[New Mechanic] Entity's Favour
What is The Entity's Favour?
Entity's Favour is a new mechanic that shows all players the contribution of both teammates and enemies alike, similar to the On Fire mechanic from Overwatch. Unlike the aforementioned mechanic, however, this new mechanic not only showcases the contribution or skill of the players, but grants tangible rewards to players who either manage to obtain the status, or manage to maintain the status throughout the game.
How does it work?
The Entity's Favour works in multiple ways for both Survivors and Killers alike.
Whenever a Survivor or Killer performs an action or series of actions that either progress the game or are presented as skillful plays, they will earn progress toward a specific favour or multiple favours of The Entity.
Survivors and Killers can earn up to three different types of Favours, each having their own requirements and their own designations. Each category of The Entity's Favour requires 100 points to obtain.
Perks, items and add-ons do not affect progression toward earning Favours.
Survivors
Survivors can gain The Entity's Favour in the following ways.
Lightbringer
- This is rewarded whenever the Survivor repairs Generators or progresses the Exit Gates.
- You earn 1 point for every 1% you repair on a Generator without the use of a Toolbox.
- You earn 1 point for every second you spend on an Exit Gate.
- You earn 5 points for every Great Skill Check you succeed while repairing.
- You lose 0.5 points for every second you spend not interacting with either objective after 30 seconds.
- The Lightbringer favour is represented in a Blue Flame.
Chase Master
- This is rewarded whenever the Survivor has a prolonged chase with the Killer.
- You earn 1 point for every second you are in chase with the Killer after 10 seconds.
- You earn 2 points for every stun you perform on the Killer while in chase.
- You earn 5 points for every time a Killer misses within 4 meters of your location with either a basic or special attack. This is applied after the attack's active hitbox finishes.
- You lose 10 points whenever you are put into the Dying State by the Killer.
- The Chase Master favour is represented in a Red Flame.
Guardian
- This is rewarded whenever the Survivor heals or defends another ally.
- You earn 10 points every time you fully heal another Survivor.
- You earn 3 points every time you partially heal another Survivor.
- You earn 10 points every time you take a protection hit for another Survivor.
- You earn 10 points every time you rescue another Survivor from a hook.
- You earn 5 points every time you rescue another Survivor from the Killer's grasp.
- You lose 10 points if you are hooked by the Killer.
- You lose 1 point for every second you spend not healing a teammate after 120 seconds.
- The Guardian favour is represented in a Green Flame.
Killers
Killers can gain The Entity's Favour in the following ways.
Slasher
- This is rewarded whenever the Killer has a short chase with a Survivor.
- You earn 5 points every time you injure or down a Survivor.
- You earn 10 points every time you down a Survivor from the Healthy state.
- You earn 10 points if the chase lasts less than 30 seconds.
- You earn 5 points if the chase lasts less than 60 seconds.
- You lose 1 point for every second the chase lasts more than 60 seconds.
- The Slasher favour is represented in a Red Flame.
Punisher
- This is rewarded whenever the Killer pressures and regresses Generators.
- You earn 2 points every time you kick a Generator.
- You earn 1 point for every second a Generator continues to regress after damaging it. This only applies to the Generator that you kick.
- You earn 20 points for every Generator remaining in the Trial if all Survivors have been sacrificed.
- You lose 10 points for every Generator that is completed.
- The Punisher favour is represented in a Blue Flame.
Warden
- This is rewarded whenever the Killer prevents the Survivors from their escape or edges them closer to their demise.
- You earn 10 points each time you put a Survivor on a hook.
- You earn 20 points each time a Survivor is sacrificed.
- You lose 20 points for each Survivor that escapes the Trial.
- You lose 10 points each time a Survivor enters another hook stage without being hooked again.
- The Warden favour is represented in a Yellow Flame.
Iridescent Flame
Iridescent Flames are special flames that only occur when the Survivor or Killer manages to get 100 points in all of their categories. These flames will permanently remain for the Survivor or Killer even if their contribution bars regress, as these were well-earned by either party.
These flames are a mixture of all three colors combined.
Disfavours
Disfavours are a way of telling players that somebody is not pulling their weight or is being rather scummy with their playstyles. These apply to both sides alike and apply a Black Flame so long as the player continues the following actions:
- Whenever a Survivor does not do an objective, heal another teammate or take chase for more than 60 seconds. This timer is extended to 120 seconds if the Survivor has contributed at least 30 points toward one category, and is paused if the Survivor has been hooked.
