Suggestion: Make the gameflow more dynamic

In my opinion, most issues that currently cause frustration (camping, gen-rush, etc) directly or indirectly stem from the fact that the gameflow is static, as in generator speed, heal speed etc take a fixed time, that is modified by perks or items, but not the state of the game. This means a game can be very early decided with little chance of a comeback, making it boring & unfun to play.

E.g. as a killer, if your first chase is an extremely skilled survivor, you have a problem. If you can't catch him after a certain time, either you can commit to the chase and accept 3+ gens popping, making the game nigh impossible to win without hard tunneling or camping, or you can switch targets. But switching targets requires you to find someone else in the first place. And even if you do that, it's still a risk. You wasted some time on the first person already. What if the new survivor is similarly skilled?

So whatever you do, you're in a very difficult position, where it can be (depending on perks & killer) nigh impossible to win the game, especially with weaker killers. A difficult early game like this encourages tunneling & camping, simply because the game feels unwinnable by other means.

As a survivor, you can be similarly put in a nigh unwinnable position, if the killer gets 1 or even 2 kills very early (at 0 gens done). This can happen for various reasons, but either way with 2 kills at 0 gens done, it is nigh impossible to win and frankly unfun to play vs a competitive nurse with ruin.


My suggestion is preventing this by making the gameflow more dynamic: The survivors start with a debuff of (arbitrary numbers) 20% to everything, but for each hook state they get a minor buff of maybe 5%, and for a kill instead a major buff of 15%. This would solve both problems at the same time and prevent comically one-sided games: When the killer is struggling, he gets more time. When the survivors are losing with 4 gens left at 2 kills, they get a buff so they at least have a somewhat realistic chance to make a comeback.

Additionally, totems could be made less RNG/frustrating by a similar approach: Make them uncleansable for the first e.g. 30(?) seconds after the perk activates, but after a certain amount of time show their aura in a 6 meter (?) radius. This would prevent both Ruin disintegrating within 10 seconds, and also that one 30 minute game on swamp map where it just seems impossible to find it.

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