Make map offerings have a cooldown per group
Frankly I don't know if that's the best way to reduce map offerings, I'm aware that most solutions likely have a problem associated, but I'm at at point where literally 80% of the games I play as killer, survivors use map offerings. They always send themselves to the best maps and have perks and plans planned out for them, I'm at a point where I just face camp or AFK when I see a map offering. Frankly aside from CoH I think it's the biggest issue in the game.
Would it be possible to reduce map offerings in some way. I don't have enough sacrificial wards for this, it's insane.
Comments
-
Frankly one of the worst part about map offerings is that unlike items, I can't know until the game begins.
0 -
I guess there is a bit of a problem when a killer can only bring 4 perks, 2 add-ons and 1 offering vs 16 perks, 8 add-ons and 4 offerings in the survivor side. It's not usually a problem for me, since I don't really care for offerings or add-ons, but it certainly can have a huge impact in swf's, since they can plan for something which usually puts the killer at a disadvantage. Tbh, I haven't seen it many times in my 300 h in the game, but it does raises a point. But what would the solution be? I can only think of making killer offerings so much better than survivor's to counter the 4 offerings they could bring. Still, I'm not sure about it.
0 -
I suppose making sure that groups of survivor have to use multiple would at least go through their offerings better.
- Say a single survivor (using no party), has 100% chance for his offering to work.
- A group of 2 survivors, a single survivor using an offering could have 30% change of it working, with 100% if both use it.
- Group of 3, a single offering would have 20%, and all 3 must use it for 60%.
- Group of 4, make it 10% per survivor, with 50% if all 4 use it.
The problem isn't with a single survivor using it for their archive or whatnot, the problem is repeated use of the same offerings with a group of 3+ that are all ready for it and built around it.
Ensuring that large SWF group can't have guaranteed maps and have to use more offerings to have better chances of seeing them would at least make it a lot less grating.
0 -
That would be true if survivors had perks that after interaction with gen for 2 second will start to progress gen at 200% speed for 1 minute.
The strength of perks is by far not the same. The balancing factor is the number of perks.
0