Addressing All Current Concerns With These Changes

I made a ton of threads about changes that would make the game pace better, have better objectives, and would overall be more fun to play on. These changes range from simple stat adjustments to complete reworks. I'm compiling them into a single thread, so as to gain feedback from both the community and, hopefully, the developers, on this compilation. I've made adjustments to all of these based on feedback over the development of these ideas.

Here is the list of changes which will be addressed:

  • Sacrifice Rework
  • Generator Repairs
  • Totem Rework

This will not address map concerns, as I think simply shrinking the maps won't address everything. The whole goal of this thread is to show all my ideas that ideally address as many toxic and balance issues as possible. Lets get started!


== SACRIFICE REWORK ==

When I first proposed this idea, the reception was mostly positive.

My thought process was that the Killer is rewarded far too well from getting an early kill, especially against uncoordinated teams who don't know how or are unable to punish the behaviors that get early kills like Tunneling and Camping. There are a ton of addresses that 'fix' these two things but individually and often times require multiple mechanics to pull off and keep the concept of the game the same.

What I propose is a complete redefining of the Sacrifice mechanic:

  • When hooking a survivor, the survivor will no longer die on hook. After hitting the Struggle Phase, the hook timer ends. During the Struggle Phase, survivors will no longer be required to mash to stay alive, its instead just an animation that indicates they're on a separate phase.
  • For every hook a killer makes on the survivor team, the Killer makes progress on a bar called the "Entity's Hunger". The Killer making progress on this bar is known as the "Sowing" phase. A killer needs to make a total of eight fresh hooks to fill this bar completely.
  • A survivor contributes two portions to the bar; one for their initial hook, and another for entering the Struggle phase. After they enter the Struggling Phase, the survivor is then "Drained" and cannot contribute more progress on the Entity's Hunger. They are marked with small indications of Entity corruption on their body; orange sparks and ash leaving their skin and clothes with some dark clouds leaving their person.
  • When each survivor is drained, any non-drained survivors have their repair speed increased by 5%, but the drained person will be slowed in repairs by 5%, slowed in healing by 25%, and their contributions to team repairs are completely negated. They can still rescue from hooks and preform healing actions. If a drained survivor is hooked again, the Killer will gain no benefit, but will remove the 5% repair speed increase from all non-drained survivors.
  • The Killer must hook every survivor twice. After doing so, the Entity bellows; every Survivor is Exposed, and the next hook they are put on will kill them instantly. Any survivors that are on the hook when this phase is initiated are killed. If any Moris are in play, this will go into effect. This is known as the "Reaping" stage.
  • If the Killer hooks all survivors before they are able to recover and it does not fill the Entity's Hunger, the Entity will bellow, and free every survivor from their hooks, granting them Endurance for 10 seconds and 33% healing speed to recover. The Killer will be given a boost for doing well: a 45% reduced slowdown for hit and miss animations.

The idea behind these changes is to prolong match length for every individual involved, remove tunneling and camping out of the equation, as the Killer is provided with a clear objective and quota to fill, and it will make it feel fairer, which is the most important factor.

It also acts as a nerf for NoED, as hooking everyone without being in the Reaping Stage will give them Endurance and a second chance to head off and win the match, but not taking away from the power of the perk either. Everyone wins here.

This will, of course, go along with the Gen Speed changes:


== GENERATOR REPAIRS ==

Simple changes here, really. This would go with the Sacrifice rework:

  • The Efficiency Penalty for additional survivors is dramatically increased. Four survivors working on a generator will only complete it in 45 seconds. For three on a generator, it would take 55 seconds. For two on a generator, it would take 68 seconds. For one person, 80 seconds.
  • Reverse Skill Checks are now a common occurrence, which can happen at any point, giving skill checks some more standard difficulty but is still doable.

I think if we reduce the Efficiency Penalty, we can see longer matches for coordinated teams and give the Killer more breathing room during the beginning of a match where survivors are spawning together, which is where the Killers seem to struggle the most with applying and keeping pressure.


== TOTEM REWORK ==

Not so much a rework as it is an addition.

  • Instead of Totem spawns being random, the Killer begins the match with no Hex Totems active.
  • If the Killer has brought a Hex Perk, he can see all Dull Totems on the map marked.
  • When a Killer approaches a Dull Totem that is within 32 meters of him, a red arrow will show above the Dull Totem, and one of his Hex Perks will have a red outline around it, indicating that this is the perk that is selected for spawning.
  • The Killer takes a second to summon the Entity onto that Totem. At that point, the Dull Totem becomes a Hex Totem, and the Hex Perk tied to it can begin taking effect.
  • Any Hex Perks that take tokens will not gain tokens until it is applied to a Dull Totem first.
  • If all Dull Totems are cleansed before a Killer is able to apply a Hex Perk to one, then the Killer will not be able to apply the perk, effectively making it cleansed permanently.
  • Does not apply to perks that select a random totem to spawn on, such as Hex: NoED.

This will solve a few issues;

1) It resolves the issue of Hex Totems being cleansed in the beginning of a match, effectively making its value useless.

2) It allows the Killer prep time, which rewards the Killer for taking a moment from the match to strategize.

3) It makes each match more thrilling as you need to figure out if they are holding off a Hex Totem, or if that terror radius you're hearing occasionally is them going toward a Dull Totem or toward you.

In the end, it solves the issue of early cleansing, and gives the Killer more agency over his own perks and abilities. It gets rid of an annoying amount of RNG in this game, that the game really doesn't need.


I think, if these changes are implemented, people would have far more fun in each match, as they last longer, and they no longer rely so much on snowballing as it is about one side meeting a quota before the other. Both sides have a clear goal as well.

Thank you for reading, and thank you for those who have kept with these threads and are aware of them; I think seeing these together, it would help us imagine a game that has a greater ability to produce fun without putting immense pressure on one side to snowball, or perish.

What are your thoughts?

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