The only way to fix gen rushing/SWF is to instate more than one primary objective into the game.
Survivors only objective is to do gens.
Killers only objective is to hook survivors.
Anything additionally is just side quests. Totems, getting chased, etc. If the only requirement wasn't just gens but a combination of gens, totems, and chase to leave then gen rushing wouldn't be an issue and it would keep games fresh. So what I propose is this:
Maps: Will still spawn at random unless an offering is burnt
Gens: Fluxuate between 3-7 to have completed. That way one person getting chased and 3 people on seperate gens don't automatically mean the game is over. The lower the gens the higher the amount of totems and chase time there is. So someone could gen jockey but still no be able to leave because they just avoided the killer all game.
Totems: Totems need to have their break time increased by 1.5. And Hexs need to have their break time doubled. Additionally Thrill of the Hunt needs to be built into hex totems. Just the action of being alerted. Then Thrill of the Hunt needs to get swapped over to a perk, and have it reveal auras within a certain radius or reveal a survivor that gets off the totem for a certain period of time. However, totem progress is saved and does not regress instantly.
Chases with killers: Chases with killers need to be a base requirement to leave for all survivors. The way this can work is keeping the same boldness OR implementing a thrill bar and says it's for the sake of the entity's enjoyment. This breaks up the responsibility and puts a stop to the main issue SFW brings. One person can be chased and lead the killer away while others do gens. It also punishes coordinated plans that lead killers away from others.
Being rewarded for stealth: Survivors are already rewarded to being stealthy around the killer so why not improve on that? Survivors hiding out in the open are rewarded more "thrill" than survivors in lockers. So that way perks like Quick and Quiet and Iron Will and Calm Spirit are still very relevant.
Thrill Bar: This "Thrill Bar" can just replace the bar that separates the gen number and be done in the same style as the end game collapse bar and simply layed on top of the white line. So grey means you're not allowed to leave (unless you get mori'd/die on hook), and red/orange means you're clear to leave if you can escape. Survivors can also be alerted to who can and can't escape by having a number indicator saying "x left to hunt". I was also thinking of having some sort of visible marker like a glowing tattoo or charms start glowing, etc. so both killers and survivors can tell but I'm not sure how well that'd pan out.
Gates: I feel gates should be allowed to still be opened once the required gen number is completely, however, only those who have a high enough thrill meter can leave. That way perks like Blood Warden become more effective. Someone can be selfish, open the door, and effectively screw their entire team. This also either forces survivors to work together OR to throw their team under the bus, a problem that will self correct itself in the form of lobby dodging, blacklisting, and reports. So selfish player who never goes for saves, doesn't 99 gates, and doesn't bother to cleanse totems, or do gens, and instead just loops the killer all game and leaves isn't rewarded in the long run for there actions.
What do you guys think? I just got bored and I was chatting with my friends about ways to stop the gen rushing/SWF issues. Now before anyone says anything, I main survivor (currently swapping to killer for this cycle) and I do play a lot of SWF (however we sandbag and meme more than gen rush) and we all agree the only reason gen rushing/SWF is so powerful is because there's only one objective for survivors. Then add in the fact most killers struggle on larger maps and HAVE to bring surveillance perks to even out the playing field and keep up covering as much ground as survivors can as efficiently. I thought these changes would be nice and simple enough where a completely new system isn't implemented BUT makes things less stale for both killers and survivors so that games don't become so mechanical.
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