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Your idea for a warmup without slowing gens

DemonDaddy
DemonDaddy Member Posts: 4,168
edited March 2021 in General Discussions

My idea to extend the game without changing the gen times or halting progression. Making use of prior game event features; blight pods

At the beginning of each match two random but separate gens are affected with overgrowth requiring 2 harvested vials to break them down and expose the gen for repairs.

In this way Survivors are still capable of completing gens without the vials, but doing so opens more opportunity to loosen the killers grip on gen defense. Even leaving the overgrowth until late game could be beneficial to prevent a 3 gen scenario.

Overall I see this helping early game to be more engaging as killers can focus on available gens to start patrolling, while some Survivors can assess the map while searching for totems/pods and determine which gens need to be cleared.

What would be your idea to curve early game snowball without halting actual play?

Comments

  • TheArbiter
    TheArbiter Member Posts: 2,783

    What if the killer brings corrupt intervention and affects three gens that are separate from the two gens that are affected by the blight pods?

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    Just forcing to spawn all survivors tohether would be a great start.

    Nothing is worse than having all survivors spawn on different gens.

  • DemonDaddy
    DemonDaddy Member Posts: 4,168
    edited March 2021

    @TheArbiter

    While that would be a great start for the killer to narrow the initial start, Survivors could still use that time to break down the overgrowth gens while waiting out the corruption or go for the active gens as normal. Also great time for a totem hunt.

    Killer still patrols and Survivors can still be actively achieving progression towards the objective.

  • Shenshen
    Shenshen Member Posts: 256

    Idea is nice but if 2 gens are blocked, there are still 5 gens open, so in actuality survivors could just ignore them.

  • DemonDaddy
    DemonDaddy Member Posts: 4,168

    @Shenshen

    That's the idea. It is possible for them to ignore it but doing so means the final gen is the only gen available. At some point to loosen the killers defense pressure they'll want to take that time to open the gens up.

  • Seraphor
    Seraphor Member Posts: 9,436

    Got a better one, a new early game objective that would usually have to be done before you start repairing any generators.


    Generators cannot be repaired unless you are under the effect of the ‘Repairer’ buff.

    Methods to obtain the ‘Repairer’ buff:

    Find a Wrench: 8 Wrenches can spawn on a map, typically within 32 meters of a generator and not near to the killer spawn point, they appear on the ground with yellow auras when within 12 meters. Interacting with a Wrench takes 3 seconds and bestows you with the effect of ‘Repairer’ for the duration of the match and makes you blind to all other Wrenches while active. Killers are unable to perceive Wrenches at all.

    Equip a suitable Toolbox: Purple (Very Rare) Toolboxes automatically include a Wrench, carrying a purple Toolbox grants you the effect of ‘Repairer’ for as long as that Toolbox has a charge.

    Equip a Toolbox with a Broken Wrench or Rusty Wrench Add-on:

    Broken Wrench: (Uncommon) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly reduces repair speed. “Even a broken tool can be used for something.”

    Rusty Wrench: (Rare) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly increases repair speed. “It might not be clean but it’s better than nothing.”

    Use a map that has the ability to track Wrenches.

    Use a relevant perk:

    Metal Detector: For 20/25/30 seconds at the start of the match and after a generator is completed, you are able to see the aura of Generators and Wrenches from 18/24/32 meters away, even when under the effect of ‘Repairer’. You are able to see Bear Traps with a faint red aura within 5 meters. (generic or teachable?)

    Technical Experience: Grants you the effect of ‘Repairer’ as long as you have at least 1 token. This perk starts with 1/2/3 tokens. Consume a token whenever a generator is completed or you fail a skill check. Gain a token whenever you make a great skill check. Great skill checks increase progression by an additional 1% per token, up to a maximum of 2/3/4%. (new generic perk)

    Thrifty Mechanic: Breaking a Totem grants you the effect of ‘Repairer’ for 80/100/120 seconds and increases your repair speed by 4/6/8%. “Anything can be used as a tool if you use your imagination.” (new teachable perk)

    Technician (rework): Gains the effect of “Grants you the effect of ‘Repairer’.” On a failed repair skill check, gains the effect of “You lose the effect of ‘Repairer’ for 6/5/4 seconds.” and loses the effect of “An additional Regression penalty of 5/4/3 % is applied.”

    Built to Last (regain charges after depleting and thus able to maintain the ‘Repair’ effect)

    Play a relevant offering:

    Empty Reinforced Toolbelt: Increases the number of Wrenches that spawn on the map by 3. (Very Rare)

    Empty Leather Toolbelt: Increases the number of Wrenches that spawn on the map by 2. (Rare)

    Empty Canvass Toolbelt: Increases the number of Wrenches that spawn on the map by 1. (Uncommon)

    Killer counter perks:

    Covert Disarmament: Survivors who are unhooked at least 32/28/24 meters away lose the effect of ‘Repairer’ unless granted by an item or a perk. If ‘Repairer’ is granted by and item or perk, they are unable to interact with a generator for 20/25/30 seconds. Can only be applied once per game, per survivor.

    Disabling Shroud: Survivors within your terror radius are unable to perceive Wrenches on the map. Survivors within your terror radius under the ‘Repairer’ effect receive more skill checks with additional 5/10/15% penalty for failure.

    Franklin’s Demise (survivor drops toolbox)

    Benefits:

    1. Provides a new early-game objective that can take anything between 5 (if lucky spawn) and ~60 seconds before you’re able to start repairing generators, on a per-survivor basis, likely an average of about 30 seconds. This slows down the early game gen rush.
    2. Provides incentive to run toolboxes outside of gen rush and sabotage, and encourages healthier use of those toolboxes (you don’t want to deplete them instantly).
    3. Provides a new avenue for gen defence (killer perks that disable Repairer effects) and diluting the survivors perk pool (Repairer effect perks).
  • Shenshen
    Shenshen Member Posts: 256

    Yeah but when you think about it, all it would do is denying the killer from a 3 gen strat. In my opinion that would help survivors more than killers.

  • DemonDaddy
    DemonDaddy Member Posts: 4,168

    @Shenshen

    Fair Point, I can see more advanced teams swinging that in their favor for the late game. It's always a smart idea for survivors to intentionally prevent that situation. Thanks for illuminating that.

    My only counter thought would be it also doesn't prevent the killer from establishing the three gen earlier on if that's their intended strategy. Possibly making use of one blocked gen and two open ones close by.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,296

    My idea would be to make a fuse system. Explanation: At the beginning of the trial, every generator is completely turned off. What you need to do as a survivor is to search for a fuse. These fuses must be used to boot up three terminals spread around the map. When one of the three terminals gets turned on, a part of the map's generators gets turned on and ready to be repaired. I think this would be a great way to start the game and would also enhance the "searching and finding" aspect of survivor gameplay.