool

    A special tool to reveal messages written in the past, as well as certain secrets about certain people.

    Effects: While using Traverse The Depths the aura of survivors is revealed to you for 4 seconds, and you are undetectable for 3 more seconds after emerging from a wall.

    Allison’s Sword

    A weapon used by a peculiar angel who has no halo, who is also followed by a wolf who is just as peculiar.

    Effects: The rate at which Seeping Corruption builds up is increased by 10%, and you gain the benefits of tier 3 once you reach tier 2 but at reduced effectiveness.

    Rare: Ink Machine Blueprints, Gent Pipe, Small Bendy Statue, Boris’s Bone, Alice’s Syringe

    Ink Machine Blueprints

    The blueprints of your unholy birth, the construction of the machine YOU worship and others FEAR

    Effects: increases Traverse the Depths travel speed by 35%.

    GENT Pipe

    A standard issue tool for many of GENT’s tasks, a weapon for some

    Effects: Children of The Ink gain the ability to break pallets while chasing survivors.

    Small Bendy Statue

    A statue made in your cartoony likeness, a statue made for your worship, this one is owned by a fanatical musician.

    Effects: You are now able to sense the aura of survivors who cleanse their taint with bacon soup cans for 3 seconds.

    Boris’s Bone

    A chew toy favored by a certain wolf everyone perceived as your best friend.

    Effects: Traverse the depths now gives you haste and increases the amount of bloodpoints you gain for each Child of Ink that is destroyed by your hand.

    Alice Angel’s Syringe

    The tool used in the angel’s twisted plan to become “beautiful,” meant for a task for an empty promise

    Effects: Survivors now take 10% longer to consume bacon soup cans.

    Uncommon: Wally’s Plunger, Punch Card, Power Cell, Ink Heart, Valve Handle

    Plunger

    A janitor’s least favorite tool for their least favorite tasks

    Effects: Traverse the Depths cooldown is decreased by 10%

    Punch Card

    As the old saying goes; “Another day, another dollar, or so they believed.

    Effects: Children of The Ink respawn time is reduced by 5%, making them respawn faster

    Power Cell

    A battery used to power the majority of the studio’s machinery.

    Effects: Children of The Ink will now hinder survivors they strike for 5 seconds

    Ink Heart

    A peculiar organ found in the many denizens of the studio, no one knows the true origin.

    Effects: Abyssal Claw no longer delays your chance to strike again

    Valve Handle

    Used to stabilize the pressure on various valves throughout the studio.

    Effects: Traverse the Depths travel speed is increased by 15%

    Common: Ink Blob, Cardboard Cutout, Bendy Plushie, Ink Well

    Ink Blob

    A blob of extra thick ink, Drew has found a use for them however, turning them into tangible tools.

    Effects: Children of The Ink move 10% faster and their detection is increased by 5 meters

    Cardboard Cutout

    There are many of these placed throughout the studio, many have been broken by frustrated workers.

    Effects: Abyssal Claw lunge distance is increased by 15%

    Bendy Plushie

    A plushie made for little children who watched and enjoyed your cartoony antics, this one has a crooked smile.

    Effects: Taint now hinders survivors for an additional 3%

    Ink Well

    Used by all employees to draw those old cartoons, fueling the collective worship of the masses outside the studio’s walls.

    Effects: Traverse the Depths cooldown is decreased by 5%.

    Bio:

    The Ink Demon

    Height: Tall

    Max Base Speed: 4.8

    Base Terror Radius: 45

    Perks: Art of Violence, Scourge Hook: You Belong To The Darkness, The Creator Lied To Us

    THE INK  DEMON

    They say HE hears EVERYTHING, every creak of the floor, every rustle of paper, every door you open, and every lever you pull.

    The Ink Demon was a monster born from the dream of an artist named Joey Drew, a man of ambition and ideas, but what happens when those dreams become tainted, what happens when it becomes a crooked empire? Before long the studio was in shambles, a shell of what made it special.

    30 years have passed since the studio closed and was sold off to Archgate, Drew’s closest business partner and good friend. During his time in retirement he’d send letters to all of his former employees, and an invite to one particular friend of his to come back to the studio for a visit. The Ink Demon was in slumber when he was re-awoken upon the reactivation of the Ink Machine, then the hunt began.

