Gens too fast? New Early Game Objective

Gens speeds are simultaneously too fast... and yet too slow. Rather than messing about with the speed itself, address it where it counts. Early game gen speeds are the most controversial, the killer can't be in 7 places at once, but at the same time, can pretty much know where the survivors are going to spawn.

This suggestions would address that, slowing down initial gen speeds, while also making survivor locations a little less predictable.


Generators cannot be repaired unless you are under the effect of the ‘Repairer’ buff.

Methods to obtain the ‘Repairer’ buff:

Find a Wrench: 8 Wrenches can spawn on a map, typically within 32 meters of a generator and not near to the killer spawn point, they appear on the ground with yellow auras when within 12 meters. Interacting with a Wrench takes 3 seconds and bestows you with the effect of ‘Repairer’ for the duration of the match and makes you blind to all other Wrenches while active. Killers are unable to perceive Wrenches at all.

Equip a suitable Toolbox: Purple (Very Rare) Toolboxes automatically include a Wrench, carrying a purple Toolbox grants you the effect of ‘Repairer’ for as long as that Toolbox has a charge.

Equip a Toolbox with a Broken Wrench or Rusty Wrench Add-on:

Broken Wrench: (Uncommon) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly reduces repair speed. “Even a broken tool can be used for something.”

Rusty Wrench: (Rare) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly increases repair speed. “It might not be clean but it’s better than nothing.”

Use a map that has the ability to track Wrenches.

Use a relevant perk:

Metal Detector: For 20/25/30 seconds at the start of the match and after a generator is completed, you are able to see the aura of Generators and Wrenches from 18/24/32 meters away, even when under the effect of ‘Repairer’. You are able to see Bear Traps with a faint red aura within 5 meters. (generic or teachable?)

Technical Experience: Grants you the effect of ‘Repairer’ as long as you have at least 1 token. This perk starts with 1/2/3 tokens. Consume a token whenever a generator is completed or you fail a skill check. Gain a token whenever you make a great skill check. Great skill checks increase progression by an additional 1% per token, up to a maximum of 2/3/4%. (new generic perk)

Thrifty Mechanic: Breaking a Totem grants you the effect of ‘Repairer’ for 80/100/120 seconds and increases your repair speed by 4/6/8%. “Anything can be used as a tool if you use your imagination.” (new teachable perk)

Technician (rework): Gains the effect of “Grants you the effect of ‘Repairer’.” On a failed repair skill check, gains the effect of “You lose the effect of ‘Repairer’ for 6/5/4 seconds.” and loses the effect of “An additional Regression penalty of 5/4/3 % is applied.”

Built to Last (regain charges after depleting and thus able to maintain the ‘Repair’ effect)

Play a relevant offering:

Empty Reinforced Toolbelt: Increases the number of Wrenches that spawn on the map by 3. (Very Rare)

Empty Leather Toolbelt: Increases the number of Wrenches that spawn on the map by 2. (Rare)

Empty Canvass Toolbelt: Increases the number of Wrenches that spawn on the map by 1. (Uncommon)


Killer counter perks:

Covert Disarmament: Survivors who are unhooked at least 32/28/24 meters away lose the effect of ‘Repairer’ unless granted by an item or a perk. If ‘Repairer’ is granted by and item or perk, they are unable to interact with a generator for 20/25/30 seconds. Can only be applied once per game, per survivor.

Disabling Shroud: Survivors within your terror radius are unable to perceive Wrenches on the map. Survivors within your terror radius under the ‘Repairer’ effect receive more skill checks with additional 5/10/15% penalty for failure.

Franklin’s Demise (survivor drops toolbox)

Benefits:

  1. Provides a new early-game objective that can take anything between 5 (if lucky spawn) and ~60 seconds before you’re able to start repairing generators, on a per-survivor basis, likely an average of about 30 seconds. This slows down the early game gen rush.
  2. Provides incentive to run toolboxes outside of gen rush and sabotage, and encourages healthier use of those toolboxes (you don’t want to deplete them instantly).
  3. Provides a new avenue for gen defence (killer perks) and diluting the survivors perk pool (Repairer effect perks).
  4. Makes survivor placement less predictable. They won't all instantly latch on to the nearest generator, they'll be slinking around for a bit looking for a Wrench.

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