Scaling Gen Progression Based on Realm Size
In light of the new announcements regarding the overhaul of Ruin, I started thinking about possible changes that could help aid the main reason killers run the perk in the first place.
One of the major arguments/complaints against the change in Ruin (and previous changes to Killer/Survivor perks) is that the game is too easy for Survivors, especially for those playing swf. As a survivor main who occassionally plays killer, I'm inclined to agree that the game can seem swayed to the survivor side. If you have four players coordinating where to go, what to do, and they all coordinate and bring in good items and offerings, survivors can rinse through generators in just a few short minutes. This seems to be relatively frequent in mid ranks (which is around my average level), where players are veterans to the game but not hardcore experts (like red ranks).
I have noticed that realms (the various locations in the game) do have significant size differences (ranging from 120sqT-190sqT on wikis), and the size is rather apparent in trials, especially playing killer. And when it comes to the largest realms in the game, there is no good way to pressure the entire realm; if two teammates are working on two separate generators on opposite ends of the realm while the other two are bouncing around, there is no possible way for the killer to slow/stop them all.
I believe the current generators take 80 seconds to finish base, no items, no great skill checks, only one survivor working. So a potential option is making that base either the small or medium realm base, and then bumping up the time required to finish generators for the largest realms, maybe to something like 120 seconds. I obviously have no idea how well this idea would actually work without QA testing, but I don't know if this is something that has ever been pitched or discussed before, so I wanted to bring it up.
EDIT: fixed generator completion time to correct number.
Comments
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its 80 secs per a gen so yeah...
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Wow, I wasn't even close with my number. I'll try and change that, my bad.
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Large maps like red forest should have 9 gens on the map with 7 to complete. Ruin will no longer be a factor so I think it's time to start working toward balancing gen speed on bigger, safer maps.
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What if it was a generator repair speed modifier based on proximity to a closest non-repaired gen? Say, each gen has a 128-meter radius, inside which all unrepaired gens get a repair speed boost, nonlinearly scaling with the distance. So, at 24 meters it's 250% faster, 150% faster at 76, 105% at full distance. And then we adjust base gen speeds so that new 200% is solo 80 seconds. That way the longer it takes killer to effectively patrol the gens the longer it takes to complete them. Also, on survivor side it makes 3-gen situations somewhat more bearable, while also making 3-gen avoidance strats more laborious.
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That could also work, as it's adding time, just in a different way.
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This might be possible? I feel like it would require more work though, could be easily exploited by highly coordinated survivors. On the other hand, the 3-gen scenario is a bit rough rn, and something to alleviate that would be nice as well.
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The biggest problem with this, is it would make high mobility characters immensely OP.
Instead of that, I think rebalancing maps to make them almost identical in size is what’s best. And since consistency is something they really like, making gen speeds differ between maps seems very unlikely.
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Or maybe you just reduce the bigger maps without making the game fundamentally different on bigger maps?
No reason to half ass a solution when there's an obvious one.
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