Objectives, Killer Objective Interaction, Offerings, Item, and Exit Method Rework:

Shymare_11
Shymare_11 Member Posts: 494
edited May 2021 in General Discussions
  • Objectives: Generators and Cooperation 
  • 5 generators must be completed to power the exit gates.
  • Each generator takes 4 gears to complete (20 gears for all five generators).
  • Requires a gear to begin repairing.
  • It takes 16 charges (16 seconds) to install a gear to a generator.
  • Skill checks can still be given from installing gear actions.
  • When a gear is attempted to be installed, it is committed to that generator and consumed. Any other survivor can continue or assist in the gear instillation process.
  • When another survivor assists with a gear installation, any gear they are currently carrying is not consumed until the original gear is successfully installed.
  • Survivors assist with a 25% efficiency penalty for each assisting survivor (25%, 50%, 75%). 
  • The increasing efficiency penalty only applies to the respective assisting survivor (assisting survivor 1: .75 c/s, assisting survivor 2: .5 c/s, assisting survivor 3: .25 c/s).
  • If a generator is regressing, survivor(s) must repair the generator to the proper level of progression before being able to install a new gear.
  • If a generator is regressing, survivors must complete a NORMAL skill check to continue repairing. Successfully completing the skill check will continue the repairing action and grant the progression bonus, if a great skill check. Failing this skill results in the normal regression penalty (10%) and the repairing action to continue. Repairing progress and regression is paused while the skill check is given.


  • Objectives: Gears and Chests
  • 10 chests will spawn naturally in a match.
  • Chests takes 12 charges or 12 seconds to open.
  • A chest will have a 25% chance of receiving an item, while having a 75% chance of receiving a gear.
  • Gears will take an item slot and require any survivor to drop any existing items to pick it up.
  • After 20 seconds of an item or gear is taken from an open chest, the chest is immediately closed and blocked by the entity for 40 seconds before being able to be opened again. 
  • When a survivor dies or disconnects, chests that are blocked by the entity, restock after 30/20 seconds instead of 40 seconds.
  • Chest do not restock (become blocked) when one survivor remains.
  • When opening a chest, have a 25% chance of receiving a tremendously hard skill check that if failed causes the chest to instantly become blocked by the entity for 60 seconds before being able to open it again. Progress is saved.
  • When a survivor is put into the dying health state, any item they are carrying is dropped (It does not cause the item to disappear forever).
  • Basement Chest has a 100% of granting an item. The item gain for basement chest will has a greater chance of being of a higher rarity and with addons of at most very rare rarity.
  • Basement chest does not count when chest are spawned.


  • Killer Objective Interaction:
  • It takes 1.5 seconds to successfully kick a generator.
  • Kicking a generator regresses it normally, however, any gears currently installed remains allowing a survivor to repair it as normal. (A repair action only requires 60 charges or 60 seconds to complete).
  • Generators naturally regress at 1 charge per second. After kicking a generator, it instantly regresses by 5%.


  • Perk Nuances:
  • Generator speed increasing perks (Prove Thy Self, Resilience, etc.): The same, includes gear installing speed.
  • Generator speed decreasing perks (Dying light, Thanaphobia, etc.): The same, includes gear installing speed.
  • Hex: Ruin: The same except it grants a maximum 0/25/50% regression bonus.
  • Fast Track: The same except when achieving a great skill check, all progress added to the generator continues over to future gear/ repair progress.
  • Pop Goes the Weasel: Removes 1 gear and 25% repair progress. Requires survivors to repair and reinstall the 2 lost gears and missing repair progress.
  • Surge: No change
  • Overcharge: Replaces the normal skill check given from a regressing generator with a tremendously difficult skill check. Regresses a generator by 15%
  • Skill Check and Generator Kicking Perks (excluding overcharge): No change


  • Offering Nuances:
  • Tarnished Coin and Shiny Coin: adds only a maximum of 6 additional chests. Increases chances to either get items (tarnished [40% item and 60% gear]) or gears (shiny [10% item and 90% gear]) 
  • Scratched Coin and Cut Coin: Buffed to remove 2 and 4 chests. Adds the chance of receiving nothing (scratch [25% item, 60% gear, 15% nothing]; cut [25% item, 50% gear, 25% nothing]) from normal (non-basement) chests. 
  • Coin chest chances: chances are averaged. Ex: T, S, T, T, C: 31% item, 64% gear, 5% nothing.
  • Shroud of Binding and Union: Decreases the maximum spawning distance between survivors by 4 (union) and 5 (binding), effect stacks. [minimum 1 meter distance between survivors]
  • Vigo’s Shroud: Increases maximum spawning distance that survivors can spawn from the killer by 4, effect stacks. [maximum distance of 80 meters from the killer]
  • Shroud of Separation: Increases the maximum spawning distance between survivors by 20 meters. 
  • New offering: Insidious Shroud: Decreases maximum spawning distance that survivors can spawn from the killer by 24 meters.
  • New offering: Forsaken Shroud: Guarantees at least one survivor spawns at least 12 meters away. Trumps all offerings.


