About Generator Repair Speed
So, to the Killers out there, we all know that gens get done way too fast, thus ending the game and being completely steamrolled by survivors. From what I've seen, a lot of suggestions normally seem too powerful, or like they end up being an interesting idea. Perhaps I am not the only one to think about this idea, but I propose a small band-aid fix, until -- hopefully -- this gen system works differently.
As most of you know, skillchecks can get gens done really fast if a Survivor is good at hitting them. I propose that Great Skill Checks are taken out of repairing, to slow down gen progress overall. While Ruin will still serve it's purpose -- as they get a good or bad skillcheck anyway -- gens won't get done at unreasonably fast speeds.
Let me know your thoughts. Do you think taking out Great Skill Checks are a good idea, or do you have an idea that you think might be better? Let me know!
Comments
It is really hard to make a second obcjetives before the power will affect the exit gates?
Giving the Survivors more to do would be an interesting twist, while making the game longer -- which is something the Killers REALLY need.
It's true that my idea isn't the best, but I am just trying to come up with ideas that seem reasonable or not too drastic. This isn't entirely about my idea though. I'd personally love to read all the interesting ideas the community can spawn, thinking of ideas to make the game better!
Nope.
If they want to do something add a buffer so that you can't complete a gen within 20 seconds of one being completed. That would be the most reasonable option.
An interesting idea. I can't say how many times I've lost a bit of hope seeing 2-3 gens done at the same time.
Was just genrushed by a 4 man SWF on lerys. Lilterally nothign I could have done with my crappy doctor.
I know the feel man... Lery's is a bad map anyway.
Something indeed. Considering the fact that little is being done for Killers though... A change -- if any -- is probably far off...
A very interesting idea! I find the secondary objective idea interesting as well. I am excited to see what others can think up.
Let's say there's a 10% to see a four side generator and a 100% chance in every game to see a single side generator.
Also an interesting idea. Generally, increasing the overall repair time would help a lot.
People have proposed gas cans for ages. But the devs don't seem to like the idea.
I would add gas cans, parts to repair, and some kind of power switch that connects several gens with a gate. Survivors can't run while carrying the gas, but can drop it. Parts could be hidden freely on the map or in new chests and killers could set the power switches off to cut the power of gates. Survivors could set the on again.
A secondary objective would be better as stated above.
I would personally like map specific objectives, like having to move a truck in a map, using machinery on another, and such, to unlock the extra gens.
This would also be a good idea.
Like Survivors don't do that all day. lol
Yes.
On topic: I'd honestly be okay with a Ruin-esque effect being added to generators. If a generator shorted out when you hit a regular skill check but didn't lose any progress (just stopped gaining progress for a few seconds) it would help slow the game down somewhat while not feeling overly unfun. It would also make Ruin feel less oppressive as a whole.
Don't rework Ruin rework the game.
Ruin's problems are a problem because generator speed is a problem. If Generators didn't finish before anyone's sacrificed on average (let's be realistic here that is the average) then there's clearly a problem. One team shouldn't be able to finish their objective entirely before the other team even gets a fourth of their objectives done.
If Gens weren't literally done in the span of around a minute then Ruin could be reworked to be less oppressive and hex totems could be reworked as a whole so they aren't as easy to find. But as it stands now Ruin has to be opressive cause Generators are done too fast, and Totems have to be easy to find cause Ruin (as well as Devour Hope, to be fair) is too oppressive.
Ruin needs to be core to the game in some way, and then removed as a hex perk. Ruin can be game changing in how powerful it is (RNG spamming you with skill checks + good spawn location), or completely worthless (no skill checks/bad spawn location).
Either that, or survivors need another time-intensive objective forced upon them.
Afterwards, it would be easier to balance killers around Ruin if they all had it. I feel for players investing themselves into killers, but don't have Ruin (yet).
You know I keep reading this "gens are done too fast" and keep thinking about a lot of games against nurse, billy, leatherface where they just run in slugging everyone out in less than two minutes. I know this is mostly because of the sandbaggers depipping to stay low ranked because of lobby queues but god is it getting old for those of us without lightning 360 noscope reflexes. So maybe don't storm the spawn area slugging everyone and survivors may not feel the need to genrush?
What I am saying is perhaps your storming in to down everyone in under two minutes promotes genrushing. I for one know that when I see a killer strategically play that I also slow down and play strategically instead of running from gen to gen doing what I can before I'm in the chase wasting as much time as possible. Unlike what seems to be the majority of survivors I don't like being chased, farmed and tunneled all the time.
Whew boy, you should've seen what hitting great skillchecks did before they were nerfed...
I'm glad I didn't. lol
What about Killers like me then? Your coin has two sides as well. We’re getting screwed by Gen Rush without that as well.
Second of all... If a Nurse/Billy/Leatherface “storms the spawn area” and slugs everyone out, isn’t that a miss-play by the Survivors? Why are you still hanging around in the area with The Killer right there? Most of all when you’ve got one or more people on the floor? Why are you making it easy for the Killer to patrol the people on the floor? Why would The Killer leave the area if he knows all the other Survivors aren’t at Gens across the map putting pressure on the Killer the leave the area?
If you dont give the Killer reason to leave, he won’t. You speak of tactics, however your scenario implys the Survivors have no tactics other than being overly altruistic. So much so it’s to the point the Killer leaving the area would be the most tactically bad decision.
You don’t want The Killer to “storm in and down everyone in less than two minutes”, then don’t give The Killer to opportunity to do so. Slugging all 4 Survivors at the same time is not easy if they aren’t grouped together.
This is true. More often than not, you don't even find more than 1 survivor at the start of a game.
Another option might be to turn Ruin Hex into a permanent game mechanic at rank 1-5 without having it take up a perk slot.
Do you guys think these are viable ideas?
I think they're viable, but the problem is, how would they do this? For one thing, creating a game mechanic for specific ranks doesn't sound easy and I'm sure that people would only adapt more to it, even if it was more difficult than it was before.
I was thinking that they could make a separate queue. Somewhat of a "Hardcore Mode" for more experienced players.
I'm not concerned about people adapting to changes. It's a good thing actually, otherwise any new mechanic would be too oppressive. The goal should be to find a middle ground, and be able to change a game aspect incrementally.
Ruin Hex, for instance, is actually a very balanced perk. The only issue comes from the skill gap between lower and higher ranks, where lower ranks know exactly how to adapt to it.
I suppose this is true. Low rank players don't necessarily know how to counter and find Ruin too well, compared to the high rank that finds them near instantly. It would be interesting to have a different queue for high ranks, but I am only worried what that would due to the game. For one thing, this could possibly make queue times even longer than they already are at high ranks, or it COULD be too oppressive. It all comes down to what the devs actually do about these issues, if they do anything at all.
I have to laugh about this in the sense that I get Gideons with a doctor and nothing ever gets done or may'be 1 gen if lucky. Get him on Coldwind Farm any and gg as well. This is especially true if they're running extended terror radius addons. Get a 4 blink nurse on certain maps and lulz, same for Billy with the good addons.
On certain maps with certain killers it's not even possible to do a single gen let alone 1 or 2. This is at ranks 1-2 on pc mind you and Hags/Trappers/Freddy's/Billy's etc rule the world. There's even been a few games with Doctors, Leatherfaces, Huntresses, Clowns getting 4k and none or only 1-2 gens done.
I like both the gas idea as well as the delay between setting off generator ideas. Both would be good. Also, there should be keys to find to open the exit gates.
It's an interesting idea to say the least. Not sure how it'd work.