Alternative objectives for survivors in the early game, to help "slow down the game just a little bit."

Discussion

With the impending Ruin changes that don't look like they are going anywhere, we're going to soon suffer a lack of early game objectives for survivors, with faster gens. Which means more survivors working on gens from the first few seconds, which means even more "gen rushing", resulting in even lower game times as many lower tier killers scramble to keep up.

Something which BHVR isn't exactly thinking about with their "Oh we'll make gatekeeper emblem easier" snick for "balancing" the ruin change. Because there will be less time each game to even attempt to earn the other emblems, for both sides. Less hits, less hooks, less saves, less chases. Both survivors and killers will struggle to get many other emblems after these changes at higher ranks. As survivor you already are almost guaranteed to de-pip in a game if the killer gets 1-2 hooks tops due to non-existent altruism gains (and likely evader points due to a lack of chases, and Lightbringer points due to a lack of charges to eat through on gens as you continually get scattered a bit and spread out a ton of lightbringer points across multiple gens as in longer games).

Making the game too easy for survivors will backfire hard, as both sides will start to bleed ranks like mad from the shorter game times unless they purposely start to farm. It's already "easy" enough to do too good in a game as either side, and lose pips from hard domination victories, and leave the game with 12-15k BP on a "win."

So, for the purpose of giving survivors something to do in the early game that lets the killers get some time to start rolling, what about these two things (Numbers up for consideration)

  1. All generators start with half a tank of gas (100 charges to repair). You can still fix a generator without it being fully gassed up, but it will go slower. If you go and hunt down a gas canister though, you can bring it to the gen, and it'll speed it up repairs (Speeds up gen repairs and repair efficiency by 33%, basically acting like you only need to work through 75 charges, faintly better than a live generator). A killer can see if a gen has been gassed up once they are close and have directly line of Sight on it, but can't do anything about this state. The aura of gassed up gens is slightly different than normal gens, to help a killer keep track, but the killer must see it in the gassed up state to get the aura to "update" to the gassed up variant. Gas canisters are revealed to survivors within an 8M radius while on the ground, and globally revealed to any survivor actively working on a gen. As far as how it looks, it's a red canister that is a bit bulkier than a toolbox, looking fairly similar to a generic gallon jug. They share totem spawn points for placement mechanics in a trial. This also helps give lower rank survivors a tool to help learn totem spawn points as a side-benefit.
There are 5 containers of gas in the trial.  Which serves to give survivors a choice, they can try and hard-commit to 5 gens that are gassed up early, or save two-three canisters for the final 3 gens, taking the speed hit on 2 of the first few gens to make it easier to crack the last few gens.  Once a gen has been gassed up, the decision is permanent.   While a survivor is transporting gas to a generator, it can be knocked out of their hands by the killer hitting them, or just dropped with the R key (Prioritizing dropping gas before dropping the item second).  Otherwise, Survivors suffer no penalties for carrying a canister of gas.   The number of gas canisters remaining is next to the generator count.
  1. Debris. More accurately, some windows start the trial partially blocked at various jungle gyms/windows around the map. You can still go through them with a slow or medium vault, but fast vaults are instantly dropped to medium vaults regardless of entrance angle and speed. Survivors can spend some time to clear this debris out of the way, to make the vault able to be fast vaulted, at the cost of some time (10 seconds perhaps, with the progress "saved" if stopped?). Gives survivors a choice between instantly hopping on nearby gens, clearing out nearby windows to help ensure a better escape route, or spending time actively clearing the various windows, especially at important jungle gyms/windows in a given map. The killer will instantly clear the debris the first time they vault a given window as well, and suffer no speed penalty from this.

  2. Finally, something more to help out survivors (Especially in a way more potent at lower ranks and punish hook tunneling, which feels absolutely terrible without a load of perks) is that if the killer hooks the same survivor who was last hooked again within a minute (Only decaying while not in the dying state, so no slugging to bypass it unlike DS), they will only lose 50% of the hook state progress. The same person who unhooked them the first time won't generate any more BP from unhooking them again that hook state. So for instance if a survivor gets instantly farmed, and instantly rehooked after that, they will drop to 75%, instead of 50% for the second hook state to start. Meanwhile, a survivor who was unhooked at 80% hook progress and insta-rehooked will drop to 55% (just before the second hook phase kicks in basically). Someone who was unhooked at 55% will just enter the second phase as normal. A survivor not entering the next hook state will not generate any additional sacrifice BP upon being rehooked. This debuff is instantly cleansed after someone else is hooked. It shows on the hud for both sides as a spiral of blackened entity arms circling the survivor icon (looking sorta similar to Freddy's Dream state circle, just black and with no fill), and will move like the obsession legs do while chased. Helps non SWF survivors know if the killer is tunneling or not, and the killer to know if they inadvertently ended up in a chase with the recently unhooked target, say because all the survivors are using similar looks such as a claudette squad.

Posted Jan 10, 2020, 9:27 AM UTC · edited

43
Bowdowntosatanblack metal Jeff•

Sorry I speed read it but is the killer allow to see the gas canisters?

2
SteelflameOP•

I'd say yes. Not interact with them (and trapper/Hag can't directly trap them), but otherwise they are visible, similar to items on the ground, being a bit bulkier than a toolbox. I'd also add that their aura is visible for survivors within an 8M radius around them if not carried, and revealed globally while touching a gen. This can help survivors pin-point where they are, especially if they get knocked out of another survivor's hands, as well as potentially see where other survivors may be (if they see a canister disappear/appear, they know a survivor is in that area at least at that time). A secondary thing is that they share totem spawn points for placement mechanics in a trial initially. Obviously the survivors may end up moving them around, but at least initially they will be in potential totem locations.

Going to update the original post to reflect this, mostly because I thought of it but didn't remember to add it to the post.

2
karlo904•

Seems nice.

1