Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Survivor Gameplay Rework

Rareware0192
Rareware0192 Member Posts: 362
edited April 2025 in Feedback and Suggestions

Summary: Still keep five objectives that must be done with a total of seven to select from before the Exit Gates are powered, but they’re all different instead of it all being generators.

1 - Generator

This stays the same as one of the objectives, but there’s only one now instead of seven. A new basekit mechanic called “Lock In” gets introduced where survivors can focus entirely on a generator and receive rapid fire skill checks, but it cuts into first person view of the generator without them being able to look around, on top of all HUD elements being hidden. Skilled survivors can utilize Lock In to try and hit as many Great Skill Checks as they can before needing to back away. Terror Radius / Lullabies can still be heard but Locked In survivors become susceptible to Undetectable killers. Lock In has a 8 second cooldown once canceled. Killers can regress the Generator by kicking it up to 8 times, unless the Generator is already completed.

2 - Fuel Generator

Similar to the Blood Generators from the Blood Moon 2025 event. Survivors must find a Fuel Pump (two available on the map at a set distance from the Fuel Generator) to collect fuel in a can and deposit it at the Fuel Generator. Running causes the can to lose fuel and leave behind pools of gasoline that the killer can track. Fuel generators only have 3 pistons as opposed to 4 from regular generators. Killers can regress by kicking it up to 8 times, unless the generator is already completed. It doesn’t have to be blood-themed like the blood moon event, but similar in mechanics where you traverse the map to collect a resource, and deposit that resource at a generator.

3 - Valves

A large metal pipe that wraps around 1/3 of the map. It runs along the very edge of the map and has three valves that must be turned in order for the objective to be complete. Turning a valve takes 24 seconds and only one survivor can turn a single valve at a time. The killer can regress a valve back to 0% progress with a 6 second animation, or steal a valve up to a maximum of one valve in their possession. Survivors can retrieve back the valve by stunning the killer by any means, which will automatically bring it back to its original location. The Killer can only steal each of the three valves once per match. The killer can not regress or steal a valve anymore once the objective is complete by having all three valves turned simultaneously.

4 - Fusebox

Somewhere on the map there is a fuse lying on the ground. This fuse follows Cenobite’s box logic by spawning away from survivors, the killer, but also the basement. Survivors must pick up this fuse (special item) and walk to the basement where the fusebox is kept. Installing the fuse takes 14 seconds which will then complete the objective. The survivor loses the fuse in their possession if they run, fall from a great height, or take damage by any means, in which the fuse will be lost and return to another spot after a 30 second cooldown.

5 - Exit Gate Nodes

Below the exit gate switches are now electrical boxes that have a series of nodes. The nodes inside one of the two node boxes are stationary and can not be fiddled with, while the nodes in the other box can be switched around. Survivors must memorize the order of nodes from the stationary box and mimic it on the other box by inputting a series of 30 button presses divided into 3 sets. The minigame itself is similar to deactivating Skull Merchant’s drone. Only the first 10 nodes are revealed in the stationary box initially and the second row doesn’t get revealed until the first row is completed on the other node box. Afterwards the third row will be revealed once the second row is complete. Killers can take 8 seconds to regress the nodes by one row, after which there will be a 30 second cooldown before they can regress another row of nodes. Once all nodes are complete, the killer can no longer regress this objective. Added benefit of completing the Exit Gate nodes as one of the five completed objectives is that Exit Gates will open 4 seconds faster.

6 - Mystic Totem

On top of the five totems available on a map, there is now a sixth invisible totem that will only spawn when all remaining Dull Totems have been cleansed. The time required to cleanse this mystic totem is 30 seconds minus 3 seconds per Dull Totem cleansed. (Example: 2 Dull Totems cleansed because the Killer had 3 Hex Totems, it’ll be 24 seconds to cleanse. 5 Dull Totems cleansed because the Killer didn’t have any Hex perks, it’ll be 15 seconds to cleanse). Hex: Pentimento totems don’t count towards this. Mystic Totem cleansing speed also isn’t affected by Hex: Thrill of the Hunt.

7 - Entity’s Key

For those that love getting chased. The killer starts with an Entity’s Key in their possession. Whenever a survivor stuns the killer by any means, the key gets transferred to them. This key does not take the special item slot, rather it’s a unique item that gets transferred between killer and survivor through interactions. A survivor holding a key can take it to a locked box somewhere on the map that takes a chest spawn. Unlocking the box takes 3 seconds, then they must pull a lever inside that has an 8 second animation to complete the objective. Alternatively, survivors can blind a killer and stay within 1 meter of the killer’s position to utilize a new mechanic called Pickpocket, where they pickpocket the Entity’s Key from the killer’s possession as long as the killer is blinded. Survivors will lose the Entity’s Key if they take damage by any means, which will return the key to the Killer’s possession. Survivors can also drop the key which has no animation, but will allow another survivor to come pick up the key in case the killer is choosing to remain on the keyholder’s tracks. Dropped Entity Keys will have a yellow aura for all survivors; however, if the killer notices it on the ground they can pick it up which will return it to their possession. An example of how to pass around keys smartly: Survivors holding the key can lose sight of the killer and drop the key in a bush or something that obscures the key, making it hard for the killer to notice its whereabouts and allowing another survivor to swoop in and grab the key to run towards the objective.


Just something I thought up of with the introduction of the Blood Moon event. I like how there is another way to progress the objective outside of regular generator gameplay with the inclusion of the Blood Generators, so thought it would be neat to do this across the board and make 7 different objectives that survivors must complete 5 of. I feel like this would be survivor gameplay vastly more enjoyable. Also, numbers can be tweaked around for balancing, the ones I provided aren’t set in stone.

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