Increased generator speeds
Honestly, I dont think slapping on another 10 seconds is gonna help out. Its going to make lower mmr games more boring while barely having an impact on higher mmr.
Personally, my suggestion would have been:
- reduce the cps reduction from working together on a single gen from -0.15 to -0.10 per player
- add a new cps reduction for if multiple gens are being worked on at the same time, to -0.10 per extra generator being worked on, applied to all players(aka, 2 people on 1 gen with 2 gens being worked on now have -0.2 per player). This would roughly equate to 80 seconds if only 1 generator is being worked at, 89 seconds if 2 gens are being worked on at the same time, 100 seconds for 3 generators being worked on at the same time and 115 seconds if survivors have 4 generators being worked on at the same time.
This realistically means that if 2 people work on 1 generator and 1 person works on another generator, it would basically take 90 seconds to finish that solo gen(while also giving information that someone else is working on a generator), and the 2 person gen would take 50 seconds rather than 47. Which means that on average, that 2 gens take 100 seconds in that scenario.
It would basically scale the time on how many generators are being worked on at the same time, which is good for higher mmr, without making solo gens more stale than they already are.
It would slow down generators heavier in higher mmr than 10 flat seconds would do, without basically giving killers free kills in lower mmr, especially if survivors do not have any way of communicating.
This would mean that the optimal way of doing gens with 3 players would go from 3 gens being done at the same time, to going 2 people on 1 gen while another works on the second one. Reducing the amount of generators finished from 3 gens in 80 seconds, all at the same time, to 3 gens in 95 seconds, but 1 popping in 50 seconds, making its also easier to interrupt progression. While with the 10 second increase, the fastest way of doing 3 gens will be 90 seconds.
I think 80 seconds, for a solo generator(especially if 2 survivors have already died) is more than enough time to finish a chase and interrupt the generator from completion. I think 90 seconds on a generator basically makes it impossible for 2 survivors to even stand a chance and give most people the decision to let their teammate die so hatch can spawn. This is a huge reason to not increase the flat charges from 80 to 90. I think dynamically altering the times by adding a punishment for being too optimal would be healthier in the long run.
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