SWF GROUPS AND THIS CLIP
1st of all let's go ahead and cover this clip which is seemingly a day old by now (as in as of this post but may not be when you may be reading it, if that wasn't obvious enough)
The topic of discussion is about SWF groups and how you may balance gameplay dramatically while not banning it altogether because let's be honest, that's what the community is built on. The thing about being in a SWF group is that your queuing is a control factor as well as your many perks, SWF groups usually have many forms to communicate with each other as you seen in this clip, they may also bring their many items they've earned over time, perk stacking and genrushing can be extremely annoying for any killers, especially 1 like this, if you seemingly disagree that survivor groups should be allowed to 4 second rush genrush all the time because:
A) It's how the creators apparently intended teamwork to look like and they're just playing the game: then you aren't the brightest bulb bud
B) Killers are able to kill you with perks like NOED: then you aren't the brightest bulb bud
C) This is not how every SWF group looks: but this is how it can look, and indeed you may well find more and more people abusing it, as more people discover how to do these kind of exploits
What I'm proposing is to eliminate stack PERKS, I'm not speaking of tokens as they were meant to be stackable altogether, as in to say that you limit certain perks to 1-2 per the SWF group, while not limiting it in Free play, as in, no SWF group can all run the same genrush perks.
I'm also suggesting a limit of 2 dupes per SWF per the items you bring NOT including their add-ons ofc, so no 4 man SWF group runs 4 Toolbox build for instance, while again, normal non SWF game play keeps this, you have to take communication into the factoring throughout all this.
If you want some balance this is a good start, it just works or probably won't, who knows?
Comments
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But this is literally a "perfect" conditions scenario, all survivors injured so Resilience is stacked, the killer staring at them so spine chill is active, all 4 with bnps etc etc.
Implying that this particular scenario has happened in a live match is quite honestly ridiculous, and using this as an example of "op swf" means you aren't the brightest bulb, bud.
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You do understand this is only example of gen speed with 4 fast tracks, 4 bnp 4 resilience's and spine chills it's also set up and made for fun this ain't happening in actuall gameplay
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If more people understand how this works, more people will abuse it, I think it stands to at least put that the devs should counteract this sort of exploitation regardless of how plausible, stacking does occur, it can be exploited with a full team running these and many other perks, this is about a dangerous potency for exploitation, swf is VERY OP with this kind of potential, even 3 on 1 while 1 is being chased may still be pretty broken, and if you're gonna deny it then you're not the brightest bulb bud.
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(Redacted but how do you delete comment?)
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What do you mean? You can do this almost exactly this way with 4 bnps give or take a second or two, the extra guff (resilience, spine chill) is irrelevant, if this is something that can happen you'd already be seeing it super often but you don't stop fearmongering people with these things lmao.
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I'm just saying ppl bringing up guns hecka quick, anytime I queue up pop goes another gen
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What I'm proposing is to eliminate stack PERKS, I'm not speaking of tokens as they were meant to be stackable altogether, as in to say that you limit certain perks to 1-2 per the SWF group, while not limiting it in Free play, as in, no SWF group can all run the same genrush perks.
I mean... Okay.
There's two genrush perks in the game, one being Fast Track (Absolutely terrible, maxes at 27% gen progress if all your teammates die) and the other is Prove Thyself. Which already doesn't stack.
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