Encouraging fun gameplay: How I would do it.
General Changes
- There are now 7 different "brackets" of "Player Experience" rather than an "MMR system". "Player Experience" is determined by total playtime as a specified role, with half of the player's playtime as the opposing role being added to the currently played role when determining current bracket:
Bracket 1: less than or equal to 250 hours.
Bracket 2: less than or equal to 500 hours.
Bracket 3: less than or equal to 1000 hours.
Bracket 4: less than or equal to 2000 hours.
Bracket 5: less than or equal to 3000 hours.
Bracket 6: less than or equal to 4000 hours.
Bracket 7: more than 4000 hours.
- Haste bonuses no longer stack. If multiple Haste effects would be active at the same time, only the largest Haste value will be active.
- Hindered penalties no longer stack. If multiple Hindered effects would be active at the same time, only the largest Hindered value will be active.
- Perks can no longer increase or reduce Repair Speed. Perks can no longer increase or remove Repair Progress.
- The Hatch no longer exists. Instead, while there is only one survivor remaining, both the killer and survivor will be placed at opposite ends of the Killer Shack and must participate in the Final Hunt (explained below).
- Gifted Strength is a new stat for each playable killer that will modify how much the killer will benefit from certain actions during the trial. Gifted Strength is determined by the played killer's average kill rate across all players at the killer player's current "Player Experience" bracket. Each killer's Gifted Strength values are updated at the start of every season.
Pro-Killer Changes
- When a survivor who is different from the last survivor hooked is placed on a Sacrificial Hook, all remaining Generators explode and lose a chunk of their overall Repair progress; this is known as the Unique Hook Bonus.
- The strength of the Unique Hook Bonus is determined based on the killer's Gifted Strength. The Unique Hook Bonus's maximum effect is 35 percent of overall Repair progress lost per remaining Generator. The Unique Hook Bonus's minimum effect is 15 percent of overall Repair progress lost per remaining Generator.
- After the killer finishes the action of picking up a Dying survivor, the killer will call upon The Entity to create a Hook Portal that will transport any survivor attached to it onto a random Sacrificial Hook somewhere in the trial. The killer cannot be stunned or blinded while calling upon The Entity to create a Hook Portal.
- When a survivor is pulled out of a Locker or becomes Caught by the killer, the killer will drop them onto the floor immediately after, forcing the survivor into the Dying State. The killer is immune to Blind and Stun effects while dropping a survivor that was pulled out of a Locker or Caught.
- The End Game Collapse now begins when the Exit Gates become powered instead of when an Exit Gate is opened.
- If a survivor becomes Healthy by any means, it now counts as them performing a Conspicuous Action.
- Dying survivors can no longer manually Recover by themselves.
Pro-Survivor Changes
- While a survivor has remained in the Dying State for a consecutive 80 seconds, they will automatically fully recover from the Dying State without needing the help of a teammate. Dying survivors can no longer bleed to death.
- If the killer becomes Blinded or Stunned while picking up a Dying survivor before they are placed on a Hook Portal, that survivor will be freed from the killer's grasp without being placed on a Hook Portal.
- When a survivor is saved from a Sacrificial Hook, they are granted the Hidden By The Entity status effect for 40 seconds. Hooked survivors also have the Hidden By The Entity status effect.
- Interacting with Killer Objects (such as Hallucinations, Jigsaw Boxes, Pools Of Devotion, Bear Traps, Phantasm Traps, The Lament Configuration, etc.) are now considered Conspicuous Actions.
- One more Generator is now present in the trial, but the required amount of Generators to power the Exit Gates is unchanged.
- The End Game Collapse timer is now 5 minutes.
- Bloodlust no longer exists.
Skillful Standoff: The Final Hunt
- During the Final Hunt, 50 percent of all Dropped Pallets and Broken Pallets are restored back into Standing Pallets. Both the killer and survivor will be placed at opposite ends of a random tile containing a Pallet and will be locked in place for 3 seconds, causing them to be unable to perform movements or actions. After the killer and survivor regain the ability to move and perform actions, a timer will start; known as the Final Hunt Timer. If the Final Hunt Timer elapses, the survivor will instantly escape. If the last survivor is put into the Dying State while the Final Hunt Timer is still counting down, the killer will instantly perform their Memento Mori on the Dying survivor. The Final Hunt will only happen if the End Game Collapse is not currently active.
- The duration of the Final Hunt Timer is determined by Gifted Strength. The maximum duration of the Final Hunt Timer is 2 minutes and 30 seconds. The minimum duration of the Final Hunt Timer is 1 minute.
Status Effect: Hidden By The Entity
While a survivor is affected by the Hidden By The Entity status effect, they gain the following bonuses and penalties;
<1> They leave no scratch marks.
<2> They make no noise.
<3> The leave behind no pools of blood.
<4> They become fully invisible to the killer.
<5> They have no collision with the killer, killer projectiles, or other survivors.
<6> They cannot be targeted by the killer's attacks or abilities.
<7> They cannot interact with Vault Locations, Lockers, or Pallets.
Performing a Conspicuous Action will instantly remove the Hidden By The Entity status effect. The Hidden By The Entity status effect is also removed from survivors who currently have it if all generators are currently powered or if there is no other survivor left standing without the Hidden By The Entity status effect.
Comments
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By that logic, All hackers would end up terrorizing the newest players. That doesnt seem smart.
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Why would I create balance ideas around cheaters? Shouldn't that be something that BHVR tries to deal with on a technical level? This comment makes no sense.
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I didnt say you did create the balance ideas around cheaters, I'm saying its the logical outcome of your bracket suggestion.
Because they usually use a fresh new account for cheating.0 -
The logical solution to the cheating issue is to create a better anti-cheat system and or enforce more server-side authority for player actions. In any game you play with any kind of MMR or ranking system, ofc cheaters will likely be found at the lowest bracket (because of what you just stated), that doesn't make it a bad system; it just means BHVR needs to have a better system of detecting and banning cheaters.
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