  • Item and Addon Nuances:
  • Toolboxes: (Buffed) If it has at least one addon slot, can store gears gain for chests in their addon slots. Applies to gear installing.
  • New toolbox addon/item: Chest gears [common]: grants one gear. Consumed on use. Can only be gained through chests in trial. If taken out of the trial, receive a 50% blood point bonus to total gained in trial.
  • Brand New Part: Receive three tremendously difficult skill checks that progressively get hard that adds one gear each. Must still go through the gear installing action.
  • New toolbox addon: Gear [very rare]: grants one gear and gear installing progress. Consumed on use.
  • Maps: No longer reveal the aura of chests when blocked by the entity.
  • New map addon: Black Seal [Ultra Rare]: Passively shows the aura of newly marked objects for 20 seconds. Revealed auras when using the map linger for an additional 10 seconds.
  • Skeleton Key: Can open black locks. Increases chest opening speed. 24 charges. [no more aura-reading]
  • Dull key: Increases chest opening speed. 48 charges. [no more aura-reading]
  • Broken Key: [removed]
  • New Key Addon: Tapered Tip [Ultra Rare]: Chests opened fully by a key with this addon guarantee both an item and gear. The chest opening animation must be completed full with this key.
  • Key addons: Charge addons, chest chance addons (to change the chances of what might be inside a chest), aura reading addons [removed], chest opening speed addons, and key keeping addons (ring and milky) [removed]
  • New item: Imbued Charm [Rare]: Reveals the aura of all survivors within 32 meters. 32 charges.
  • New item: Cleansed Charm [Very Rare]: Reveals the aura of all survivors within 64 meters. 32 charges.
  • New item: Empowered Charm [Very Rare]: Reveals the aura of all survivors. 24 charges.
  • New item: Hexed Charm [Ultra Rare]: Reveals the aura of the killer when within 32 meters. 16 charges.
  • New charm addon: Anointed Chain [Ultra Rare]: While a survivor is in the dying health state or hooked, reveal your aura to all survivors. (Passive) 
  • New charm addons: Charge addons, distance addons, secondary charm (wedding ring), efficiency addons, and weak passive aura reveal addons.


  • Escape Method: Hatch
  • Opening the hatch has a loud 10 second animation which the survivor can get interrupted and grabbed from. Leaving the animation loses all progress towards opening the hatch. (Takes 10 key charges)
  • The killer receives a loud noise notification at the hatch location when a survivor attempts to open it.
  • The hatch only spawns when all 5 generators are finished or one survivor remains.
  • The aura of the hatch is revealed to both the killer and survivors while opened [left behind is reworked to do something else]. {removes the RNG game for hatch especially on maps like the swamp where the hatch can spawn absolutely anywhere}


  • Escape Method: Exit Gates
  • Exit gate switches naturally regress at 0.25 charges per second.
  • Exit gate switches require 16 charges (16 seconds) to open.
  • Blood Warden applies when the exit gate is opened if a survivor is hooked before it is opened but still after all 5 generators are completed.
  • End game collapsed is increased by 1 minutes.
  • Exit gates must be at least 128 meters apart.


  • RNG Map Spawning:
  • Survivors spawn at least 20 meters apart from each other.
  • The furthest a survivor could spawn from the killer is 64 meters.
  • Generators, chests, and totems spawn at least 16 meters from any survivor.
  • Generators spawn at least 20 meters from each other.
  • Chests spawn at least 16 meters away from each other (a maximum of 16 chest can be present in any given trial).
  • Totems spawn at least 48 meters away from each other.
  • Stationary killer belongings always spawn at least 24 meters away from the outer trial walls.
  • Movable killer belongings alway spawn at least 32 meters away from the outer trial walls. Usually centralized around killer shack and the main building, if one is present in the trial.


•UI changes and QoL:

  • Survivors an additional loading screen menu, after the offering screen, that displays the item, addons, and perks each survivor is using.
  • Killer will receive a similar menu however it only shows the type of item a survivor has and how many addons the item has. Otherwise, the rarity and specific perks, addons, and item a survivor brings is a secret to the killer.
  • Load out presets for both roles.
Post edited by Shymare_11 on

Comments

  • Nos37
    Nos37 Member Posts: 4,141

    "If a generator is regressing, survivors must complete a NORMAL skill check to continue repairing. [...] Repairing progress and regression is paused while the skill check is given."

    ----

    Will this skill check behave like Overcharge's skill check (where a survivor can tap the gen, walk away, and complete the skill check while walking-- y'know... telepathically)? 👻

  • Shymare_11
    Shymare_11 Member Posts: 494

    No, letting go will cause the skill check to fail. This is change that will also be made with overcharge as well. However, with both failing the skill will still stop the generator from regressing.

  • Nos37
    Nos37 Member Posts: 4,141
    edited May 2021

    So it's in the survivors' favor to purposefully tap the gen and fail the skill check mid-chase if they think the chase will last more than 4 seconds?

    A 5% regression penalty of 4 charges and no further regression is better than 1 charge of regression per second beyond the first 4 seconds.

    ----

    Will the killer be able to tap gens mid-chase to begin its regression?

  • Shymare_11
    Shymare_11 Member Posts: 494

    I thought the regression penalty for missed skill checks are 10% like with healing skill checks. If so, then skill checks will be like that. Even then, if the survivor wants to continue tapping the gen, they will lose much more progress, since generators naturally lose 5% progression each time the killer kicks it.

  • Shymare_11
    Shymare_11 Member Posts: 494

    If it would be better the time to kick generators (I think 2-3 seconds) could be shortened to 1.5 or 1 second.