SWF Options
I think SWF could be balanced and improved by:
1.) In the 'finding lobby' menu, there should be a dial for "SWF Ratio" so that you can quickly switch between allowing 0 - 4 SWF players. If you're waiting too long, dial it up to increase you're odds of at least finding a game. If you really don't want to play with SWF, then you're probably going to have to wait longer, but at least you'll feel the game was fair. (I'll admit, I'm a bit torn on this since finding games can take so long already - BUT if more people were willing to play killers from balance updates and fixes to SWF - it would go faster) Killers are already doing this by dropping lobby when crews of 2+ show up at the same time, so lets just save us all some time.
2.) VISUALLY SHOW which survivors are paired in the lobby so that EVERYONE knows. Pretty much every other game does this. This will mentally prepare the killer as well.
3.) Improve the killers for playing against SWF. My preferred method would be to have slight perk boost to the killer based on the number of SWF players. This way we even the playing field, rather than just rewarding the killer for suffering through it.
Comments
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I’m too tired to fully answer this but no.3
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But yes! I'm not tired at all.
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If survivors don't like options 1 or 2 then you are plainly admitting it has a huge advantage. If thats the case, then option 3 (or something like it) is the answer.
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@MisterCremaster said:
3.) Improve the killers for playing against SWF. My preferred method would be to have slight perk boost to the killer based on the number of SWF players. This way we even the playing field, rather than just rewarding the killer for suffering through it.I like your ideas. But in my current opinion buffing the killer will not even the playing field. It might lessen the chance for SWF party members to survive, but it cannot even those odds between SWF players and solo players. I believe any buff killers might have, will be felt twice as much by solo players, because they lack the extra informations given by voice communication.
In other words, it doesn't matter if the hammer strike harder, if it strikes always the solo survivors first because they have much less game awareness) !
My suggestion is to remove 1 perk slot to SWF player, for each other people in their team. Running in a team of 4 would give the right to 1 perk each. Running in a team of 2 would give 3 perk slots each. That way, SWF players will still have the upper hand with team communication and elaborate tactics, but on the top of that, they will not also benefit from a full set of perks that looks like they were originally designed to help isolated survivors (like Self Care and Decisive strike).
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IMHO I think killers should at a bare minimum get a BP bonus for playing SWF groups. Then with 4 survivor SWF groups, killer should definitely get a handicap bonus, like doubling the gen times. I also believe SWF groups should be que'd with the highest survivor's rank. It's already a disadvantage to play against a SWF, but lower ranked killers shouldn't have to play against level 2s, 3s and 4s just because other survivors ranked 11 are in a group with them.
I don't think solo survivors should get shafted and play against a buffed killer because they are playing in a lobby with a SWF group though.
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@Utna I could buy that, but I'm not thrilled about it. It would also not punish solo survivors who end up with a 3 stack.
@iceman2kx Ranking with your highest party member rank is essential.
In my original draft I was trying to think of ways that the killers perks would ONLY be boosted towards the SWF people - that way again, we're not punishing the random guy who ends up with the group - but not all perks can be boosted in a meaningful way that way.
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@iceman2kx The problem I see with more bloodpoints is that high level players don't need them, and while the extra cash is nice, I'd rather have fun in the game. Getting blood points at the expense of fun isn't an answer.
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@MisterCremaster said:
@iceman2kx Ranking with your highest party member rank is essential.@MisterCremaster said:
@iceman2kx The problem I see with more bloodpoints is that high level players don't need them, and while the extra cash is nice, I'd rather have fun in the game. Getting blood points at the expense of fun isn't an answer.I totally agree
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SWF players should automatically be booted to the spectate screen with their only options being 1) Wait for their friends to survive/die, and 2) just exit the match. This can avoid them spilling the beans on what the killer is using.
"Make like a good dead person and SHUT UP!"
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Might be another idea to think about: not mixing solo and SWF survivors. It might go that way:
- Team of 2: just wait until you are paired with another team of 2. The killer might have a minor boost.
- Team of 3: the game start as if someone disconnected during the loading time (3 survivors, 4 gens to go)
- Team of 4: buff the killer's mouvement speed by x % ; X being the correct number, decided after a thorough play tests.
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