New Gen Mechanic Idea
This is how I would change generators to make both parties happy.
- reduce gen speed while working with another survivor from 85% to 80%.
- nerf prove thyself from 15% gen speed with others to 10% gen speed with others.
- resilience perk speed from 9% to 10% (at tier 3)
- spine chill from 6% to 5% ( at tier 3)
- Brand new part change: when used on a generator, the gen will receive 25% passively. The add on will no longer be able to be used when letting go of a gen or being blocked by the entity.
- once a generator reaches 50% the killer is notified with a loud noise indicator. The entity will block the gen for 5 seconds (perks that regress the gen such as hex ruin or surge will not effect the gen). If the gen is to go below 25% the entity will be able to block it once again when the gen reaches 50%.
- repressed alliance change: you can block the generator for 30 seconds while creating a loud noise indicator. Disables the entity being able to block the gen when gen reaches 50%.
- Generators will be spread out a little more.
these changes will not only slow down gen speeds but will also encourage survivors to do gens alone. This change will also give the killer enough time to react to survivors rushing gens since they will be notified. Survivors that spread out on gens will be more likely to complete them since the killer cannot react to multiple at once. Therefore the killer will have to strategize the situation for the best course of action. Lmk what else you would implement or change from this list!
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Comments
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The indicators are the best part imo, there are too many times where your just trying to find the gen being blasted and then its just “too late”. In that vain, tinkerer will need another buff with these changes.
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Perhaps tinker will block the gen for 20 seconds at 50% and loud noise indicator while giving the killer undetectable for 15 seconds.
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Good stuff
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Is genrushing really widespread enough that measures like these need to be taken?
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I honestly dont think its that big of change. It would significantly buff repressed alliance and allows a new mechanic that add ons and perks can be based around. 5 seconds isnt a long time and if a killer is in a chase or going to another gen other survivors will be completely safe. It would also allow more psychological plays. Let alone if the gen hasn't regressed past 25% then you only have to deal with it once per gen.
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true however this would allow a killer to be more versatile in perk selection instead of running corrupt and thrilling temors
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Maybe it's an issue of ranking, but at my level it seems like it would be a huge deal, especially against perks like Pop. I think it would make the game less fun for newer survivors.
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as a rank 1 killer and survivor there are some games i play where 2-3 gens get done within the first 2-3 minutes. dont know how it is at lower ranks
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True usually the gens on the outside get popped first however this could go deeper into deceiving the killer. By doing 50% at a far gen the killer may be enticed to go there while survivors in the middle could work on the gens
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This idea mechanic could allow deception plays and survivors must be more aware of what gens they do. this can allow deja vu to help out learning survivors more.
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This will make matches way too easy to 4k, like it won't even be a challenge anymore. We won't have killers leaving because of nerfs, we'll have killers leaving because they're bored as hell.
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how is that?
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Brand new part change: when used on a generator, the gen will receive 25% passively. The add on will no longer be able to be used when letting go of a gen or being blocked by the entity.
This breaks Brand New Parts to be an utterly worthless Iridescent add-on. The best any one team can do with 4 Brand New Parts, not that anyone really shows up with a toolbox to genrush anymore, is repair one generator really quickly. It hasn't been a problem since February
once a generator reaches 50% the killer is notified with a loud noise indicator. The entity will block the gen for 5 seconds (perks that regress the gen such as hex ruin or surge will not effect the gen). If the gen is to go below 25% the entity will be able to block it once again when the gen reaches 50%.
This easily ruins the entire flow of the match. All you have to do is focus 3 gens close by and survivors will never be able to finish out games. Pop, ruin, kicking the gen, it doesn't take much to bring a generator back down to 25%. You're not limiting the power of SWF groups, you're just giving solo players a more difficult time.
I don't really have an issue with the rest that you posted, but the devs have already nerfed a lot of these things, how much more will it take? If you do it too much you're severely discouraging players from repairing gens together, and then suddenly three gens are done while you chased one player, instead of maybe one or two. The issue isn't fixed, it's merely moved.
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