Pre-Trial Warmup
I've been thinking on this for a hot minute, and I do think that implimenting something like this, at least as a PTB could be interesting. Im suggesting some serious changes that might throw balance out of whack, but if done right it could buff some of the worse killers. Buffs to survivors to balance this out would probably have to happen.
At the start of every trial, before survivors even spawn onto the map, Killers should be able to run around for about 30 seconds and prepare for the survivors arrival.
This would allow them to do two things - For set up killers like Hag, Trapper, Skullmerchant, Singularity, and to a lesser extent Freddy (for dream pallets) and Demogorgan (for portals), to access the map without having to worry about early pressure, so they can set up some traps and map out their areas for the trial. Potential survivor spawns would have entity protection so Trapper couldn't just place a trap directly where a survivor could appear to get lucky.
The other interaction would be specifically picking which dull totem each of their hex perks would spawn on. They would have aura reading of every totem on the map, and during this set up time they'd be able to pick which ones would house which hexes. Removing RNG from which totem a hex spawns would be a big buff to all killers across the board that uses hexes, but I think killers should have the opportunity to set up their trial as they please to give them the best chance to defend against the survivors.
After the 30 or so seconds have run their course, the killer would be returned to the point they started at, and the match would begin as normal. If they didn't pick a dull totem for some of their hex perks to spawn on, it would be assigned randomly. Maybe make key addons / lower the rariety of the map addon that reveals totems so survivors could bring more items to counter harder to find hexes. Survivor perks that find totems would be a lot more popular. Removing a lot of RNG from hex perks would make balancing them a bit easier.
Not considering hex perks for a moment, being able to run around and collect bear traps / set up a web of traps as the Trapper would buff him a lot, but letting Nurse and Blight run around wouldn't affect their power level. They'd mostly just be breaking breakable walls or setting up hexes if they brought any.
I just think Behavior should take big swings at content additions / changes to the base game, now that we're on the 10th anniversary and the DBD code remake is coming next year. I'd love to hear people's thoughts.
Comments
ill always have to stand agains anything that makes totems easier to find as a hex build user, survs find and cleans them rapid fire so even if i can choose where they go, making them even easier to find will make hexes even harder to remain sustainable.
This isnt really fun for the survivors, also removes any thought from playing trapper since you no longer have to think about where you want to defend and the ideal traps to grab and setup first. It would simply be better and easier to buff these killers.