    The cycle was due to reset when the Ink Demon noticed an unfamiliar darkness as he patrolled the studio’s abandoned halls searching for his prey, as he got closer the hall before him grew darker as the fog enveloped his being, soon after he found himself within a most strange place, he didn’t know how it came to be, but one thing was certain, his prey wasn’t very far…

    Outfits: I was thinking for his default/prestige we could have it be his Dark Revival design

    Animations: the majority being inspired by Dark Revival and Lone Wolf

    please nerf this

    its a great idea but the insta down could be changed to deep wound and pallet traversal as well as a speed increase for traverse the depths

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986840#Comment_3986840

    I dont support legion in this mode he gives you many injures and huge info to your buddy if you are on coms about survivors whereabouts and plague thats different level of suffering.

    real him and only "slam" the competetion

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986858#Comment_3986858

    I woudnt give endurence or like you mentioned for short time like 6 seconds max but after one minute on the ground the 25% faster recovery speed would be helpful and make difference between cage or getting up after that long time. Now there are many killers that can benefit with sluging like oni who can down 3 survivor with ease or legion who can injure minimaly half of the survivor team and combine him with killers which can get fast hit like nurse,blight or snowball master huntress and you can down half the team in few tens seconds, cage most of them (many killers have mobility) and get survivors from gens almost compleatly which makes them loose in few minutes after if they cant reset fast enough (need few mediks for this to happen and this class isnt that common) so they can hit multiple gens with speed buff.

    screwge mc duck it give everyone unbreakable permanently as it would genuinely fix the problem easily

  • not if I just don't get hit

  • @Xray said:

    Warning this post contains spoilers from the Mass Effect series. I highly recommend playing at least Mass Effect 1 and Mass Effect 2 before viewing this.

    Disclaimer: I know Mass Effect is not horror but it was the first thing i posted about on the forums so i decided to just make a concept just because i wanted to.

    Killer (The General)

    Height: Tall

    Moves at 4.6 Meters

    32 Meter Terror Radius


    The General's Lore

    Billions of years ago a cycle was started, Sentient Machine's known as Reapers began the cycle of harvesting the species of the milky way creating a new Reaper in the process. One of these species the Prothean's was the target of the last harvest and became nothing more than tools for the Reapers to use in the next cycle. When the next cycle came the Prothean's who were implanted with the reapers tech were now known as Collectors and served as pawns to gather humans in order to make a new Reaper. The leader of the Reaper's Harbinger took control of the Collector General and set upon humanity's "ascencion". One human soldier Commander Shepard who saved the galaxy from the Reapers previously had been tasked to deal with the Collectors and successfully made his way to the Collector base with the help of a team. The Collector's were on the verge of defeat as their Reaper in progress was destroyed and the base was set to blow. As Harbinger was about to leave the Collectors to their fate a dark fog engulfed the base and Harbinger with his consciousness still in the Collector General were taken away somewhere. The ship was now stuck on a planet surrounded in deep fog and something much much older than Harbinger spoke to him telling him to Harvest. Harbinger obeyed…. for now as he planned one day to make this old being a new Harvest.

    The General will begin to ascend the survivors to a higher purpose using his power: The Harvest

    Pressing the active abillity button the General will send forth a swarm of tiny machines known as Seekers to attack the survivors. Survivors who are swarmed will have scream and the killer will see a insect swarm aura. When a Seeker Swarm attacks a survivor they will afflicted with the Hindered status effect at 10% percent. The survivor will be able to ward off the swarm, it takes 15 seconds to ward off the swarm. Getting hit while being swarmed will reset the time required to ward of the swarm. When the swarm is warded off The Harvest will go on cooldown for 20 seconds. If the survivor is unable to ward off the swarm they will begin to paralyze the survivor to the point where they cant move. If a survivor is paralyzed when hit will be instantly be able to be picked up by the killer. It takes 25 seconds for the swarm to fully paralyze the survivor. The swarms can be sent out and will fly around the map aimlessly. If the swarm gets within 15 meters of a survivor they will begin to attack them. Collector Pod: All hooks on the map will be replaced with Collector Pod's when a survivor is carried by the General all pods will be revealed in white and once the General places a survivor in one the survivor will not lose a hook state but a bar with simmilar time akin to the hook timer will begin to drain. Perks related to hooks will be able to work on the pods. The pods bar will go down faster once the General leaves within 32 meters of the pod. Once a survivors Harvest Bar gets down to half the pod will turn red and the pod will begin to melt the survivor. Once the bar is completly empty the survivor will be Harvested. Once a survivor is placed into a pod the General will be given a 15% haste status effect for 25 seconds. A survivor can attempt to escape the pod once the General is not whithin 32 meters of the pod, if the escape attempt fails the bar will go down faster. To escape the pod the survivor will have to deal with skill checks and button minigames in order to escape. If a survivor walks up to a empty pod the survivor can sabotage the pod using either a toolbox or the perk Sabotage. Sabotaging the pod will render it offline for 30 seconds. Only 3 pods can be sabotaged at a time and 9 pods spawn in a trial.