- Whenever the last Survivor remains further than 8 meters away from the second-to-last Survivor that got sacrificed.
- Whenever a Survivor repeatedly crouches within the Exit Gate area at least 7 times.
- Whenever the Killer remains within 16 meters of a hooked Survivor and does not chase, hit or down another Survivor.
- Whenever the Killer remains within 16 meters of the same hook after hooking multiple Survivors.
- Whenever the Killer continues to target the Survivor that had just been unhooked recently.
Disfavours will cause the regression of all contributions by 3 points per second.
What Are the Rewards?
There are multiple rewards whenever a Survivor or Killer manages to get 100 points towards their Favours.
Additional Bloodpoint Category Gains
For each Favour that has received 100 points, Survivors and Killers will gain 25% more Bloodpoints to score events in each category, up to a maximum of 75% additional Bloodpoints.
Bonus End-of-Match Bloodpoints
For each Favour that has received 100 points, Survivors and Killers will gain 25% Bonus Bloodpoints at the end of the game.
If the player has managed to get an Iridescent Flame within the match, or has received 100 points in all three categories, they will receive 100% Bonus Bloodpoints at the end of the game.
Bonus Pip
If the player has managed to get an Iridescent Flame within the match, they automatically receive a pip. If the player already has a pip or two pips, they will receive a Bonus Pip.
Entity's Gift
After managing to obtain a Favour, the player will earn a Gift from The Entity, up to a maximum of 3 Gifts. If the player has managed to reach the Iridescent Flame, the rarity of the Gifted items is increased.
The gifted items will include the following:
- 1 Item of Uncommon Quality or Better (Survivor Only)
- 2 Offerings of Uncommon Quality or Better (for that Survivor or Killer)
- 5 Add-Ons of Uncommon Quality or Better (for that Survivor or Killer)
- 50,000 Gifted Bloodpoints
These gifted items do not have to be redeemed at the end of the game, and can be redeemed via the "Entity's Gifts" tab within the Bloodweb of that Survivor or Killer.
What Would Need to Change?
Not much, actually. The only thing that would need to change is mostly from a coding, reward and UI perspective.
In terms of the UI, the HUD of the players should be transformed so that the Survivors now see the icon of the Killer they are facing, just so that the Survivors know if the Killer is "on fire", as well.
- In order to hide the identity of the Killer, for the first 60 seconds of the match or until the Killer chases a Survivor, the Killer's identity is hidden with a question mark and a blank avatar spot.
Aside from these changes, most perks or add-ons will not need to change, with exception to possibly any Perks that grant additional Bloodpoint gains, since the game would natively do that for the player.
Why This Idea?
Simple; many players often complain about people not contributing in a match or just not playing optimally. With this system, players will not only have a reason to contribute to the match, but will also be punished for not doing so.
And if one player is caught lacking (particularly with the Black Flame), then you will understand who was the weakest link in that match. While this wouldn't stop players from being rude to others that didn't contribute as much to the team or to the match, this would actually stop players from being rude to the wrong person or people, and would possibly make some players reflect on their own skill by having a metaphorical mirror put to their face in this game.
And hey, maybe if you gain the Iridescent Flame or at least one flame, you'll be given respect amongst your colleagues and opponent(s) for actually having skill involved in doing that category or all of them.
This would just be perfect for the game just like it once was for Overwatch.
Before Overwatch 2 removed it for some reason.
Comments
Definitely some cool ideas in a well-crafted post. How did you do the larger headings?
Most of these ideas are great. But one stands out to me, under Warden:
You lose 10 points each time a Survivor enters another hook stage without being hooked again.
This is too far out of a killer's control for such a penalty. A survivor could suicide on their first hook because they don't like your choice of killer or cosmetic or any other petty reason like they see their entire team urban evading around doing nothing. Or survivors just don't get the save in time.
I think the whole Warden category would be better to focus more on overall results:
These are also outside of the killers control.
Unless for the 2nd one you mean distinctly hook events not hook states. But even then, you could potentially be forcing killers to throw the game to avoid 50 demerits if the survivor puts them in such a position.
Real roundabout way for yet another attempt to punish killers for doing stuff you don't like. The survivor restrictions? Nothing. The killer ones? Mostly out of their control.
Also flashing colors and gaudy trash doesn't mesh with dbd's aesthetic at all. No thank you.