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Gens are done to fast, how to fix it. (Updated)

Welcome back to Chapter 9 of my work on fixing the "Gen Rush" issue. I can't state this hard enough I don't believe in the idea of gen rushing because it is all the Survivors can do. So with these ideas I hope we can improve the game over all for both sides. Getting Survivors more involved in the game slightly past M1 and loops and allowing killers to run some other perk outside of Ruin

Default Gen Changes: A damage generator will now degrade at a rate of 1%+ an initial loss of progress of (X)(Where X is the number of remaining Survivors. So this means when a gen is kicked it will lose 4% progress with 4 survivors left, 3% with 3 survivors, Etc.
+killers can now kick a gen that is being worked on by survivors

New objective: Trinkets
As a means to keep the survivor’s feeling hopeful the entity has placed items that the survivors are fond of around his realm, allowing him to feed off of them longer. These Trinkets remind the survivors of where they come from and call to them with a soft hum and very faint sparkle.
+Trinkets can be tracked by default by maps

New hud feature: Survivor Trinket Counter
*These little Trinkets will be scattered and hidden across all maps 16 in total and can be picked up by survivors to increase their score. Adjusting the emblem system to require 1 trinket to safety pip, 2 trinkets to single pip, and 3 to double pip

Gathering Trinkets count as a Unbroken blood point and emblem game.

New objective: Code papers, Generators will start the map locked with a number lock and can be unlocked by finding code papers hidden in chests, at each exit gate, and in the basement. Taking a m1 action to pick it up, unless it is from a chest which is automatically picked up in addition with the item in the chest.

New hud feature: Code Paper counter
A survivor can hold up to 3 separate code papers

Generator Locks and Code Paper:
A Survivor can only have 3 Code Paper at a time. These Code Paper can be found in any map at the basement and at each exit gate with a respawn timer of 30 seconds, also passcodes can be found in addition to the item in any chest. It takes a use action to pick up a Code paper or automatically picked up from a searched chest and takes 3 seconds to unlock a Generators, which makes sound similar to searching in a chest. If stopped or interrupted the progress of unlocking a Gen will stay where it was left.
+Adding Functionality to Keys allowing any key at the cost of 10% of it’s durability to unlock any gen with or without a code paper
*Unlocking a gen is worth 1/7th of finishing a gen for Blood Points and Light Bringer points
*If the hatch is closed; Hatches and Code boxes will have their aura's revealed to the last survivor and killer, three code papers will allow the survivor to open a closed hatch with a action time of 9 seconds.
*Add a second closed hatch to the game that will always spawn in the basement when hatched is closed. This hatch can only be opened with 3 code papers or a key
*When the hatch is closed all code boxes will respawn their code papers, and are revealed to survivors

Survivor perks
Sabotage: Added functionality, can break the locks on Generator

Killer Perks
Surveillance: Added functionality, Collecting Code Paper will now give you a visual clue when you are within a 16/24/36 meters

Insidious, in a 5/10/15 meter cone, the killer will get a hiss to alert him to a survivor trinket nearby, if you break a trinket your terror radius is reduced by 5/10/15 meters for 5 seconds, this effect can only happen once every 40 seconds

Some of the Numbers of thought and would very much like some feedback on these numbers. These numbers are less of a hard belief for me than the above suggestions, just a rough idea of how to adjust the numbers if the above ideas are put in place.

1 Gens, Saving 1 Survivors, 1 Trinket = Safety pip
2 Gens, Saving 1 Survivors, 2 Trinkets = Single pip
1 Gens, Saving 2 Survivors, 2 Trinkets = Single Pip
2 Gens, Saving 2 Survivors, 3 Trinkets = Double Pip
3 Gens, Saving 1 Survivors, 3 Trinkets = Double Pip
1 Gens, Saving 3 Survivors, 3 Trinkets = Double Pip

Comments

  • JovialCub
    JovialCub Member Posts: 88
    I agree with the default gen change and have thought similar. Though, I would change it a bit. 

    -no insta gen tap to stop progress. 
    -minor "Pop-goes-the-weasel" effect 
    -increase degen rate (X-1)*(current rate) = percent degen rate, X = living survivors. A solo survivor shouldn't feel that oppressed. 

  • Master
    Master Member Posts: 10,200

    The game is balanced around casual gameplay. Casual survivors are scared from the killer and actually start hiding when they hear heartbeat.

    An optimal survivor that waits till last second till the killer is almost in grabing range just to sprint burst away aand then proceeds to pallet loop like there is no tomorow is simply not considered in this game.
    If you face such a survivor, its time to derank

    It hurts, but you better accept the truth, it will never change because of two reasons:

    survivor represent 80% of the cashcows
    Who would want to play survivor if it isnt easy anymore, dont forget for every killre there has to be 4 survivors