Open Letter About Gameplay Suggestions

Hello, this post is going to contain two sections, please at least try to read both sections because they are mostly unrelated.

Section 1: Boon/Hex Change

On top of the ability to snuff boon totems, killers should be able to also corrupt them. Corrupting the totem keeps the same original functionality of the boon with a bonus for the killer.


Killer Corruption Bonuses

Corrupted Circle of healing: Survivors healing within the area of effect have their auras revealed.

Corrupted Dark Theory: (I honestly don't know the usefulness of this perk or a bonus for the killer. Maybe add 2% action speed)

Corrupted Exponential: Dying survivors have their auras revealed. Could also make their aura colored based on how close they are to recovering.

Corrupted Shadow Step: Similar to whispers if there is a survivor within the area of effect at the same time as the killer, the killer hud gets an icon that shows that. It will still be hard to track them because the original boon suppresses scratch marks and auras.


Potential new perk - Hex: Dark Roots

When a survivor begins cleansing a totem, receive a noise notification. (NOT blessing)

When a survivor blesses a totem, that totem becomes corrupted.


Section 2: Hook and Dying State Modification

I would think the first section is tame compared to what I'm about to suggest. All I ask is that you keep an open mind... The goal of this section is to reduce the focus on doing gens and making surviving the primary focus. Nothing in this section changes generators at all except for spreading out the 3 gen setup.


Summary

Rework the dying state into a global "health bar" for the survivors. Being injuring and going down reduces some of the health bar and being hooked removes a tremendous amount of the health bar. To make this system work, a lot of changes would have to be made. Enjoy.


Major Changes

  • Dying State timer increased to 6 minutes (360 seconds)
  • Survivors can now recover themselves (self recovery speed might need slowed to 40 seconds)
  • Hooks are now integrated with the Dying State timer. One hook reduces the current and maximum Dying State timer by 120 seconds. (similar to current 3 hook system, 3 hooks will kill) On the hook, the Dying State timer depletes at 2 per second. (double the default, the total hook time remains the same. 60 seconds for stage 1 and 60 seconds for stage 2)
  • Injured survivors slowly lose Dying State time at (adjustable) 1 every 3 seconds. For reference, per hook state, the time left to live would be: 18 minutes at 0 hooks, 12 minutes at 1 hook, 6 minutes at 2 hooks.
  • Optional: No Mither and healthy survivors lose Dying State at 1 every 4 seconds. After 24/16/8 (per hook) minutes they will die putting a cap on how long matches will last.
  • With this system the 3 gen camping potential will have to be removed or an alternate objective added to prevent stalling until the survivors tick out.
  • Optional: Survivors getting hit into the injured state or being downed depletes Dying State timer by 10 seconds. The 10 seconds can be any number, but if above time table is too relaxed for the survivors it can be increased or not used at all. Potentially just add to weaker M1 killers.

Pros

  • Survivors being on the clock incentives being healthy and getting off the hook as quick as possible. As well as pushes them to play more defensively and more hidden.
  • Killers feel less pressure dropping chases with injured survivors because they are still dying over time.
  • Killers that slug a lot of survivors must be aware that survivors can recover on their own. Slugging is still rewarding, but not as much as hooking. Chain slugging is no longer an automatic game over.

Cons

  • Does nothing to prevent a killer tunneling a single survivor, might even make it easier.
  • Does nothing to prevent killers from camping on a survivor on hook.
  • Does nothing to prevent killers from camping a survivor who is slugged. The best thing they can do is crawl to a pallet or window and attempt to recover there. In a perfect world this is just toxic behavior and would not be the norm.
  • This system might be too confusing to new players. Although if it is shown as a health bar, I think it would be relatively straight forward.

Optional Additions

  • Killers can receive modular changes (buffs) with this system to help them. Ex. When a survivor is caught in a bear trap, their Dying State timer is depleted by 30 seconds. In a similar vein, strong things can also be nerfed. Ex. When a survivor successfully uses Dead Hard, their Dying State timer is depleted by 20 seconds.
  • New Survivor Perk: Final Stand - When the Dying State timer is fully depleted, instead of dying, you heal one health state and gain the Final Stand buff for 30/40/50 seconds. After the buff expires so do you. RIP.
  • Potentially add functionality to medkits to increase Dying State timer when healing.
  • Add item that pauses Dying State timer. Could also stop bleeding and scratch marks for a 10/15/20 second duration.
  • New Killer Perk: 1,000 cuts - When a survivor misses a skill check, they lose 3/4/5 seconds of their Dying State timer.
  • Remove the struggle phase. The survivors can now attempt unhooks until the very end.


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