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Optional Ritual for survivors to complete
Special ritual offerings should be added to the map. They can spawn anywhere, only 1 is available at any time, their aura is visible to survivors within 12m, but they can’t be seen by the killer until completed. When a generator is completed, and the previous ritual was completed, a new ritual will spawn. The spawn locations of rituals should have rules similar to the spawn rules for gens, to ensure that they are spread far apart, and they should not be near gens. Seeing the aura of a completed ritual would allow the killer to know where to focus in the future.
While the ritual is up, gen progression is reduced by 30%, affecting all mechanisms that might change that (i.e. toolboxes). Gens not actively being repaired, will regress at a rate similar to being kicked, until the ritual is completed. This progression/regresssion could be tied to the rank of the survivor with the highest rank, where low ranks don’t see any change, while higher ranks see the maximum effect.
A cool down could also be added, where no gen progression will take place for N seconds after a generator is completed, unless the ritual is completed. This cooldown could also be tied to the rank of the survivor with the highest rank. The ritual should take like 5-10 seconds to complete.
Each completed ritual should award points to the survivor completing it, and a 5% bonus per ritual completed (up to 25% for all completed) to all BP for all survivors alive at the completion of the ritual.
P.S. If too powerful, the base gen times could be reduced from their current 80 second base. The number of rituals completed could also be tied to a killer speed increase of like 1% per ritual completed when the exits are powered, and adjusted based on the highest ranked survivor.
Clarifications from later posts in this thread
Clarification #1
I was trying to cover a few different things w/o forcing participation in the rituals. If they don’t participate, survivors will endure a significant penalty for not participating, and significantly slow the game down as well. Games going too fast is not only a killer issue, as it also significantly reduces the number of bloodpoints that survivors receive as well. If they do participate, survivors get bonuses for doing so, and the game is still slowed, but not by as much that it would have been if they had not participated. The speed boost that I added at the end is just an incentive to get the hell out, and not hang around once the exits are powered.
All-in-all, I like this change from both sides. The only survivors that I don’t think will like it, are the toxic ones, as they will no longer be able loop a killer for 3+ gens. BTW, killers...., don’t let a survivor loop you for that long, just move on. This should reduce that to 2 at best, where they could possibly even be the one who finds the ritual. I have a feeling that all higher ranked players will like it, if the scaling based on rank is implemented. Right now, nothing at all in the game scales, which is just sad.
Clarification #2
In a sense, it is very similar to Hex: Ruin, but is not nearly as powerful. It’s somewhat a watered down version, in order to extend the gameplay.
I played with a similar idea, where only 1 generator would not be hindered, but I thought that that would be way to powerful for the killer. I’m sort of just trying to come up with a base for something that BHVR could build upon, w/o breaking anything in the game. The cooldown could be 30 seconds, or even a full minute at the higher ranks. During that cooldown, the gens would be regressing, so it adds more time than you might think. Did you consider the gen regression while on cooldown?
Clarification #3
It uses many machanics that are already available, with the exception of the cooldown. How it works in the end, could be added to the tutorials, so that would not be an issue. With the full scaling option, there could be very little to no change in gameplay at the low ranks, unless playing in a SWF with a higher rank, depending upon exactly how the devs implement it.
THE NUTSHELL
No Participation
The game will progress significantly slower than it currently does, if you play the game as you currently do and don’t perform the rituals. The generator progression will be slowed, as the ritual is not being done to return progression to normal. Leaving a gen immediately puts that gen into a regression state. There will be a scalable cooldown after each gen is completed, where gens can’t be worked on, and gens will continue to regress. The killer can kick gens during the cooldown, to ensure that they continue to regress even after a ritual is completed, though in this case rituals are not being completed.Full Participation
Once the ritual is completed, the automatic regression ends, and the progression penalty ends, until the next gen is completed. Once a gen is completed, the ritual spawns (not necessarily visible, see later), the cooldown is in effect, regression begins, and survivors can’t touch gens. The killer can kick gens to ensure that they continue to regress after the ritual is completed. I’m leaving it up to the devs to determine when the ritual becomes visible, and when survivors are allowed to complete it. Those times could be anytime during, or at the end of, the cooldown period, thus slowing the game. Once the cooldown is over, survivors can again repair gens.There should obviously be a timer to show when the gens are on cooldown, and some kind of indicator showing the the ritual has not been completed. It’s a fairly simple design, and it would take a little effort on BHVR’s part to implement, but nothing major.
Side Note:
Everyone knows that SWF and matchmaking are completely broken. Instead of using the average of the ranks of a SWF group for matchmaking, matchmaking should be using the SWF survivor with the highest rank to match.
Comments
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Better idea than what is currently in place tbh. But I'd rather there be a required second objective instead of an optional one.0
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I was trying to cover a few different things w/o forcing participation in the rituals. If they don’t participate, survivors will endure a significant penalty for not participating, and significantly slow the game down as well. Games going too fast is not only a killer issue, as it also significantly reduces the number of bloodpoints that survivors receive as well. If they do participate, survivors get bonuses for doing so, and the game is still slowed, but not by as much that it would have been if they had not participated. The speed boost that I added at the end is just an incentive to get the hell out, and not hang around once the exits are powered.
