What if there was a "gen currency" too?
So for some reason some people are finally starting to see what's wrong with gen times thanks to Otz's new video, and it made me think.
One of the reasons gens are unbalanced as ######### is because survivors have the ability to be working on multiple gens without any repercussions, there is absolutely no way for 90% of the killer roster to pressure all survivors if they're all strategically distributed in the map, which is not even a hard thing to do.
To prevent this, what if gens had a "currency" in a similar fashion to powerful tiles and pallets?
How I believe this could work is there are gens that need a minimum of "n" survivors to be able to repair it, while a few of them will not have a minimum but they'll have a maximum amount of survivors allowed on it too. This would 1 force survivors to engage more with the match as they would have to strategise and plan ahead which gens to work on first. Each time someone dies the requirements to repair a gen could go down by one, keeping it fair and giving them a chance to repair them still.
The only downside I see to this is it causes a massive disparity between solos and SWF, which is already the biggest problem with this game, and to fix this i have suggested multiple times that a "comms wheel" is implemented in the form of walkie talkies or magic entity telepathy, whatever works. The reason perks like Bond, Empathy and Kindred are absolutely useless is because they're 100% free for SWF, meaning they are usually running 7 + perks. If a comms wheel were implemented to give survivors a tool to communicate with their teammates, everyone would have the ability to strategise and no survivor would be at a disadvantage, without the need to ever have to even talk to your teammates.
Comments
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“ just apply pReassUre “
” a good killer doesn’t camp or tunnel “
” LMAO NOED BABY KILLER “
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Well otz's video just shows how much power killers have to me.
About your idea: sounds great, bring solos to swf level and make the game require more strategy for survivors 👍
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I really like this idea. It would be a great step towards balancing SWF and doesn't really touch gen speed. This combined with the toolbox adjustments should massively improve the game's health.
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It's more about how much survivors can mess up without really sacrificing anything. His longest chase in the entire match was 25 seconds, yet they got so close to finishing gens and escaping.
He messed up his chainsaws 3 or 4 times and 2 gens pop. Your conclusion just sounds extremely biased to me. If they had all been amazing at loops, juking and making him waste time I'd understand your perspective, but it obviously wasn't the case.
If a 3000 hour streamer struggled to win this game what can all of us mere mortals do when in that situation?
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Lmao he played imperfectly and with weak perks. Remember the devs want a 2k, not a 4k. Thanks for the salty bias though 🤗
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"I can apply extreme pressure as Clown"
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I would argue Survivors are given way more leeway against a Killer than vice versa. Killers only really have to make a few mistakes to concede a ton of progress while Survivors collectively have to play pretty badly overall to fall behind just as hard. That to me would explain games where Killers lose a ton of progress in mere minutes at the start, only for Survivors to stall out completely and lose in the end.
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The problem with any change to survivor side play is the issue of balance. We already know the kill rate is well above 50%. That is somewhat scued due to suicide on hook (stats already discount matches with DC). We also know killers are significantly more powerful in low/mid ranks.
The problem with major changes is it could throw things seriously out of whack. Why not have changes slowly introduced as you rank (I know rank is about to be ignored) but whatever magic match making system they use should be able to increment changes based on skill levels.
In short. Survivor play can become more complex as you advance in tiers.
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Just ignore them. They troll/bait every thread.
They can say devs want a 2k, but what they really said was 2k is an even match. Not the goal or what should be every game.
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Why do you want 3/4ks every game? Doesn't sound like balance to me.
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My only concern would be with the minimum number of survivors part. That sounds incredibly confusing, and like you said, would directly make SWF more powerful than solo survivors. There's no good way to convince someone that they should get off the generator they're on to come help me with some other generator that hasn't been touched yet, no matter how much I mash the button to tell them to follow me.
For what it's worth, the maximum number of survivors part is something that we've already started doing through some clever level design. These days, generators tend to have only one or two open spaces. You can see this on a map like Hawkins Lab, where the generator upstairs in the offices has only one open space, others (like the one closest to the portal) have limited space as well, sometimes spawning with only one open spot. There's even some baked into pallet loops, leaving only the two opposite sides accessible.
That's not to say that there should never be generators that four survivors can work on, but we're a lot more careful about them now.
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In my opinion, this would work really well if we had gens that were far and separated from other gens, these far placed gens would only have two Survivors or so able to work on them, and gens close that are possible for a 3 gen should have no coverage or little so, more protection for outer gens so we're not losing as much by walking around to patrol.
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It would be neat, but that sort of thing is hard to force with the procedural generation of the game. We do keep this in mind when we're dealing with "landmarks" (unique tiles that always spawn in the same place). Again, referring back to Hawkins, the generator upstairs in the offices was very intentionally designed. It takes a long time for the killer to check since it's all the way upstairs and there's no shortcut, but it also has very limited LOS and it's basically a deathtrap (weak pallet and weak windows only) if you get caught up there. Limiting it to one person gives the killer a longer window to get there and defend it if they choose to protect it.