    The General comes with 3 perks

    Perk 1 Higher Calling:

    When a survivors aura is revealed they will hear the killers terror radius for 15 seconds.

    I am the Harbinger of your perfection.—Harbinger

    Perk 2 Hex Impose Order:

    When all survivors have been injured once all survivors will become broken for 30 seconds. This hex will go away once the totem is cleansed.

    The forces of the universe bend to me.— Harbinger


    Perk 3 Evolved Existance:

    When hit with a pallet if a survivor tries to blind you with a flashlight it will take twice as long.

    I am limitless. You are bacteria.— Harbinger

    Addons

    Common

    1: Empty Medi Gel container (there were no more supplies left for the poor souls left on Horizon….)

    Decreases the time for Swarms to paralyze by 2 seconds

    2: Malfunctioning Terminal (when "they" arrived there was no calling for help….) decreases cooldown for The Harvest by 3 seconds.

    3: Dead Collector ( a worthless pawn dealt with by Commander Shepard) Swarms will no hinder survivors increased bloodpoints for hitting survivors who are swarmed.

    4: Paralyzed Colonist ( this poor soul will soon be "ascended"…..) increases the swarm detect zone by 3 meters.

    Uncommon

    1: Spent Thermal Clip (the young man opened fire but was nothing more than a fly to the Collectors.)

    when a survivor is swarmed gain a loud noise notification on the mosr progressed generator.

    2: Reaper Tech ( the next step in human evolution….)

    Increases the haste gained when placing a survivor in a pod by 3%

    3: Reaper Research (they studied the effects of indoctrination….. they never noticed they were already under control…..)

    You fight against inevitability. Dust struggling against cosmic winds.— Harbinger

    Whenever a pod is sabotaged the survivor will scream

    4: Destroyed Geth Platform (they served the Old Machines but were just another tool to be desposed of….)

    5: Mission Report ( Eden Prime was only the beginning…..) The Harvest Bar for a Pod is decreased in time by 5 seconds

    Rare

    1: Husk Body (the dead Reaper was slowly destroying the crews sanity…..)

    When a survivor is swarmed one survivor within 20 meters will scream

    2: Map of the Terminus System ( a perfect area of the galaxy to lure Commander Shepard into a trap….)

    When a survivor is placed in a pod the nearest survivors aura is revealed for 5 seconds.

    3: Hacked Loki Mech ( The attack on Freedoms Progress had driven him mad with fear….)

    When hit with a pallet The Harvest will be instantly be recharged.

    4: Broken Citadel Datapad ( The attack on the Citadel was fast and many lives were lost….)

    5: Illos Statue ( a lost relic from a lost planet…)

    When the exit gates are powered the swarm will paralyze a survivor 5 seconds faster.

    Very Rare

    1: Prothean VI (Vigil remained on Illos alone for a long long time….)

    Pod Harvest time decreased by 15 seconds

    2: Dragon's Teeth ( the tool to convert those captured…)

    Survivors aura will be revealed within 16 meters of a broken pod

    3: Cerberus Test Results ( He was one step closer to defeating the true enemy of humanity)

    When a survivor is swarmed they are inflicted with the blindness and oblivious status effect for 30 seconds.

    We're at war. No one wants to admit it but Humanity's under attack.— The Illusive Man

    4: Scorched Turian Armor ( What was left of Sarens armor after the transformation…..)

    All pods will inflict Mangled for 40 seconds

    My way is the only way any of us will survive. I'm forging an alliance between us and the Reapers, between organics and machines, and in doing so, I will save more lives than have ever existed. But you would undo my work. You would doom our entire civilization to complete annihilation, and for that, you must die.— Saren

    Ultra Rare

    1: Iri Reaper Heart ( a Reaper heart molded from the fog itself. Installing it into a new reaper could have interesting side effects….)

    This is true power….— Harbinger

    All Survivors start the trial swarmed. Swamed Survivors Hindered effect is increased by 5%

    2: Vanguards Remains ( Sovereign's pieces were scavenged by those insolent humans)
    Only one Pod spawns but its Harvest time is decreased by 50%.

    You have merely delayed the inevitable.— Harbinger


    Map: The Collector Base.

