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New game mode idea for game health

A fair amount of talk about slugging has been going on lately and why it's more common.

In that spirit I would like to create a new game mode idea that is more focused on down/hook count rather than kills. I don't have specifics for the numbers but the idea is the thing I want implemented.

Rules.

  1. The killer wins the game when they score a set amount of points.
    Points are given for individual 'cages'. There are no hooks, cages work the same way they did in the first version of 2v8. Caging the same person over and over gives diminishing returns on points. How the score is set up is up for debate but it would probably be that if a killer got 6 cages, caging each player at least once, and two others twice that would be sufficient to win. Whereas caging the same player 6 times would probably be barely enough for half the score needed.
  2. If the killer reaches the necessary score to win everyone is sacrificed to the entity on the spot. The team wins and loses together except for the end game collapse where it's every survivor for themselves.
  3. Survivors can recover by themselves and will never bleed out.
  4. The interface is delayed for the killer when someone is uncaged and the killer receives no notification that someone was uncaged.

What are the goals of this?

  1. Preventing slugging to get kills. There are no saves, so there is no excuse for killers not putting survivors in cages. Survivors can't bleed out and can get up on their own so they are back in the action sooner.
  2. Reducing the effectiveness of tunnelling and camping. Killers are far less likely to target the same person over and over again if it's simply not an effective strategy to do so.
  3. Building a testing ground to finding a new way to balance the base game into something that is more enjoyable for all where killers don't feel they have to be jerks to win.

There are problems though. The first is that saves are not possible anymore and I know some players like this. Second the game has been balanced around hook, camp, tunnel and slug pressure for so long that it's likely to be a bit of a mess at first. Third, the survivors really don't have enough objectives and things to do. I have ideas about this too such as making dull totems more relevant to the game and giving the killer and/or survivors effects if interacted with even if there are no hex perks but one thing at a time.

Any thoughts on this? I don't think there's going to be a perfect solution but even finding something that is better then the awful experience that is quite common right now is a start.