http://dbd.game/killswitch
What about change in sacrifices?
Lorewise, Entity does not care about sacrifices - long stroy short (if someone wants to read whole thread https://forums.bhvr.com/dead-by-daylight/discussion/355234/entity-and-licensed-characters it starts from different subject) - Entity feeds on loosing hope, and killed survivors learns that there is no death, stop fearing to be sacrificed and thus either loose all its hope becoming usless for entity or become totally immune just like players who do not fear to be chased and killed after few games becuase they know nothing bad actually happen.
So, this could be implemented into the game creating much more enjoyable environment.
I was aiming for:
- Killer being powerfull, and survivors fear them.
- Noone is ending the game prematurely
- Remove camping, tunneling and genrushing at the same time.
- Giving survivors a common goal so that they do not compete with eachother but only with killer.
- Making win/loss conditions clean and clear.
So my suggestion is to change current hooking/sacrifice system - No survivor is sacrificed untill the endgame, and increase overall gen repair time via removing/changing some addons, adjusting gen speed and interactions and time limit to the trial duration (untill daylight?). Killer becoming ultimate obsticle that can cripple survivors efforts by a lot, and ultimately guide to their doom.
Now an example, if someone agree with what was said above, but do not agree with this, please say it. This example is not a part of suggetion, but only an example of what can be done. The point is to remove weakpoints of the game since i love it and i want it to be perfect. I would love to see the same game but without all of frustrations it can bring. I play both roles but i prefer being killer and i know what thing frustrate me the most in both sides. I do not think that without those things game would be unplayable, i think that without those things game would be much better to play.
So
- Every hook is more less the same - animation of entity taking survivor just like current sacrifice.
- Hooked survivor for few seconds is a ghost and can move invisible on the map, cannot interact have no collision,
- ghost time is increased for each hook (globally, if first ghost was Dwight 10s, then Meg 15s, then Jake 20s, and 4th hook was Claudette and it was 25s)
- Mori do exactly the same thing but without needing to look after hook, and with increase duration of ghosting.
- Trial has a time limit - 10min.
- Gen completition blocks all remaining gens for 60s.
- Gen completition spawns special iri toolbox in random locker. gathering this toolbox allow for repairing one gen while its blocked. Tools disapear when blocks lifts up or the gen is finished.
- If trial timer is more than 2 min, repairing last gen is set to 2 min.
- Last 2 minutes of the trial is the endgame collapse.
- During collapse:
- hooked survivors remain ghosts until the end
- gen repair time is reduced for each ghost survivor and each remaining gen.
- if all gens are repaired, then two switches activates
- using both switches makes that entity consumes the killer, and all survivors may escape via gates.
- failing of using the switches untill the end time or by hooking all survivors during endgame collapse makes entity to consume survivors.
- One of the teams won the trial while the other team lost the trial.