A Proposed Rework to Gen Speed, Skill Checks, & Toolboxes

This is an idea I had that I feel would help with the gen rush issue going on in the game at the moment. I did take into consideration that survivors don't want to hold M1 any longer, & I am not talking about adding a second objective in this. This is strictly an idea that could be easily implemented in the current gen system the game has now.

WARNING: THIS WILL BE A LONG POST, & NOT EVERY ASPECT OF MY IDEA NEEDS TO BE IMPLEMENTED TOGETHER

So as a standard, a solo survivor with no perks/items would complete a gen in 80 secs (how it is currently). 2 survivors would take 60 secs. 3 survivors, 45 secs. 4 survivors, 35 secs. Currently it takes 2 survivors 44.4 secs to do a gen, meaning almost no downside for working together. Teams of 2 on a gen are more effective than they should be at the moment in the game, & while 3 or 4 survivors is even faster it ends up being ineffective because they are not spread out on other gens (unless it's the last gen or two).

There needs to be more solo gens on all maps. I think there should be a formula in how gens are placed in maps, mainly in how many spots are open for survivors to work on said gen. It should be 3 or 4 solo gens, 2 two person gens, 2 or 1 three person gens, & 1 gen unblocked on all sides. This would promote a little more solo survivor on a gen play by survivors, allowing killers to pressure these lone survivors off gens. What this does is it allows killers to try & get the gen to regress without worrying about a second person on that gen lurking around waiting to hop back on when the killer gets distracted with the other survivor (though this wouldn't always be the case).

The rate of regression is also very slow for killers at the moment. Currently, gens regress at a rate of 0.25 charges per sec while survivors repair at a rate of 1 charge per sec (so killer regression is 4 times smaller than survivors progression!). This is actually a major cause of a killer's inability to stop gen progress because it takes so long to regress a generator. It should either be increased to 0.33 or 0.5 charges per sec regression rate (0.5 might be too much, needs further testing).

Skill checks are meant to check a survivors skill when on a generator, yet I feel there are never many skill checks given when I work on generators (which is why I never found Ruin to be an issue as a survivor). The stat on the Wiki says gens have an 8% chance of triggering a skill check, which is quite small. I think the value needs to be upped to like 15%. Currently that is the percent chance of a skill check when healing someone, which also needs to be increased. The size of skill check success zones is also laughable, as it is not hard to hit. They should be reduced by 10-20%.

Skill checks should also promote survivors wanting to hit great skill checks now that Ruin is being changed. To do this, hitting a good skill check should pause progress for 3 secs with no regression FOR THE PERSON WHO HIT THE SKILLCHECK. This would not stop progress coming from another survivor who may be working on a generator with that person which was stated as a negative that came from Ruin. Hitting a great skill check should not guarentee bonus progress, but rather ignores the 3 secs progress pause. Missing a skill check would remain the same as is with 10% loss & a 3 sec progress pause (this progress pause would apply to all survivors working on the gen).

Finally, toolboxes need a rework to decrease how efficient they can be. Increased repair speed addons & charge addons should not be stackable. Commodious toolbox needs to lose the speed benefit (it's benefit is the extra charges) & needs a negative (reduced skill check size, inability to sabotage, something like that). Brand new parts need an overhaul, or need to be more risky. The 2 special skill checks from the add-on could be reduced in size & missing one skill check could mean only an instant 12.5% to gen progress (hitting both skill checks is instant 25%, missing both is 0%, making the add-on more of a risk for a better reward). All toolboxes need a fix, as they either overperform or underperform. A toolbox should have one upside & one downside that both balance each other out without one outweighing the other.

Thoughts?

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