New Objective to Slow Genrushing: Repair the Gates
Many people have said that DbD needs a new objective other than generators in order to make the pace of the game more manageable in the face of coordinated survivors who hammer out gen repairs as fast as possible. My suggestion for this: require the exit gates to be repaired before they can be powered and opened. This could be repairing a fusebox, a gearbox, a junction, whatever.
However, because there are only two gates, this should not be nearly as demanding as the generators, in order to prevent the killer from camping the gates. Here's a list of stipulations for this:
- Gate repair takes much less time, somewhere in 30 to 45 seconds compared to a generator's 90 seconds.
- Gate repairs cannot be damaged and regressed by the killer.
- The killer cannot see a gate's repair progress and are not notified when they are fully repaired.
- Toolboxes can be used on the gates. Optionally, Brand New Parts can instantly repair a gate.
- Generator repair perks do not apply to gate repairs.
- The gates can be repaired at any time in the trial.
Do you think this would improve the state of the game? Would this slow down genrushing as a tactic? Would this do unnecessary harm to the casual players' experience?
Comments
Would the gates still require like 20 seconds to open as well? Because it seems like this is just making you have to do the standard opening process twice if you don't have a brand-new part.
That being said, I'd be okay with this so long as the repairs had something more intriguing than holding one button to repair with occasional skill checks. I dont want any more of that mindless "hold one button and watch bar fill" gameplay on survivor. Maybe something similar to a series of Skull Merchant's drone hack mini game lasting approx 30 seconds, and you can leave and resume progress whenever needed?
Would the gates still require like 20 seconds to open as well? Because it seems like this is just making you have to do the standard opening process twice if you don't have a brand-new part.
Yes, opening the gates would still take time. Maybe we could shorten it to 15 seconds as some compensation? I know it sounds unappealing but the point of this idea is to give survivors something to do that isn't a generator.
I did have another idea where an additional specially-marked chest would spawn that would contain a machine part that could be used to instantly repair a gate, instead of a BNP. But I worried that was overcomplicating it.
Maybe something similar to a series of Skull Merchant's drone hack mini game lasting approx 30 seconds, and you can leave and resume progress whenever needed?
That'd be fine. I'm all for adding new functions to the game that aren't button-holding simulators.
Yeah, I like the sound of that idea. Survivor main stamp of approval ๐
Gen rushing doesnt need slowed, its not even that great anymore and guarentees you get 1 or 2 EASY kills. With Knight and drone ######### you have killers that cover half the ######### map with no skill, just click and they know where people are. Whats the counter, oh thats right, there isn't one. ######### this trash ######### piece of ######### game,
I don't see why the Game needs a 6th extra tiny Generator,
If the Killer is not prepared for a Genrush then they are unexperienced in that MMR, so then they will get a lower MMR.
There are also perks that can help against those tactics, you can also patrol gens more now that Healing has generally taken a hit.
I feel genrushing is a distant minority of players. Offering a second objective will mostly only ######### with casual players (or the majority) who didn't need the extra nerf, and swfs/genrushers will probably hardly notice this, in fact it'll make these people bring more BNPs and toolboxes (as you said BNPs give instant gate repairs and toolboxes can also be used on gates) which I doubt any killer player wants if they care about genrushing. All it takes is one good toolbox to make your objective side hustle pretty much useless
in fact it'll make these people bring more BNPs and toolboxes (as you said BNPs give instant gate repairs and toolboxes can also be used on gates)
Which would then be consumed on the gates instead of a generator. That's the point, to make a secondary objective to consume these resources so that they don't all get piled onto generators. A toolbox used on a gate is a toolbox not used on a generator.
ok? people don't need toolboxes to efficiently genrush. you're super naive if you think toolboxes on some random secondary objective will kill the majority of genrushing. it'd only hurt the ######### players and the ######### players aren't a threat to you anyways.
I didn't say it would.
then why suggest it if you don't think it will work...
I didn't say it will kill genrushing. Those are words that you put in my mouth. My idea is for mitigating it somewhat. It's not a perfect fix-all solution because one doesn't exist and I never claimed it was.
You're putting words in my mouth, too. I said "kill the majority of genrushing". Don't pull that when you misconstrued my words, too. Never claimed you had a fix-all solution, I'm stating your solution will only attack weaker genrushers and those people you shouldn't be threatened by. It just isn't a good idea. Nerfing toolboxes and BNP and gen speed perks rather than making this side objective exist would be a healthier and more logical solution.
Alright, if you think it's not good enough and will only unfairly impede casual survivors, then that's a fair criticism. I'm not opposed to nerfing toolboxes either, though I think just reworking BNP is a strong enough first step. I just want to try to think of ways to break up the monotonous meta because DbD is overdue for something to change up the gameplay loop, even if only slightly.
How would this work with a perk like No Way Out? Would the perk do nothing while repairing the gate, but still block the gate switch like normal when the survivors go to open it after repairing it?
Yes. In my mind, the object for repairing the gate and the gate switch would be completely separate.
Okay, I understand your idea better and am on board with it. I personally believe that manipulating the objective times and number of objectives in the trials is a better way to balance the game than having perks and items that do it for the players. Overall, this is a cool idea.
no clue how to make dbd survivor or killer gameplay less boring except a new gamemode, if i were to patrol another objective as killer it just gives me more places to look which is a teeny bit more stressful, and for survivor and extra objective will make matches feel and go on for longer amounts of time which isn't the most fun either. i don't know, i actually kinda wish they listen to that one recent scott jund video and like add a separate queue for modded stuff as letting the community do stuff to this game for people to do sounds like it's our only hope to help against this monotonous game