http://dbd.game/killswitch
Ideas to make the game more interactive
I like the idea of healing totems and hook state removal totems in 2v8 and would like to see that implemented into 1v4 along side another mechanic in the form of extra totems, give each map a total of 16 totems, 10 totems are activated at the start of each map, if the totems are not cleansed, for each one still active the killer gains a 2% haste bonus for each gen completed maxing out at 20% at any given time. This would give survivors something other to do than gens making matches longer and would also help boost the use of hex totem builds because if you run one of those builds all 16 totems could be lit and you wouldn't know which is which making them actually viable.
If survivors get tunneled out no worries you have the heal and hook removal state totems from 2v8. Now you've fixed the gen rushing problem without touching generator speed or perks at all. I think this is the solution we've been looking for that will extend and make gameplay more interactive for all players involved.
Comments
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The ability for a survivor to remove their own hook state should never make it to 1v4.
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I doubt turning the game into a totem cleansing simulator will solve anything
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Not to be mean but this is an awful idea in every respect. 2v8 needs Survivors to be a bit wacky and OP because otherwise there's no real incentive to play Survivor in the mode. Having a second Killer to cooperate with is much more transformative and interesting than having a few more Survivors on your team most of the time. Therefore, adding crazy things like the tonics, pallet restoration, hot and cold running Sprint Bursts and so on is kind of a necessary evil to attract players to the much less popular role.
In normal scenarios the discrepancy between Killer and Survivor queues is not nearly as bad (mileage may vary based on time, server, MMR etc.). Therefore there's less of a need to throw wildly unbalanced features at either side for retention purposes. I'm all for making hexes, boons, invocations and other side objectives more interactive and rewarding, but turning the power creep to 11 is not the answer at all.
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