Since that area is exactly the same every time, we can plan around it. This isn't really possible for most maps, though, since the procedural generation of maps makes it pretty much impossible to do this for all tiles. You're bound by how many spots are accessible on the tile the generator spawned on.
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Which is exactly why I specified that a hard change to breach the gap between SWF and solos needs to be addressed. It's not a problem if you can coordinate and actually work as a team instead of relying on guesswork and perks that put you at a disadvantage to have a chance.
You guys have said before Kindred wouldn't be base kit cause it gives away too much information yet for SWF teams it's absolutely free, no drawbacks, why are you so hesitant to improve the solo experience??
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I'm a 6500 hrs player and I'm facing same issues in this gen speed, I could get fair games with my Spirit (unless I get a full IW/BL squad) but going always for the same killer is boring. Fix the gen speed.
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No one can play perfectly
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Apparently swf squads can lmao. Good point
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Apparently
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How come you keep missing the point over and over again?? Literally what everyone's been saying is SWF have the luxury of NOT playing perfectly and still win. Just this thread alone has like 4 different people saying the same thing yet you make no good points about why you think everything's fine and killers are powerful.
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They didn't win in Otz's game though...how does that prove swf is too powerful?
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Otz loses like 70 percent of the games he plays on Twitch. He only posts the ones that go perfectly on YouTube.
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Haven't seen many games of Otz playing perfectly, his Legion video is probably the only one that comes close.
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He doesn't actually critically engage in conversations ever. He's the survivor equivalent of that spirit main who wouldn't stop crying about the nerf. All he does is say that the game is perfect as is, when it's clear to everyone else it isn't.
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On Mother's Dwelling
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What's funny is that all of the best killers that I have seen, do tunnel, and slug, and even camp when the gates are 99'ed.
Survivors have this fantasy of some amazingly skilled killer who can get 12 hooks every game and and like 30 hits a game, alternating between each survivor.
I've literally never seen a good killer player that doesn't tunnel, slug, and camp when appropriate.
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Yeah, even Otz tries not to but once gens start flying he will start tunneling people because you just have to cut down the amount of gen progress being done somehow, you NEED to the game is balanced around you being able to do that.
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Otz hit obstacles multiple times.
He complains about swf trying to rush a gen in front of him yet instead of attacking them he goes to chase a survivor who he KNOWS will have DS and he allows them to lead him away from the gen and waste his time.
Survivors bring 2 good toolboxes with add ons and genrush
Otz still gets the 4k.
Killer/hillbilly gets to mess up, make bad decisions and still get the 4k. Must be Op.
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The issue is that when a killer messes up and give a gen they lose about 20% but if a survivor messes up and gets hooked the survivor only gives up like 12% the only reliable way currently to close this gap as killer is to start slugging which grants a 25% loss.
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Honestly the easiest fix would likely be to just REMOVE the procedural generation. If the tiles have no RNG, you can make sure that everything is balanced. Just drop the gens, chests, etc on random tiles. As an added bonus, totem issues would also dissapear
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I love that this discussion is dripping with Sarcasm. Poor killers. They are tortured souls both in AND outside the game! HAHAHAHAHAHAH
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True and I agree that what Peanits said is a great step in the right direction. However this still allows 3 survivors to be on a different gen while the killer tries to chase them all at the same time.
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I like Scott Jund's idea better
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Kinda suggested the same thing about better communication for solo survivors but everyone said I was a entitled survivor main
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There is nothing wrong with gen times. Stop jumping conclusion without any logical sense.
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My main problem with this is what about the people who dont have mics or dont like talking, if you add a minimum amount of people to the gens they're either gonna have to suck it up and talk to the people in the game or just stop playing plus with the toxic behaviour of some survivors it could just end up making the game worse and yes i know there is signing in the game but 90% of the time they'll just ignore you
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I think survivors having to scavenge fuel and parts from across the map would help things out quite a bit for making them have to interact with the killer while also extending the time it takes to do gens. It might need some work and testing, but I think it would be more interactive for everyone involved and not just an M1 simulator.
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Meanwhile
"iM a gOoD lOopEr bEcAUsE I cAn hOLD W"
"wE ouTplAyED yOu wiTh oUr amAZinG skiLlz bY hOldinG M1"
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Can you suggest me some killers said that? I have seen many survivors do toxic things and killers have to shut about it. Never in my life have encountered a killer who's full of themselves. But surviors are otherwise....
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I meant that survivors say that kind of stuff. I was exaggerating it but when I see survivors that say you were outplayed or that they were great loopers, it makes me think think about that.
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