Change to Corrupt Intervention

Current Version: Your prayers invoke a dark power that meddles with the Survivors' chances of survival.

3 Generators located farthest from you are blocked by The Entity for 80/100/120 seconds at the start of the Trial. Survivors cannot repair the Generators for the duration Corrupt Intervention is active.

Newer Version: 3 Generators located farthest from you are blocked by The Entity for 80/90/100 seconds at the start of the Trial. Additionally, any Hex totems are blocked by the entity for 30/40/50 seconds at the start of the trial.

I believe this newer version is balanced enough to not make hex totems overpowered but at the same time gives them a chance to have a more exciting outcome to the game.

Please leave your thoughts below!

Comments

  • Micheal_Myers
    Micheal_Myers Member Posts: 1,147
    edited June 2019

    @Blueberry

    While this seems like a "great" fix if the killer is close to let's say, 3 Gens (I believe there is about like 7 or 6 gens on the map..?)Then the farthest 3 gens would be blocked off alowing the killer to camp those 3 gens that are extremely close together.


    So here's my proposed fix...


    3 Generators located farthest from you are blocked by The Entity for 80/90/100 seconds at the start of the Trial. Additionally, any Hex totems are blocked by the entity until 1 gen is completed at the start of the trial.


    This makes the Gens harder to do.


    Which means...

    Hex Ruin and this new Corrupt Intervention? Hah! good luck survivors... better get that gen done because you won't be able to break that hex until you fix a gen!


    Which would be a more balanced version. So the killer can't just camp Gens. So the timer for the Gens is needed and essential. But, no timer for totems? That means if you have Hex Ruin, Thrill of the Hunt, & Corrupt Intervention... You have 2 Protection Layers on those totems. So instead of just cleansing the totems its...



    Do a Gen.

    Find the Thrill of the Hunt.

    Cleanse Thrill of the Hunt.

    Find Ruin.

    Cleanse Ruin.

    Do the remaining 4 Gens.


    So it gives the Hex Totems 5 More steps instead of one or 2.


    Heck even having Haunted Grounds would make the Steps even longer making Gen progression nearly impossible if you have all 3 of those hexes and Corrupt Intervention in the same layout. Making the Plague good against High Ranks and Low Ranks.



    So both of you were on track, but some bits were camp worthy. So I edited both designs and make a possible Balance between both.


    EDIT: (Tags are frozen for me.. So I couldn't Tag Sorry...)

  • tehshadowman33
    tehshadowman33 Member Posts: 939

    What if we tack onto the perk that Inactivity Crows are drawn to inactive survivors x% faster for the duration this perk is active? It would at least force survivors to move about.

  • yes
    yes Member Posts: 361

    What about each time a generator is completed, a few gens are blocked off for, let's say, 10 seconds?

  • Origamimaster81
    Origamimaster81 Member Posts: 6

    You'd have to make the appearance of the blocked totems quite discreet. (If survs see a big claw covering the corner of a wall they'll know there's a totem right there when they might've missed it otherwise)

  • Huntar
    Huntar Member Posts: 848

    Or just make it so they can be broken, but they appear to be dull totems during this time.