Hexes should have residual effects, weak/stronger gens easy/harder to do, abusable vaults adjusted
All hexes should have a residual effect once cleansed (Except haunted grounds/thrill of the hunt)Devour should keep the 5% movement speed off hook. ruin should have normal regression speed, huntress lullaby should keep half tokens etc. third seal should have blindness for 60s, noed keeps its speed. Things that make them not a dead slot once cleansed, yet make them tons weaker then they would be normally.
Stronger gens in portions of the map that are harder to get to for the killer/harder to patrol. or gens that have been positioned in a 3 gen strat should adapt based on the current game situation. Lets just say certain gens (ie for example the single gen on hawkins lab at the top.) should spawn with some form of debuff attached to them that makes them harder to do, or a flat charges increase to a gen. gens in a 3 gen situation, should have a buff where they have increased gen speed (ie if gens are 32m from each other, and there are 1 gens left, gain a small 5-10% buff.) This makes 3 gen strategys such as hostage doc, or hostage anything for that matter harder to pull off, with early game gens/safe gens and harder gens to complete that are in optimal positions of the map for survivor, which will delay the game for the killer.
Vault positions that are abuseable should close off faster (limit vaults to two) or the killer should be able to vault those positions slightly faster. I'm talking on loops like the asylum with the window and 2-3 pallets almost always garunteed to spawn in close proximity. make the window less useful, by allowing the killer to either brute force through it, or closing it off quicker to make it more ineffective. same with the ironworks of misery window, with the giant long wall.
edit : Unsafe vaults/pallets should have a slightly faster medium vault speed. this makes the mindgame less killer sided and requires less of a run up
Comments
Unsafe pallets and vaults definitely shouldn't have a faster medium vault speed. They're unsafe for a reason and it's the survivors fault if they want to stay at that unsafe pallet and risk getting hit by the killer who's going to have a much easier time getting the hit. We need to keep in mind, as we play the match, which areas are safe and which aren't, what loops are better vs the killer we're playing against, if this loop can string into another loop etc. If you don't do this you get punished and rightfully so. Those unsafe spots SHOULD be killer sided and they really don't need any changes. The faster vault also won't make much of a difference anyway unless you maybe had resilience to stack on stop of it.
Not sure what to think about the residual effect of hexes though. That might make things like Ruin a little too strong and some like devour hope would be almost meaningless. I think the better thing for hex totems would be to either make the effects of some of the hexes even stronger, or to keep the hex totem hidden at the start of the match to both the killer and survivor for 30/60/90 seconds or whatever length you think is reasonable.
Unsafe pallets would still be unsafe. Just made a lil bit more of a mindgame then "oh he's vaulting rn I'll just rotate and whack him". That's not a mindgame thats just the killer being faster then the survivor and reaching around a loop tbh. Sure you can mindgame it, but the killer has most of the control there.
Yes, because the Killer is SUPPOSED to be the power role, but the devs have forgotten that
I disagree with the unsafe pallets and window vault speed being faster, with the majority of the game having stupid safe pallets and windows with sometimes god loops and pallets, I think they're fine. They should just have deleted god loops entirely it is and always will be terrible design even if it's rng it should never be possible to be safe from a killer for minutes on end.Map design needs an overhaul so badly and i don't think they are trying hard enough to do it in a timely manner...