What if we can have an another limited game mode. Double the map, 2 killers and 8 survivors?
Is it gonna be awesome?
Is it gonna be awesome?
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I think the only way to have an alternate game mode would be to have a heathstone style "tavern brawl" where there's a rotating game mode where balance isn't really a concern and it's just different but wacky fun.
the way around basement builds would be a simple to code thing that a lot of people are asking for:
teleport the hook, or in this case killer, if they loiter around the hook for too long. It's ingame in the form of PH's cages, the afk crows show it's possible to recognize a player's time on a certain tile etc.
(the obstacle is that the devs more and more don't seem interested in doing anything that would make the game more enjoyable).
But yeah, it'd need bigger maps, or more objectives to be done in general to open the gates. We already have a perk that slows the gate opening time down, so adding a factor (how many totems do stand, or maybe finding new items) that slows the gate opening down if its not fulfilled should be as simple.
(problem is the same as above, though)
*laughs in IdentityV's duo hunter mode*
You should check out the rules for that. Highlights are 3 health for survivors, 7 gens to do, a 30+ seconds immunity phase when getting hooked ( sacrifice doesnt start for 30 seconds after being hooked, but you also cant be saved during that time)
@notstarboard
We definitely would need a certain minimum size and generator count for 2v8 maps, and maybe more gens ( IdentityV uses 7/11 instead of 5/7 gens in that mode). But camping or 2 killers focusing 1 survivor isnt really an issue, as that'll leave every else free to rush the gens. As for identical killers, IdV did force different killers, so I dont know if thast would really be a big difference. IdV had giant maps for that mode and they even spawned 2 basements.
From personal experience in IdV , 7 generators can grt don quite fast even with a permanent -30% action speed penalty.
Fun ? Yes, but impossible to balance.