Rework for "win" condition and other aspects of the game
Killer:
Instead of hooking each survivor 3 times to kill them, the killers need to achieve 12 total hooks across all survivors to achieve their "win". (More details later).
Survivors are granted 3 hook escape attempts before the entity restrains them. If a survivor is on the hook for more than 2.5 cumulative minutes, they are granted an option to "give up" and instantly die. Giving up grants the killer 1 hook point to the total goal.
Total hooks are displayed to all players via a vertical meter on the right or left side of the screen. It has a skull at the top to indicate that doom is coming for the survivors if they meter is full. Once the killer reaches 9 hooks, the skull will sprout entity tentacles (like an obsession) and the tentacles will vibrate whenever ANYONE is being chased.
At 12 hooks, a psudo-End game collapes begins. We will call this event "End of the Line" or EoL. All survivors that are not on hooks scream revealing their location. Survivors are lashed by the entity every 10s making them scream to reveal themselves again. ALL survivors are exposed for the remainder of the trial. The survivors have 60s to open the gates and get out. This timer is NOT slowed down if a survivor is downed or hooked. At the end, all survivors still in the trial die.
Replace "No one escaped" scoring event with "End of the line" scoring event. The same BP reward is given. It is scored when the 12 hooks.
NoED effect is changed to this: The aura of survivors are revealed for if they touch an exit gate. The survivor is exposed for 60s. this effect has no cooldown.
Monstrous Shrine: The hook requirement is increased by 2 hooks. Basement hooks grant 2 hook points instead of 1. Basement hooks can only be used 1 time each. Basement hooking grants 50/75/100% more bloodpoints.
Moris: Removed from the game
Survivor:
Generators are the same.
There is a totem counter. Cleansing totems grants 10 extra seconds to the EGC timer. This does affect the "End of the line" timer.
Exit gates take 50s to open. Each generator completed before the killer reaches the hook goal decreases the open time by 5s to a minimum of 25s.
One the final generator is finished, the EGC begins. It lasts for 180s (up from 120s) but DOES NOT slow down if a survivor is downed or hooked. If the killer achieves their hook goal during this time, the timer is replaced by the "End of the line" timer.
If no generators are done by the time the killer reaches 12 hooks, all survivors instantly die via entity.
Default chest spawns increased from 3 to 4.
Sabotaged hooks will still regenerate after 3 minutes, but will also not reveal its aura to the killer if a survivor is hung there. This aura removal effect is permanent.
The Hatch can no longer spawn.
Dull keys now grant 20s of usage. Up from 5s.
When repairing a kicked generator, the survivor is immediately presented with a normal skill check. Succeed this skill check to stop regression.
Exit gate progress regresses slowly, but cannot regress below 25/50/75% if the survivors have gotten it past those threshholds.
New scoring events:
Chased repair: gives objective points to the survivor if generators are being repaired while you are chased.
Chased recovery: gives altrusim points if a survivor is being chased when other survivors are being healed or unhooked.
Noble Sacrifice: Grants small amounts of altruism points if they are on the hook and the killer is within 16m of the hook, and not chasing another survivor.
Savior: Grants moderate amounts of survival points if another survivor escapes the trial while you are being chased.
Invisible: Grants survival points if you are standing with 12m of the killer without being detected. Only works if you are in their terror radius.
I think this is a good system because survivors are given an incentive to actually cleanse totems other then the current NoED. Also survivors cant just be tunneled out of the game, thus removing the incentive that killers have to tunnel a survivor.
Due to the longer exit gate times, survivors will be much more likely to want to cleanse totems, buying the killers more time. Also remember me becomes a much more significant threat if the killer can get the hook goal.
Calm spirit may need to be looked at due to the increase of things that can cause survivors to scream. Maybe reduce the screaming volume by 80% and remove the notification bubble. And less noisey footsteps while crouching.
Blood warden might? need to be looked at? Idk
Totem hunting perks like small game or detectives hunch would become more meta due to totems giving an actual benefit to being cleansed. Thus reducing the prevalence of the current 4-meta perks of the apocalypse.
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