No problem, I'm happy to help! 😁
I don't like the idea, since the problem with early game is not finding the first survivor. It's true it might help Trappers or hags, but it will do nothing for the rest of the killers. The problem is that there is 0 map pressure at the begining of the match. This could be fixed by making the survivor go fetch something (for instance a highlighted toolkit, like freddy's clocks) before sitting on a gen. It will also help the killer find someone, since everyone will be traversing the map to get the toolkit.
Scott's idea was much more simple and straight forward.
I don't like this idea at all. Why should the killer have an even bigger advantage right at the start?
Slugging is a luxury and heavily already used.
How about perma T3 Myers?
Slugging pauses it but also means someone would generally go for the save. Slug two and you can easily snowball especially with one hit down killers.
Personally Scott's idea while also needs a bit of tweaking with other things is a lot more fair for both sides.
Allowing someone to be hooked first is not a good idea as instantly you can effectively pressure at least two people off of gens.
The whole idea of the initial mechanic was to simply allow the time to setup or find a survivor to then start the normal speed of the game.
All this does is make slugging meta. Scott's idea is infinitely better.
lmfao "slugging is a heavily abused luxury" sure except there's like 3 perks in the game that utterly negate it, and if they have DS you can't really avoid them either.
Not to mention they could just get healed, at least on the hook you get a notification on the where/when they were helped out.
That wouldn't work because of free injures and stalks.
I would go with first injure, personally, as I would want to avoid creating a situation where the first survivor does well on their first chase but the team is penalized for it because gen speed was slower the whole time. I also would want to avoid situations where the killer injures multiple people but the game hasn't started properly yet because none of them have been downed.
I think if someone is injured, that's inarguably a mark that the game has started, and should be good enough to kick off the trial proper.
The only problem I can think of is that there is now probably a coefficient out there detailing an estimated chase time + pallets used per second time, in which, if achievement is a reasonable possibility, makes it so it is now better for the first survivor to take a hit and do the first chase injured, than to do part of the chase healthy and the rest injured. I don't know if that number will be significant but if it is then I would be uncomfortable adding that mechanic into my game. (It's maths problems like these that make me glad I'm not a professional Game Designer).
Otherwise Myers' ability to stalk and delay the trial start until tier 3 could also pose a problem, but you could add the addendum that stalking to tier 2 also counts in addition to the base requirements if a similar maths solution to the above does indeed show that he may be a problem.
Regardless, I think some sort of trial warmup would be a good addition, and also add to the games atmosphere greatly if introduced with care. I would be epic watching the lighting changing etc, almost as if the killer "has arrived", similar to how it was in deathwatch.
Yeah I can agree with first injure as long as it doesn't bug out with bs like No Mither.
I'd rather this idea than just making every map super small, but I guess either option works but the spawns for totems and other interactibles should be way more random with better placement.
Trial warmup would be a good thing because its almost adding a passive Old ruin to the beginning of the game. Won't fix game ballance for sure, but its a good idea.
If it was implemented this way, killers like Myers may as well not have this warm-up phase at all since the effect would be minimal. He can't do anything about survivors hiding 32m away from him and 10 seconds isn't a long time at all. Stealth is already an annoying playstyle to both killers and other survivors and this also just makes it more complicated than it needs to be. It should be simple imo.
I'm going to respond, since I assume you read my comment from your wording.
It is an abused luxury. You literally don't have to do anything just leave survivors on the floor and u got someone off a gen, and apply pressure to the rest of the team etc.
Unbreakable can only be used 1 time. Slugging can be done multiple times there is no punishment for it. And as for DS... guess what? Slugging counters it up to 100% guarantee.
But go ahead, carry on. please.
So a plague would be able to run around infecting players and writing until all four are broken, with the gens slowed down the whole time? Plus on top of the built in slow down she could run Thanatphobia too.
Also Doctor could put everyone into madness 2 before starting to actually try to down people.
You didn’t think out your “fix,” very well. I’m sure there are more situations but those two popped into my head immediately.