All-in-all, I like this change from both sides. The only survivors that I don’t think will like it, are the toxic ones, as they will no longer be able loop a killer for 3+ gens. BTW, killers...., don’t let a survivor loop you for that long, just move on. This should reduce that to 2 at best, where they could possibly even be the one who finds the ritual. I have a feeling that all higher ranked players will like it, if the scaling based on rank is implemented. Right now, nothing at all in the game scales, which is just sad.
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@Kaelum
This is actually an interesting idea. It reminds me a bit of ruin, you can still complete gens with it still up, but it takes longer/is harder to do.
It seems a bit difficult to get it running effectively though, as multiple gens can be completed at one time. You could just complete one ritual and then have everyone doing individual gens and gain the benefit for all of those instead of the intended '1 ritual = 1 gen'. Even with the suggested pause in all gen progress after gen completion, the benefits to doing several gens on 1 ritual would still be quite clear.
What if there was a bit of a detection system for the killer built in? Like if the ritual was cleansed then the gen with the furthest progression would have a highlighted aura color for the duration of the pause of gen progress. It's sort of like a selective Tinkerer and helps against rushing gens. I could see a lot of fun counter play with this and ways to fake out a killer.0 -
@FoggyDownpour in a sense, it is very similar to Hex: Ruin, but is not nearly as powerful. It’s somewhat a watered down version, in order to extend the gameplay.
I played with a similar idea, where only 1 generator would not be hindered, but I thought that that would be way to powerful for the killer. I’m sort of just trying to come up with a base for something that BHVR could build upon, w/o breaking anything in the game. The cooldown could be 30 seconds, or even a full minute at the higher ranks. During that cooldown, the gens would be regressing, so it adds more time than you might think. Did you consider the gen regression while on cooldown?
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Because optional stuff will not stop tryhards from doing the main objective.
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@mcNuggets said:
Because optional stuff will not stop tryhards from doing the main objective.Did you read any of the thread? How is that a negative with this idea? By not participating, doing just the main objective would be slower than participating. Either way, that game is slower.
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The idea is interesting, but I think it is cumbersome to program and to explain to new players. Could you reformulate it more intuitively?
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@Kaelum
Yes,but I didn't realize you were thinking for that long. Gen regression for 30-60 seconds feels far too long without another objective available
@Entità
I don't think it would be too cumbersome, what would you suggest?
(Also, why does the forum put quotes around your name?? I've never seen it do that before O.o)0 -
@FoggyDownpour I don't know, I have the impression that all these parameters crossed on the ranks of the various players can create problems. For example, if two survivors of different rank collaborate in repairing the same generator, how does the penalty work? Moreover, solo survivors do not know who they will be matched with and can not pre-set their equipment to face the penalty.
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@Entità it uses many machanics that are already available, with the exception of the cooldown. How it works in the end, could be added to the tutorials, so that would not be an issue. With the full scaling option, there could be very little to no change in gameplay at the low ranks, unless playing in a SWF with a higher rank, depending upon exactly how the devs implement it.
THE NUTSHELL
No Participation
The game will progress significantly slower than it currently does, if you play the game as you currently do and don’t perform the rituals. The generator progression will be slowed, as the ritual is not being done to return progression to normal. Leaving a gen immediately puts that gen into a regression state. There will be a scalable cooldown after each gen is completed, where gens can’t be worked on, and gens will continue to regress. The killer can kick gens during the cooldown, to ensure that they continue to regress even after a ritual is completed, though in this case rituals are not being completed.Full Participation
Once the ritual is completed, the automatic regression ends, and the progression penalty ends, until the next gen is completed. Once a gen is completed, the ritual spawns (not necessarily visible, see later), the cooldown is in effect, regression begins, and survivors can’t touch gens. The killer can kick gens to ensure that they continue to regress after the ritual is completed. I’m leaving it up to the devs to determine when the ritual becomes visible, and when survivors are allowed to complete it. Those times could be anytime during, or at the end of, the cooldown period, thus slowing the game. Once the cooldown is over, survivors can again repair gens.There should obviously be a timer to show when the gens are on cooldown, and some kind of indicator showing the the ritual has not been completed. It’s a fairly simple design, and it would take a little effort on BHVR’s part to implement, but nothing major.
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I'd test it! I'm open to new mechanics!
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@FoggyDownpour the actual cooldown timer would be up to the devs. The problem with a short cooldown is that you fix nothing. The game would still go way to fast, and everyone ends up with both fewer bloodpoints and emblem progression. As for what can they do, well there are totems that might need cleansing, chests to be found, and keeping out of sight.
@Entità there is only one rank that everything is based on. The rank of the highest survivor in the match. Absolutely everything is based on that.
Side Note:
Everyone knows that SWF and matchmaking are completely broken. Instead of using the average of the ranks of a SWF group for matchmaking, matchmaking should be using the SWF survivor with the highest rank to match.0