Counter Snowball System

You don't have to play very many games to realize just how much one side can snowball their way to victory. Anyone unfamiliar with the term, snowball means to gain one advantage that leads to another and so on until victory is assured. DBD is probably the most snowball heavy game that I've ever played.

If the killer successfully kills a survivor before more than 1 generator is finished then the remaining 3 survivors will have an exceptionally difficult time. Likewise, if the survivors get 2 or more generators done before the killer successfully gets much progress towards a sacrifice then the killer will have a very difficult time gaining more than one kill. So much of the game is determined by the first 2 minutes. What I would like to see done is implement a system that slows the early game a bit and makes it so if either side starts getting too far ahead, the other side has a chance to come back. Here is what I recommend:

Killer is winning-

If 1 is Survivor dead and 3 or more generators need finished then remaining survivors gain 15% bonus to repair speed.

If 2 Survivors are dead and 2 or more generators need finished then remaining survivors gain 20% bonus to repair speed.

If 3 Survivors are dead and 1 or more generators need finished then the remaining survivor gain a 50% bonus to repair speed.


Survivors are winning-

At the start of the game there is a 25% penalty to generator repair speed until one generator is finished or 2 minutes pass. The survivor(s) who complete the first generator gain a 2500 bloodpoint bonus as compensation. If a survivor dies during the first 2 minutes then this penalty is cancelled.

If 4 survivors are alive and 3 generators need finished then the survivors gain a 15% penalty to repair speed.

If 4 survivors are alive and 2 generators need finished then the survivors gain a 25% penalty to repair speed.

If 4 survivors are alive and 1 generator need finished then the survivors gain a 35% penalty to repair speed.

Hopefully something like this would lead players into playing the game in a more healthy manner. For instance a system like this would encourage the killer not to camp so much. If the killer can get progress towards sacrificing all the survivors without actually killing them then the penalty system would kick in and the killer can play clean up later in the game. Alternatively, survivors might decide to actually work on breaking totems or opening chests or whatever during the first 2 minutes of the game instead of gen rushing so hard. This would also provide an alternative to the hatch stand off scenario if the final survivor has a realistic chance of finishing generators.

TLDR: Implement a system to slow the early game and give either side a chance of coming back if they get behind.