Passive idea to slow but not halt genrushing.
What if the faster a gen was being worked on/repaired, the more skillchecks appear/faster they appear? what if, if a gen is going fast enough You could no longer get great skill checks. it would make it so if a gen has multiple people on it using purple toolboxes that they can no longer possibly get great skillchecks, while increasing the difficulty of the gen and also thusly requiring more attention to the task at hand which could allow for killers to more easily sneak up on players
Ontop of this why not add a perk, that doubles the rate skillchecks appear, but decreases the skillcheck zone by half?
Comments
I like this, but I think great skillchecks should still somehow be allowed.
gens go by quicker when survivors work on separate ones
Unless there is Prove Thyself. But I thought gens go faster anyway, the red speed coloring didn't matter?
Well the thing is more skillchecks more more greats and to comment on the purple toolboxes thing... no one I've seen carries purple. It's mainly commodious since purple and brown have a low speed difference lol
Yeah, that would be the use of Stake Out.
Stake Out is token based and turns Goods into Greats.
I actually use Stake Out to directly counter Ruin. If you get a Good Skill Check when you have a Stake Out token, it doesn't regress the gen progress, since it actually counts as a Great Skill Check.
Galaxy brain strats
@Ember_Hunter survivors get a temporary debuff when working on a gen with other survivors. What he meant is that if each survivor got seperate gens done, then there is more progress then having all 4 on the same gens.
Basically, 4 survivors working on 4 seperate gens is faster then 4 survivors working on 1 gen then moving to the next.
I'm afraid more and smaller skillchecks wouldn't solve the problem.
For example: Those players who are focussed and usually genrush, already don't have problems hitting skillchecks which are influenced by the Doc's Madness or Unnerving Presence.
I don't see a way around introducing a 2nd objective to give killers more time to do their job.
Only if they make Hex skill checks reward more BP.
yeah, punishing an already inefficient way to do gens would make survivors more efficient at doing gens
they need to add something like the vile plant they had.
maybe you go fill up with oil/gas or have to find parts or whatever before you can work on a gen.
this would
A. stop plebrush being so prevelant
and
B. give survivors something to do other than the skillful holding of m1 then running from loop to loop when the killer is on you.
There is one thing that you can do to stop injured survivors doing gens. Is to put an action penalty same goes for the sick survivors.
@Spicybarbecue "maybe you go fill up with oil/gas or have to find parts or whatever before you can work on a gen"
Exactly. Several users have made suggestions for a 2nd objective that goes along the lines of picking up gas or mechanical parts, and I'd really like to have something like that.
It would help balancing the game, and a new game mechanic would motivate veterans to play the game more. (If you are interested, I also made such a suggestion: https://forum.deadbydaylight.com/en/discussion/65083/concept-for-a-2nd-objective-for-survivors/p1 )
to get rid off the gen rush and killers having fun they need to put 3 things in this game
1.-2nd objective that first need to find something to start the gen
2.-when you kick the gen it regress a bit faster
3.-if a killer kicks a gen the survivor wont tap the gen until 10s have passed
thats the 3 ideas i had to make the game better