    3 things

    1 love the idea

    2 nerf it

    3 rework perk 3 because lightborn makes it useless

  • @Xray said:

    The Killer (The Gravedigger)

    Height: Tall

    Movement Speed: 4.6 Meters

    Terror Radius: 32 Meters

    Main Weapon: Modified Shovel

    The Gravedigger's Lore:

    Death, the one constant in Raymond's life hung like a crown on his head. Raymond's Parents were taken in a car accident, leaving the young man all alone. Having moved around the foster system never filled the hole that grew after his loss, having now taken to visit his parents graves at the local cemetery. Raymond's life would continue as normal but would always see one constant, Death. Death on the news, Death in his hometown, and death all around him. As Raymond grew the void began to soften, now working as a gravedigger and seeing a lovely women Carley. Unfortunatly Death decided it required more from Raymond and took Carley away from him. Raymond at the grave of his love heard a new voice, something cold telling him that all the pain will be worth it. The voice continued until Raymond snapped and started filling more graves with people who have not passed on yet muttering on and on about bringing peace to those stuck in a cruel world. Raymond filled the graveyard to full capacity and beyond and before he was apprehended, a dark fog consumed him…..

    The Gravedigger can bring survivors to the brink of death…. and even beyond that using his power Last Rites.

    Cadaver:

    Pressing the active abillity button will allow the Gravedigger to exhume a cadaver who will be then be able to be commanded. The cadaver can then be controlled by the Gravedigger for 30 seconds max during this it moves at 4.4 and has a lulluby like heartbeat. It will take 4 seconds for a cadaver to fully emerge from the ground. The cadaver can attack the survivor by rushing forward with increased speed. If a survivor is 'hit' by the cadaver it will grip onto the survivor in its way. When a survivor is in a cadavers grip the survivor will be slowly be pulled into the ground until they are no longer visible, the survivor will be able to counter this by slowly destroying whats left of the cadaver by breaking off its arms and legs. While the survivor is gripped by the cadaver they will be afflicted with the Deafened status effect which will persist for 25 seconds after the cadaver is off the survivor. It takes 15 seconds for a cadaver to pull a survivor into the ground fully. While a survivor is gripped by the cadaver the Gravedigger will gain killer instinct for all cadaver'd survivors whithin 24 meters. When a survivor is fully pulled under the ground, they will be placed in a casket halfway buried into the ground. Other survivors can free the trapped survivor by grabbing a old shovel located in mounds of dirt placed randomly in the trial. Using the shovel they will fully dig up the casket which will take 30 seconds. The time to dig up casket can be sped up by 5 seconds for each survivor helping to dig up the casket. While a survivor is in the casket a hook state is not taken from then but instead a circle will begin to fill around after 90 seconds total of being in a casket they gain the effect: Deaths Embrace for the rest of the trial. While Deaths Embrace is on a survivor they will become oblivious, have a 8% hindered and if downed using a basic attack will be able to mori'ed regardless of hook states if not cleansed, Deaths Embrace will be on the survivor for the rest of the trial.

    Mound Of Dirt

    6 Mounds Of Dirt will spawn in the trial.If the Gravedigger walks up to a Mound he will dig through it and will be able to teleport to any Mound and can choose where to teleport. If a survivor is picking up a shovel from the Mound the Gravedigger is teleporting to a animation will play and the survivor will be jumpscared and be instantly picked up by the killer. It takes 8 seconds for survivors to pick up a shovel from a Mound.

    The Gravedigger comes with 3 perks

    Perk 1 Mortal Coil:

    When a survivor is hit by a basic attack gain a token. The next time you lose a chase gain the undetectable status effect, the length is determined by the amount of tokens you have.

    1 token-6 seconds 2-tokens-12 seconds 3 tokens-18 seconds 4 tokens-24 seconds 5 tokens-30 seconds. The maximum of tokens is 5.

    You cant run from the reaper forever, no matter how hard you try……..— The Gravedigger


    Perk 2 Hex: Burdens of the Living

    When you hook the obsession they are cursed. Whenever next they attempt to unhook a survivor the time needed to unhook is doubled and will gain a 10% hindered status effect for 25 seconds. Burdens of the Living is removed if the totem is cleansed.

    I got a nice casket waiting just for you…..— The Gravedigger

    Perk 3 Accept the End:

    When the exit gates are powered all survivors will hear the killers terror radius for 25 seconds and will scream at intervals of 3 seconds for 16 seconds.

    Im afraid its time…….— The Gravedigger

    Map: The Cemetary

    love the idea BUT it already needs nerfed a bit

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