http://dbd.game/killswitch
Make Bones An Objective
So flat out, I disagree that they currently are an objective. Doing them does not help anyone win, it slows progression. Here’s an idea that I believe will make bones a legitimate objective that will aid killers with the gen rush problem, and give survivors a reason other than NOED possibilities.
Very simple, 5 totems, 1% apiece.
The killer gets to select what their totems do. It’s in your load out so that each of your killers can be set to their specific build. For each totem still remaining, the following conditions apply, for each destroyed totem, the effects are lessened to nothing if all 5 totems are destroyed. These are just a few ideas, anything could work as long as it’s not game breaking. Idea being that you could tailor some of these to killers like the doctor who messes with skill checks, and now you have a fairly oppressive build, plus throw in a devour hope hex, and now survivors have some problems on their hands.
1% slower gen progression
1% faster gen regression
1% slower healing
1% less luck and 1% smaller skill check zones and 1% more skill checks
1% farther aura reading for killer and 1% shorter aura reading for survivors
Love to hear any feedback. I’d also like to see a possible area of effect from being close to totems that inflicts a few things on survivors like:
Exhausted
Blindness
Comments
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Okay well, then don't do them. Tell me preventing devour hope, noed, getting rid of ruin are not very clear and important objectives.
Please, don't cleanse them, they are totally not important tasks for you.
Signed, a killer main.
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I want the exact opposite as killer. I wouldnt count ruin bc they know its there, but dull totems are different. Its great when i see that something took the time to do a totem.
Devour is 50/50. Its good when nobody has an totem build, but they will destroy it anyway, when its shining bright from the highest hill of the map.
So all that said, i, as killer, would want an reason for survivor to do dull totems without perks.
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Which is exactly what most of us survivor mains do. We ignore bones unless we see a lit totem, and then sometimes we ignore those. Just not enough incentive to waste 20 seconds.
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Yeah, whenever I'm working on a gen and I see someone cleanse a dull totem right next to me, I'm internally screaming at them to come help finish my gen instead. I don't know, doing dull totems just feels like a waste of time. If they do end up having NOED, I'll look for the lit totem then and there.
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Exactly. Anyone who has enough hours in survivor almost has a 6th sense for a NOED build anyway, so you just hold the last gen and knock out all the totems and then pop it.
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It's funny because it's true. There's been many games where I just knew the killer was going to have NOED, and they did.
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I don’t understand your idea completely. Are you saying that the ability to see the hatch’s aura with a key should be tied to the number of remaining totems?
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I don’t think tying hatch and totems together makes total sense to me. The hatch is already tied to gens. But I do end to think it’s set up wrong. I think a minimum of 3 gens need to be done for hatch to spawn, and I think the hatch should not spawn at all until there is only one survivor left.
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I believe the problem is that if the killer doesn't use any Hex Perks — bones don't do anything besides giving some blood points.
However, the moment the killer runs a Hex Perk, everything is flipped around because totems are posing a threat on the survivor's survival.
If we want to make bones a true objective, I would say give the killer a 5th perk slot just for Hex Perks and give the killer a beginning Hex Perk (I.E No One Escapes Death). Of course they can change it later whenever they unlock other Hex Perks or we can create more non-unique Hex Perks for them to choose from so that No One Escapes Death isn't so predictable. 😅
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Making hexes a separate function than perks is something I have thought is very necessary. I think that killers should have two hex slots and 4 perks. If they want to run a 3rd hex, then it costs them 2 perk slots, and if they want to run the table and do a full hex build with 4 hexes, it costs them their remaining 2 perk slots. I think that if they make these trades, it buffs their totems by 5 seconds. So a stage one build with 2 hexes takes 20 seconds to break a totem. A stage 2 hex build with 3 hexes takes 25 seconds to break totems, and a stage 3 hex build takes 30 seconds to break totems.
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That’s an interesting thought.
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