Generators need gas addition
In order to address two issues, I have a simple idea, that would make a lot of sense and add an additional layer of content, context and strategy to the game. I have over 600 hours of gameplay in Dead by Daylight and one thing I've noticed, matches are quick. Yes, at a first glance, that's great, but for the reason why they are, not so much. For survivors, not so much of a big deal, but for the Killers, its down right frustrating. This is NOT good, because this game needs people to play Killers, this game needs Killers to enjoy their experience more than not and yet, that isn't this case. One of the largest issues is the speed of the game. Survivors are popping the generators WAY too fast.
The dynamics behind this idea could REALLY mix things up a bit, so here it goes. As the title suggest, generators need gas in order to operate properly, yes? Here is what I propose, at the beginning of the trial, there are a certain number of gas cans scattered throughout the map. The survivors MUST acquire these gas cans in order to power the generator on AFTER or BEFORE fully repairing the generator. This addition would slow down the gen rushing, enable the creation of new offerings, updating of existing perks, such as perks like Small Game, could be used to find these gas cans quicker.
On the Killer side, perks like Franklin's Demise would become that much more useful. Also, pouring of the gas could take several seconds to accomplish and if interrupted, would RESET the filling progress.
What this addition would do is give the survivors a slight bit more of a challenge, more reason to use certain perks more often, be encouraged to explore the map more (They may stumble across totems or chests along the way). This gives the Killer another way to be a nuisance upon the survivors, to put more pressure on them and thus, slow the game down within reason.
As for the number of gas cans, it would be equal to the number of generators or be two more than the total amount of generators. Then, we could have offerings that either add more or take some away, but not dropping below the necessary five needed to activate gens.