Secondary Objective
First of all: The inspiration for this idea developed by watching this video
OMG I’m Blurry has her own idea in this video on how you could change the time problem with the main objective of the survivors and I developed mine thinking about her idea.
The Problem
This topic has been around quite the while and some people say gen rushing doesn't exist , some people say that their need to be nerfs to gen rushing, but the fact is that it's hard coded into the game that a gen takes 80 seconds to be completed if only one survivor works on it, without perks, items and item addons. So for all 5 gens to be done not counting the time finding and running to it, it takes you 160 seconds, since 3 gens can be worked on simultaneously while one survivor distracts the killer. That's about 2 minutes and 40 seconds. Yes I know you can argue about games going too fast or too slow. But at some point every survivor can do gens and this 2 minutes 40 seconds are no problem to achieve. Of course under normal circumstances a killer applies pressure, but not every killer has the ability to apply this kind of pressure. For survivors surviving might be fun , but it's no challenge with this small amount of time to finish the main objective.
By the way I didn't forget Ruin, it's just that it's not hard to counter. You either need to find a Hex Totem that most of the time spawns in the open or you just stop for a few seconds after you hit the good skill check, sometimes you don't even need to hit anything because you didn't get a skill check at all. After all it can't be that the only thing slowing the game down a little bit is a perk (considering all the perks that slow the game down by applying an effect to generators).
The Idea
So the problem with the all the ideas is that they are either changes to the game that make it harder for devs to implant them or it's changes that would need a lot of balancing. Considering that I tried to combine already existing mechanics to make it very easy for the devs to add this idea, since it's already partially existing.
So this is the comment I wrote under the video including my idea:
"Just imagine , we could suggest something that's even easier for the devs to do. What if you had as a secondary objective cleansing totems. If you done all the gens and you open the exit gates , but there are still totems , the gates are blocked like when they are with blood warden. It would give the the game another objective that would make sense lore wise. I mean why would either the Entity or a killer do all this work with totems when they just get ignored and don't do anything except activate noed , or turn into a hex totem. Plus it would give noed a stronger use. It would be a double punishment for people not doing the totems but rushing the gens. If the devs just adjust the time you need to do totems , it works very well.
On the other side , perks like Detectives Hunch become extremely strong. ; Maybe the devs could add a debuff to the totems ; A status effect , if you did a totem you get the status effect "Curse" : "Handling the otherworldly left a mark on you, do an earthly objective" This status effect disappears after you completed a generator or got chased by the killer and escaped or got unhooked/unhooked yourself. If the survivor decides to do another totem instead his totem cleansing speed is considerably reduced, the oblivious status effect is applied to him and in a short period crows cawing can be heard by the killer if he's close to the totem. ( Maybe the devs could use tremendously instead of considerably; It depends on the time it actually takes)
I would really love to hear additions, changes or just your opinion on my idea :)
My idea just takes what is already there and makes it useful. It does implement some new features like the Status effect : Curse , but it doesn't implement something that's not already there.
There might need to be some changes like maybe a time limit for how long you need to be chased by the killer to lose the status effect. But since I don't know all the numbers and couldn't test anything I can't really balance it perfectly.
Secondary Objective
In this part I'm going to summarize the secondary objective, so that everyone has clear understanding of the effects and how this is supposed to work.
Dull totems are no longer useless: With this change the survivors have a secondary objective to escape the trial; The Entity is no longer satisfied by letting survivors escape by showing their physical and mechanical skills. The Entity put a curse on all the totems in the trial (Including dull and hex totems). Together all the totems block the exit gates, similar to how blood warden blocks the exit gates. So if survivors want to escape they not only need to focus on repairing all the generators but cleansing all the totems as well. But beware the Entity doesn't like to be rushed: After cleansing a totem survivors now get the "Curse" status effect.
"Handling the otherworldly left a mark on you, do an earthly objective" This status effect disappears after you completed a generator or got chased by the killer and escaped or got unhooked/unhooked yourself. If the survivor decides to do another totem instead his totem cleansing speed is considerably reduced, the oblivious status effect is applied to him and in a short period crows cawing can be heard by the killer if he's close to the totem.
If the exit gates have been opened and there are still totems in the trial, the Endgame timer isn't counting down until all the totems have been cleansed.
After completing all the gens the Hatch spawns in the trial, but the black lock can only open if conditions are met:
- There's only 1 survivor left.
- If more than 1 survivor is left: at least 3 totems have been cleansed during the trial and the survivors need to open the Hatch with a key.
- If more than 1 survivors is left and less than 3 totems have been cleansed it won't open even if the survivors try to use a key.
Hex: No one escapes death is now a lot more of a punishment for survivors than a second chance for killers.
Blood Warden now activates when the Endgame timer starts counting down.
Additions
Counter to killer just guarding one totem: "If there's only one totem left, the Endgame will break the totem in 40(maybe 60) seconds, after it has been broken the Endgame timer starts counting down."
Feedback
I really hope the devs are reading this and consider implementing my idea.
Please feel free to give constructive feedback on my idea, I apologize for bad grammar , English is not my native language. And if you have any suggestions , changes or additions, I would love to hear them.
If we all stand behind this idea the devs hopefully see this and might finally implement a secondary objective!
Comments
-
So whats to stop the killer from just camping a totem? The survivors would never be able to escape. Not to mention, it would be completely unfair if there’s a difficult to find totem. Definite pass.
0 -
Thanks for the feedback ; I changed the post, the change has been noted in the category "Additions" :)
By the way normally there are only a few exceptions when totems are difficult to find , and considering this change, perks like Detectives Hunch or Small Game would become meta , since they are really strong for this change, maybe even too strong.
0 -
I dislike it bc it force you to go for an exhaustion build since you'll be forced to fight.
Maybe you do not like immersion but you still have to consider those players has even the devs still make map (Hawking lab) and perks (Nancy healing perk) for that kind of playstyle.
0 -
Why would you be forced to fight? The "Curse" Status effect , disappears if you do a generator as well. If you would go complete sneaky without doing anything , you wouldn't progress the game at all and might even refuse to participate in normal gameplay. And I really don't see why Hawkins Lab would be a map for sneaky gameplay, I never found survivors easier than on Hawkins Lab.
0