You say “no possible way to be abused,” how about with @ScottJund main killer Oni? He could literally choose to never down anyone and just injure them letting giant pools of blood build up. When he decides to start the real game he’ll have enough blood all over the map to be permanently in his rage.
Good idea, bhvr didn't come up with it so will never be implemented.
Does not solve time waste on huge maps like mothers dwelling so is still useless on them.
I actually like this idea, maybe all 4 survs have to find highlighted wrenches individually randomly scattered across the map before working on a gen. It's balanced in a way that killers have to find survivors anywhere, not just look at one of the farthest gens from where you spawn while survivors on the other hand just have to hide at the meantime while obtaining the wrench. That, and if they fix map size i genuinely think this game could be in a good shape.
Personally I think adding a perk like this would fix a lot of problems such as noed and setting up as killer during early game.
Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.
I'm a Rank 1 killer main who thinks gens go too fast. I like Scotts idea, its literally all we need to get things rolling. i would expand it by making it so the gens just can't be done until after it is over, then rework CI into something else, or do a similar effect, but happen after the warmup.
Your idea is ridiculous and OP. Once the first down happens the game slows down immensely. The problem is having 3 gens pop before that first down happens. We don't need your idea. it is too OP.
A lot of players wanted stealth to be involved in this new mechanic.
I believe my idea is fair because it promotes stealth and allows survivors to bait killers. You can tap a generator and hide nearby for the killer's arrival, technically the killer found someone but couldn't find them, that survivor hiding should be rewarded for making a play.
This doesn't complicate the system at all, it just adds a different playstyle for survivors to use during the early game. 😁
With all due respect, your position is inconsistent. Those 99% of people you talk about want the game balanced around the top players, that's the whole inflamed debate that originated from the ruin nerf. You're a top player. You absolutely demolish 90-ish+ % of the teams you verse and so do the other top killers, without Ruin or any of the changes you're suggesting.
You could talk to that 99% you want to give a voice to and explain them that maybe they aren't as good killers as they think they are.
I think this is a terrible idea. So now a slugging killer has more incentive to do so, but also there is a huge detriment to other survivors for picking up their teammate? Sounds all kinds of abusable.
I think Scott's version is far preferable, since it's end condition is "ok you found them, now go play". From there it is on the skill of killer v. survivor to keep the game moving one direction or another.
The only condition I think is not really accounted for is AFK killer or the like. Survivors need a way to end the warmup as well, which I suggest would be get the first gen done. A gen popping tells the killer exactly where 1 or more survivors are, and if you didnt get there in the newly expanded time or down the first survivor then likely this game should be ended ASAP
I like his suggestion. However, I do think that the warm-up should end only during a down, not if the survivor is chased or sniped by an early game hatchet.
Again only a down makes it a usable. Plague could infect everyone.
Survivors spawn next to gens at all ranks. I can finish the gen I jump on at the start of the match like 7/10 times before the killer finds me, and if he finds me someone else’s gen will pop instead. It’s just how the games go.
I used to think Scott was really survivor sided until I started listening to some of the ideas he has. I really like his Trail warmup suggestion and it's a fix so basic it's probably the easiest fix they could ever do to this game.
The only reason why people are saying it's a busted idea is because of the chase mechanic itself being wonky. This is a minor fault in what I think is a complete fix over the whole headstart survivors get Vs a killer that has to set up or just has low mobility.
Have you actually played killer yourself? Even as any killer they Will go like lightning the Gen speed is broken
Slugging can't be punished? I mean you have no idea where they went after you killed them (fairly often anyway) and your wasting precious time looking for them or whoever might be healing them.
Oh no your crutch second life perk only works once a round god forbid it not hard counter an entire mechanic of the game ._. Stuff like Slugging, Regressing Gens, and yes occasionally camping if you've got half the team hooked are a necessary part of killer and honestly regressing gens could use a buff because right now it's not even worth it without pop goes the weasel
Entering a chase is reliable, leaving a chase isn't.
Also, as someone else pointed out, Scott added 2 more conditions to the warm-up ending.
I don't understand the point you're trying to make.
You can initiate a chase against an AFK killer, or just move within 4 meters of them (since that is another one of the 3 conditions).