Nerf SWF
In a other tread i allready posted the option that you should be able to "opt-out" playing with SFW groups. The answers were that than no killer would like to play with them anymore.
So it seems that we all agree that they are to strong in comparison with random players.
Than how about a nerf? For example:
- They are not allowed to use the same perk twice (so if 1 survivor picks a perk no other can pick it)
- They are only allowed to use the same item twice (so maximum 2 flashlights)
As clarification, that only counts for the SWF part. So if 2 SFW que up and get matched with 2 randoms, it doesnt matter what items or perks the randoms have.
Comments
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A year and a half or so ago I would probably have agreed. - However, at this point in time the trajectory is kinda clear: the devs aim to close the gap between solo and swf. They do that by bringing SoloQ up to swf, or as close as possible, anyhow. What does that tell us about which one is the baseline/the standard? It's swf not soloQ.
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They do that by bringing SoloQ up to swf
That woud mean that you are buffed when you play SoloQ. How are they doing that? I mean they are not nerfing SWF (that would mean bringing SWF down to soloQ) how is soloq players are beeing buffed that they make up for not knowing the other survivors and having no communication?
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Adding the surv action icons to the hud was the biggest change they've done to help close the gap between solos and SWF, and it has had a decently large positive impact.
Clearly they intend to continue raising solos towards SWF level, without directly nurfing surv loadouts or perk choices. From what I can tell they insist that all players in either role be able to run what they like, without imposing any crazy tourney limitations on anyone.
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They have been getting nerfed. And SoloQ is suffering because of it. The only way to play survivor anymore is to SWF.
SoloQ is just easy 4Ks for killers. SWF ruins that for killers so it's no wonder why they want it changed.
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BHVR atm tries to balance SFW+SoloQ vs. Killer. So if SWF play above average, SoloQ plays below average. If you bring SWF a bit down, and SoloQ a bit up, this doenst changes something on the average killrate.
Im not sure if you understand, the Average killrate will stay the same. So if you nerf SWF, this doesnt mean that you buff killer (maybe short term until the next patch), this means mainly that you buff solo Survivors. BHVR allways checks the average killrate and tries to balance the game on it.
What you are also saying is that Beeing not able to stack perks and Items are a big disadvantage for SWF groups, and i disagree with that. I think its a small disadvantage AND improves the game for everyone since more variety can bring more fun into the game
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The terminology "nerf" or "buff" doesn't apply here. - It's about the basekit. The aim is to minimise the gap between swf and soloQ. The HUD was the last big change in that regard (which made swf for calling out gen progress and chase initiation obsolete). - Imo some form of basekit Kindred and/or Bond would also go a long way (calling out where to reset and being able to call out where to not take chase make big impacts; it's why I always take Bond to soloQ. - Basekit Kindred is a nobrainer but may be unnecessary if the anti-camping mechanic comes through.) --- Those are the things that come to mind right away. The end goal should be that the main difference between SoloQ and SWF is that in SWF you know which kind of people you get and what you can expect from the specific individuals.
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Fine then but the killer isn't allowed to have more than 1 perk in each different category. So no stacking aura perks. No stacking gen slowdowns. No stacking endgame perks.
You would actually have to be creative and stop using meta builds off youtube.
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