gens go by too fast, survivors need another distraction
far too often I've seen gens fly by too ######### fast. Even playing forever freddy gens can be done in under 6 minutes.
I'm thinking to slow the game down a little bit survivors have to find gas canisters around the map and use them to refuel generators.
It doesn't slow the game down too much but it does provide survivors an additional objective so gens aren't done so quick.
Comments
Remove BBQ & Chili and I have no problem with this idea
Why? ######### does that solve?
It's not even an OP perk. BBQ can not stop all 5 gens from being completed in 6 minutes.
Yes let's remove a perk that discourages camping. What LOL??
The only other thing available to slow the game down/keep Survivors distracted is lots of slugging. Having one survivor down on the ground as often as possible ensures at least 1 other survivor has to go help.
This also gets survivors wasting Unbreakable super early in the game
I'd use knockout but SWF counters knockout really bad.
I wonder what else we can borrow from F13? Flares, fuses, knives...
I'm calling dibs on a shotgun-like weapon right now
Because BBQ forces survivors to stick to a gen.
And with 95%+ of the killers running it, survivors are only going to focus on getting gens done than anything else.
You see how counterproductive the whole thing is?
DS is literally a knife.
Survivors are going to stick to gens regardless of whether or not the killer brought BBQ. Their only objective is to do gens and escape.
No ######### sherlock, cuz it's their main objective and the only way to win the game... What are you smoking?
What I'm saying is that BBQ encourages survivors to stick more to a gen than to spend time doing smth else cuz it's the only way to counter the reveals.
You could argue lockers are another method, but to survivors they'll rather stay near a gen than a locker which literally gives nothing back in return.
The icon is, but as far as i see a surv pulls nothing out of nowhere and stabs a mofo. Doesn't the perk's description only say something like "with whatever's handy"
No, just shrink the maps a bit, or make gens spawn a little tighter so killer can patrol them a bit more efficiently. Although the killer still must make good decisions in chases, and when to abandon them and pressure gens.
The idea isn’t to have a slugged survivor indefinitely slugged. The point is that one survivor on the ground is a much longer time off a gen than a hook.
Let me elaborate.
You end a chase, pick em up, hook em. In theory that survivor could be immediately unhooked when your back is turned, putting them back in the game.
On the ground:
Either way, this contributes to more time away from gens, than the simple unhook action that only takes seconds.
Slugs keep 2 survivors away from gens more frequently than hooks. Even better if it’s 2 slugs before hooking the third.
Well gens pop fast but it is not the gen speeds that are the problem it is the pressure that we cant do that due to map sizes and some limitation of the some killers map pressure abilities. Killers like Spirit,Nurse,Blight,Hilbilly and Freedy can pressure the gens due to their patrol speed. They are fast and most of the time they rely on their speed or powers. However killers like Deathslinger,Huntress and etc... are rely on their aim and they are mostly slower killer then average. Because of that reason at really big maps this killer without the proper perks can lose the match. Many killer faces that problem. Some maps are really big for some killers to pressure. Imagine Red Forest map, if you wanna go to other side in some matches before you reach that gen can pop which there is nothing you can do. Maps should be a little bit smaller and pressure problem will be fixed. If they increase gen speeds it will hurt the new player who barerly manage skill checks and it can affect them really bad.
First things first, gen kicks and gen regression, gen tapping definitely need to be updated.
Without Ruin or the Weasel, it's impossible to protect gens, because gen kicks are too weak and can be easily disabled by gen tapping.
Try running some gen slowdown perks. Ruin and pop are both good.
It's probably a more nuanced solution than adding more objectives. The generators are repaired based on how well the killer plays, and how good the killer is. It's hard for regular killers to maintain the pressure needed to stave off gens, but slugging nurses are gonna get 4k's at 5 gens. If the gens go quickly, they fly like crows. If they go slowly, they aren't moving.
its still unbalanced if you can do 4 gens is 3 minutes
https://www.youtube.com/watch?v=7ZFvRJSFP9ISurvivors need a 2nd objective.
It could be 'do bones' but that's too situational, and most survivors would rather ignore them unless they walk right into them, unless there's Ruin, or just get hit by NOED and THEN complain about it.
There was a Hex rework idea that basically gave Killers a dedicated Hex slot, so that every match would have a Hex, and reworked all Hex perks to scale in strength with the numbers of totems on the map. This would encourage clearing all totems from a map to be a regular objective, and stop Hex perks being an all-or-nothing deal, as well as stopping the from being super OP. It's a win-win.
Or, require survivors to complete one pre-game objective before they can work on generators. Home Sweet Home does something like this, 'gens' or 'Rituals' have two stages to them and require a key item to be found for each stage.
My idea was finding 'Wrenches' in order to unlock the ability to repair generators:
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 repairing within your terror radius receive additional 5/10/15% penalty for failing skill checks.
Franklin’s Demise (survivor drops toolbox)
Benefits: