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Secondary objections
So, I've had a lot of crazy matches today, most were gens being done in a matter of seconds and I gotta ask, why? (not entirely an exaggeration. Given certain perks and tools) I don't see the point of doing gens that would take approximately two minutes with extremely simple skill checks all the while you hold down a button. I get there are perks that help with this, most notably "Hex: Ruin." It's a good perk, for a few minutes (at best.) It's a hex, usually hexes don't last. I've ran into teams that were so used to Ruin that they'd actually search for it BEFORE doing a gen. I'm not trying so sound like I'm complaining about the perk, it's a feast or famine perk, if it's good, it's great. If it's bad, it's awful. But, those are temporary solutions for a common issue.. It's also so boring, the only thing that can make it interesting is the killer themselves or their perks trying to stop you. So, I've wondered, what would help with this situation without nerfing gen? More interactions for survivors and what's an important team based objective? Healing. What if we made healing more of an objective, like. Here's ideas my friends and I came up with.
-Penalties for staying injured: Having a deep wound after getting hit by the killer isn't good, a lot of issues can happen, hemorrhaging, constant shaking, barely conscious, etc. If you purposely stay injured, you would suffer more and more from injuries. Maybe difficult skill checks, loud noise notification coughing, maybe at worst, a slight penalty to repair speed. (No Mither will ignore these, but that's at a severe cost. Staying injured the whole match isn't fun.)
-Not healing fully: Is the killer near? Do you need to leave quick? Well, you can. At a cost, extreme movement (running) will make your injuries worse. Slightly regress your healing bar which each few seconds you move. (Stop and catch your breath.) But, using exhaustion perks will take more out of you and cause your bar to regress more.
-Deep wound: I actually like the idea of it, but it's not a good outcome. Deep wound is SERIOUS, you're about to bleed out, this requires more effort to take care of than regular healing. Yet, it also needs to be balanced. As where it stands now, it's too easy. Hold a button and wait. That's all. No skill checks. You just hold a button while the deep wound timer is PAUSED in the terror radius. Here's an idea, let it pause during a chase, yet, when you're out, you need to take care of it ASAP while being bombarded with skill checks. If you fail, you'll go down, BUT you won't be revealed to the killer. Let's make that a Legion thing.
Now a lot of people will have different ideas on this, this is just a thought I had for secondary objectives. If you have an idea, please comment, I'd love to read your idea.
Comments
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I like your ideas, they're nice but when I think of 'second objective' I don't think of making being injured more difficult thus requiring to heal. I think of making survivors do something else on top of doing gens before you can escape. Most people heal as it is whether it be with Self Care or letting an ally heal you, making being injured worse is not my idea of a secondary objective even though it would promote actually healing every match but usually people end up getting injured again and again.
Not to mention there is one killer that would rise up due to this, the Plague. A lot of people hate healing against her because let's face it, her blood puke is just as bad as being a one shot. Not to mention if someone sick gets hooked, someone who just cleansed has to go get sick again. You'll just keep getting sick again and again throughout the match. There would be no escaping the injured penalties.
I would make an objective where you actually have to hook up cables to connect all the gens to each other and to the gates and fix a power box on top of doing gens, that's a secondary objective to me.
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That's a fair point with the Plague, I'd like to imagine that the broken status effect would bypass the penalties
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