Suggestion: Scaling Debuff that only Applies to SWF
The game is in a tentative state of balance where a team of solo survivors is weak or at least equal compared to the killer, but a SWF team is incredibly overpowered and will decimate most killer choices. On the other hand, the top 4 killers are going to curbstomp solo players but are the only ones that equalize against a coordinated SWF team. Two major complaints from the solo survivor playerbase are that nerfs to survivors and buffs to killers with SWF in mind harm them most, and that bloodpoint gains for playing survivor solo aren't worth not playing killer instead, and these two reasons are why a lot of solo survivors have swapped to killer.
So I have a solution in mind to SWF that would in no way harm solo survivors at all: a scaling debuff to SWF that would no apply to solo survivors. The debuff would focus on areas of the game that are considered the most unbalanced when SWF players are together, but also give some benefits as well.
“The Entity punishes those who plan to collaborate, but with greater struggle comes greater reward...”
Below is a list of debuffs that came to mind when thinking of the issues with the game, and how they scale with player number (2/3/4):
--Action speed is reduced by 5/10/15%. Things like repairing, healing, opening gates, etc. The issue of generators being done too fast for non-mobility killers to keep up with is one that is centered mainly with SWF matches, and this would help alleviate that. Keep in mind Thanatophobia is 16% max and it's still barely a difference, so 15% max isn't that extreme.
--Item efficiency is decreased by 10/20/30%. Same reason as the action speed reduction, and might cause Streetwise to actually get some use. Again keep in mind Overwhelming Presence is 80/90/100% and it's still barely noticeable so it's only a slight debuff.
--Hook timer regression is sped up by 5/8/10% for players in a SWF.
--Exhaustion timers are increased by 10/15/20 seconds. Wouldn't really change too much since exhaustion goes away on being hooked anyways.
However, the rewards for playing with a party could include:
--Survivors gain and additional 50/75/100% extra bloodpoints for all actions post-game
--Survivors gain an additional 50/75/100% extra bloodpoints for cooperative actions post-game (allows synergy with Prove Thyself since the perk is during the match)
Whether or not these are the exact changes that would be done, I think a SWF-specific debuff is the only way to bring SWF down to a level that doesn't make 3/4s of the killer cast useless without harming solo survivors more. As it stands, all killers except Nurse/Billy/Huntress/Spirit only do well at high ranks if the survivors are solo, and against SWF they are decimated. I think the top 4 would need some adjustments as well if this ever came into effect, but I am not exactly sure what.
Let me know what you think and any suggestions for other positives or negatives that could come into play.
Comments
-
Giving players less incentive to play the game is a terrible idea. So many players only still play the game because of their friends you will hurt the player base and players will attempt to circumvent this by dodging till they play with their friends.
If solo's switched to Killer great. More killers and it allows them to see both sides of the game. Killer ques are only taking longer because of the latest chapter and event. This should balance out again soon.
5 -
There shouldn't be any punishment for playing with friends.
However, there should be rewards for players playing with SWFs (Killer + Solos). There needs to be a lobby UI that shows who's in a party with who as well.
1 -
I agree with a bloodpoint endgame bonus 12.5% maybe for each member of a swf for the solo and the killer max 50% for the killer.
I don't agree with alerting who is swf. This will just lead to more lobby dodging
2 -
Would really break the stuff, i think.
I think, that debufs is too high, cause it ll REALLY increase match length. The BP bonus isnt worth it, cause you need to spent alot more time, and perks like Dying light, thanat will completely destroy SWF pros. This game is about time.
SWF gives you ability to spend the time more effectivly, and the only stuff that may be adjusted is gen repair speed. Other stuff should work as before.
0 -
Unfortunately playing with friends breaks the game, though, especially competent groups. The game was not designed with SWF in mind, the devs have admitted this before and SWF was added after the fact because of high demand. The communication and coordination that comes with SWF utterly breaks the game in the favor of the survivors and gives most killers no chance against coordinated skilled SWF squads.
0 -
They will never quit crying until all the survivors are gone, you know that!!
I mean a ton of survivors have already quit playing which is why killer lobbies take like 15 mins to fill up, at this point if I see people complaining about either side I already know they're boosted AF because playing killer 2 years ago was unfair but now it's nothing like that and the game is the most balanced it's ever been
0