My idea for slowing down the game and making it's pace more steady - The Gen Cube.
Yes. "Gen Cube" is just a name, a reference to the way Devs used to call big updates.
The Gen Cube consists of 3 changes meant to increase the average time of the match in a way that feels fair to both sides.
1.Changes to gen speed efficiency with multiple survivors on the same generator. Currently, for each additional survivor on the same generator, each survivor's efficiency gets reduced by 10%, resulting in the following combined efficiences:
1 Survivor - 100% efficiency
2 survivors - 180% efficiency
3 survivors - 240% efficiency
4 survivors - 280% efficiency
This is not enough, with 4 survivors the time required to complete a generator is a measly 28.6 seconds. I propose to reduce the combined efficiences slightly.
New combined efficiences would be as follows:
1 survivor - 100% efficiency
2 survivors - 160% efficiency
3 survivors - 210% efficiency
4 survivors - 250% efficiency
Such a change would increase the time required to complete a generator, therefore alleviating the pressure on killers, but wouldn't make multi-survivor repairs a complete waste of time, since the changes aren't too severe. The new time required to complete a gen with 4 survivors would be exactly 32 seconds.
2.Prove Thyself rework. Currently Prove Thyself is a perk that leads to an overkill, the gen times don't need to be any shorter. I propose reworking Prove Thyself completely:
The new Prove Thyself reads as follows:
Every time you heal another survivor by a total of 1 healthstate, or safely rescue another survivor from a hook, you gain a token, up to a maximum of 3 tokens. For each token, you gain a 5/6/7% increase to Healing, Sabotage, Unhooking, Cleansing, Exit Gate Opening and Chest Searching speeds.
You cannot gain multiple tokens from the same survivor.
This change would make Prove Thyself into a perk similiar to Leader, yet one that's different enough to have it's own identity. Prove Thyself would grant more reliable bonuses (since once you gain a token, the action speed is permanent), but ones that are weaker.
3.Entity's Curse. Entity's Curse would be a mechanic that functions similarly to the EGC, yet serves an entirely different purpose, that being slowing the very early game. The worst part of the match for killers, it's not rare for survivor's to complete 2/3 generators before the killer gets his first hook, Entity's Curse prevents that scenario. Here's an explanation.
At the beggining of a trial, a 120 second timer starts. While the timer is active, all survivors suffer from a Cursed status effect, which grants them the old Hex: Ruin's effect. For each health state lost by any of the survivors, the timer instantly depletes by 15 seconds (A grab or an insta-down deplete 2 health states instantly, therefore still counting as regular 30 seconds depleted)
This would slow down survivor's progress at the very beggining of a trial. It's worth noting, that the Entity's Curse is designed in a way which makes it stop working around the time the 1st survivor usually goes down (Around 90 seconds to find and down a survivor is a reasonable assessment) This also happens to be the moment the killer can start gaining some pressure. This way, there would never be an overkill with the early game going by way too fast, instead making the speed of the early game more comparable to other parts of the match, resulting in a more steady pace throughout the entire trial.
That's all. I really worked hard on this, making as sure as I can that no change would break anything or make something else unreasonable, with all that being said ... What do you guys think ? Do you feel like these changes would have a place in Dbd ? If not, why ?
Comments
You have some great ideas in there and I appreciate all the effort put into this! However, as thought out as the Entity’s Curse is, the Devs will likely never add old ruins effect back as it is inconsistent and can be easily avoided by good players but badly affects the newer players. All in all, some good suggestions here though!
Not sure how recent this post is (today? It just says 7:50 pm no date) but I'd suggest watching
https://www.youtube.com/watch?v=LVnWIe-5LcsScott outlies an idea similar to yours, but consistent (just a widespread modifier, mainly)