new survivor objective idea

so as we all know without slowdown perks or the killer having a power to circumvent the issue like mobility powers, gens get done really fast.

1 survivor = 80 seconds on up to 4 different gens

2 survivors = 47.6 seconds with 2 other survivors on separate gens

3 survivors = 38.1 seconds with one survivor on another gen

4 survivors = 36.36 seconds

and that's not including any perks or toolkits meaning most killers will struggle to protect the gens without dedicating perks to deal with it.

and as you probably know sitting on gens all game is not fun or engaging for the survivors so simply increasing the amount of time needed to fix a gen wont go down well.

totems were added as a way to give survivors an alternative to doing gens but they only really matter if the killer brings perks to make use of them which is a risk for the killer as they can be disabled really fast.

so what we need is an objective that is important and has to be done, is engaging for both sides and can fit well into the current gameplay.

this is my idea.


exit gate fuse box

  1. both exit gates have a fuse box on the right side of the gate, both with a missing fuse.
  2. three fuses will always spawn in a trial by default. offerings can add or remove more.
  3. one fuse will always spawn in the basement while the other two will spawn randomly in the trial.
  4. the fuse is an item and must be picked up by survivors replacing whatever item they were carrying.
  5. perks that interact with items will apply to fuses (the only exception is the item destruction effect from franklin's demise but it can still knock the item out of survivors hands)
  6. survivors automatically drop the fuse they were carrying when put into the dying state.
  7. the fuse will glow green, make sounds and have an entity like particle effect when on the ground or being carried. (making the survivor transporting the fuse a prime target for the killer promoting interaction)
  8. the fuse has item charges and can be channelled by survivors to disable the fuses sounds and particle effects (not the glow) for up to a maximum of 10 seconds by default.
  9. when on the ground the fuse will recharge its item charges over time.
  10. the fuse must be taken to one of the exit gate fuse boxes and be plugged in with a short animation.
  11. after being plugged in a sound will play for all players indicating that one of the gates is useable.
  12. when the final gen is completed only active gates that have the fuse will be indicated to survivors.
  13. the auras of exit gates levers will be a different colour for the killer depending on if they are active (red=active purple=inactive)
  14. when the end game collapse starts the gates will power as usual regardless if they have a fuse or not


i believe this kind of objective would be healthy for the game as it promotes more interaction between the killers and survivors. it makes some of the lesser used perks have a bit more importance like territorial imperative and horder. it also does the job of increasing the duration of a trial by a decent amount without being to invasive as it can be completed at any point of the trial. survivors can decide whether to do the fuse as soon as the trial begins, after doing a gen or two or probably the best time is when there is only one gen left and the killer is focused on the last gens and not the fuses. it can also still be done even when all the gens are repaired though it would be allot harder as the killer will be defending the gates and once a fuse is plugged in they would be notified.

this is probably not the best idea or people have already suggested it but i just wanted to put it out there.

Comments

  • If both fuses are inside the basement with a bubba then it's omaewa mou shindeiru

  • That actually sounds like a great idea.

  • @Zeus said:

    If both fuses are inside the basement with a bubba then it's omaewa mou shindeiru

    lmao dude you just made my night

  • How about: 5 secondary objectives will spawn on the map. They would take around 10 seconds to complete.

    The killer could spend perks to “activate” these secondary objectives.

    The survivors would suffer from various debuffs if they didn’t complete them.

  • Gen speed & Killer's Gen slowdown perks are the problems, because Gen is the only objective

    Any Gen slow perk considered strong because it directly affected on the Single-Only objective

    If there were at least 2 objectives for Survivor (instead of 400sec on Gen, it could be 200sec on Gen & 200sec on Gas), even if Gen slow perks get x2 stronger, it would be still less pain than it is now. Because you know 50% of your objective doesnt get affected by the perks.

  • Because, honestly, it took a year between 2 Trapper's QoL change. I highly believe, there will be no "new survivor objective".

    The only thing to stop "Gen rush, tunnel, camping" is to rework what already have.


    Gen rush:

    Allow Killer to kick finish Gen, but it only regressed to 95% and stop, not further (If 5 Gen done & Gates powered, Killer can stop that happens from kicking a finished Gen).

    Since this would requires Survivors do at least 6 Gens because Killer keep kicking to prevent Gates powered, decrease a Gen time to 60sec. Increase the number of Gen from 7 to 8

    Because this will be much harder for Survivor to power Gates if there are only 2-3 Survivors left. The number of Gen required to power Gates decreased by 1 for each Survivor's death


    Tunnel & Camping:

    Just make hook works like PH's cage.

  • @Zeus said:

    If both fuses are inside the basement with a bubba then it's omaewa mou shindeiru

    only one will spawn in the basement. now if you have a teammate who thinks its a good idea to take the other fuse into the basement they need to shindeiru.

    but like i said it's two fuses at base so maybe they could implement offerings to increase the amount of fuses in a match up to a maximum of 4

    *edit* i have changed it to three fuses by default