My ideas for balance in the game

Hello fellow fog-travellers.


Let me start out by saying that i play 40% killer and 60% survivor, and that i believe the game should be fun and ballanced for both roles.


Here are some of my ideas for how i’d like the game to be more balanced:

  1. There should be around 8 totems in a trial, not 5. This will give survivors even more to do. The first 3 totems cleansed should only be for points and not go against any killer hex totem perks. Totems should be harder to find, and 25% of a hex totems power should be reserved after it is cleansed to help against cleansing Within the first 5 seconds of a match.
  2. Generators need to be slower to repair at base. I’d say add 50% more time to each generator or add 8 gens in total where 6 gens need to be completed. Killers shouldnt have to rely on ruin to have a chance..
  3. Hatch needs to only spawn by offering or if someone brings a key (even a green key) to fight off hatch standoffs. Also there should be an endgame timer when the exit Gates are open and no one is in a Chase or hooked.. so the game cant be held hostage
  4. With these massive nerfs to survivor it would be much harder and more challenging to escape, but maybe killers wouldnt feel like they needed to tunnel or camp the sh*t out of someone on their first hook. Somehow tunneling and camping should be countered, perhaps by the survivors’ hook timer stopping to go Down if no other survivor is near and the killer stands within 20 meters from the hook, or Maybe some penalty for downing a survivor within 30secs after an unhook.

I feel like these ideas would make both sides more balanced and fun to play. Killers wouldnt get genrushed and cheated completely when their hex was distroyed, and survivors wouldnt be tunnelled and camped into oblivion.

(Ps i play solo survivor and these are just some ideas i’d love to see implemented) :) What are your thoughts on these ideas?

Comments

  • Master
    Master Member Posts: 10,200
    edited March 2019

    "balancing for both roles"

    Someone doesnt understand what balance actually means =)

    Id be fine with those suggestions in general as long as solo survivors get ingame voice comms

    Regarding 4, that was tested in PTB and abused by survivors

  • MegsAreEvil
    MegsAreEvil Member Posts: 819

    Bad bait.

  • Anzi130
    Anzi130 Member Posts: 51

    I do realize that swf will never truly be balanced, and i also realize that these ideas would buff killers, which is why 4 is a must... i know DS is an anti-tunneling perk now, but not really.. mostly killers slug you and go after the unhooker when they Think you have DS. Its just not worth it, plus the Tiny stun simply delays you going down 2 seconds more..

    anyways, i’d love to hear your ideas for balancing the game?

  • Anzi130
    Anzi130 Member Posts: 51

    Bait? I’d love to hear your ideas for balancing the game

  • ThirdSealOPplzNerf
    ThirdSealOPplzNerf Member Posts: 360

    Number one no one wants to hold whatever button for a longer time generators are boring there should be other objectives added like field or repairs tools for generators. 2 honestly hatch should just be removed or killers should be able to close it forever it rewards losing and whenever there's 2 surviors left they both hide forever until one dies for the hatch EXTREMLY BORING. And the only change for totems is just better placements or maybe hex totems can be placed by the killer themself. Or when you lose your totem another reserved perk fills the destroyed hex totem And you don't handicapp yourself if your totem gets destroyed under a minute with only 3 perks.