Reducing the gap between Solo survivor and SWF.
I apologize ahead of time because this is gonna be long.
I've read plenty of suggestions of people claiming different survivor perks such as bond or kindred should be base-kit as a way of giving solo survivors something that SWFs already has. The problem with this mindset however is that SWF lvl information is incredibly strong, especially against killers who rely on stealth (think Wraith, Pig or Shape) or deviousness (Think Trapper or Hag). Thais a big reason these killers get punished heavily while killers that just brute force it, like nurse, can still overcome swat team SWFs. The knowledge of knowing where a killer is doesn't matter much when it can change drastically from 1 second to the next.
The idea of giving the same info that SWFs squads can give each other to Solo survivors might sound fair, but in reality...That info is nuts. Imagine if every survivor can see the aura of the killer at any time as long as at least 1 survivor can see him. Take this same thought for the auras of other survivors, totems, chests, gens, pallets, ect ect. One survivor sees it, EVERY survivor knows. This, of course, is abit much, although I do think it would be humorous for something like this to appear on the PTB, if no other reason than to be amazed by how OP a hive mind lvl of info sharing can be.
I do understand some of the problems facing solos however. A common request for example is a totem counter so 4 survivors don't have to wander the map and separately insure that all 5 totems have been broken, lest risk a NOED. Another is a basekit kindred so you don't have 1 guy hooked, and the other 3 ASSUMING someone else will get the unhook...then that guy dies on first hook.
Now that all that is said...My proposed solution. What if above the name and icon of each survivor in the lower left corner there appeared a mini icon and progress bar for whatever they are currently doing. This would only be seen by other survivors of course. If someone is working on a gen and halfway finished, a little gen icon is above their name with a half filled bar. The same idea can be applied to totem cleansing, healing, chest searching and a locker icon for hiding in one. Paying attention to this information could tell a survivor how many totems have been cleansed, if a survivor was chased off of one before finishing, or if everyone else is working on a gen, while someone is waiting on a hook...
Full disclosure, I'm a killer main with about a 90/10 split between killer and survivor. Feel free to leave any comments or suggestions. I definitely enjoy an open discussion, however lets please steer clear of the usual "insulting someone who doesn't agree with you" that typically derails any discussion on these forums.
Comments
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Chasing icon too, and ok.
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Remember. SWF info is less accurate than bond or kindred because the amount of time it takes to explain your exact location is usually too long to be practical, thus approximations are used.
For example saying that the Killer is on you is good enough (as in a chase. Like the obsession has an animation for it). We don't need aura vision since you would often see a Killer and not notice them at longer distances or be unable to describe the exact location in time.
Same for gens totems ect. The important thing isn't that we know that you are doing them. Not the location.
Also, the whole point is that any issues caused by SWF info already happen because of SWF existing. The whole reason to buff solos in the first place is so that we can also make sure all of the Killers can do something about it.
The Killers that get hit by these kinds of changes already do get hit by these. So we make it consistent so we can balance accordingly.
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- Hey, the killer is a trapper and he trapped the basement, the shack's door and the infinity.
- His hex totem (ruin) is over the bus.
- I'm going to follow him and tell you guys every place where he traps, also being able to avoid him completely because I'm telling exactly where he is.
- How many dull totems have you guys cleansed so so far?
- Then, the guy get hooked: Guys, take care, he has set a trap on my left side, go by the window.
That's just some examples of what SWF does.
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I know what SWF can do. But like, outside of certain landmarks like the Killer shack it's hard to quickly identify exact locations. I find it funny how all but 2 of those examples are of the trapper (one of the few times where you can expect to have the time to elaborate and still be useful. The other being hex totems) and the last 2 are either a similar exception with the hex or something that is covered by an action indicator (A feature I highly support and even brought up with the devs at pax) in the case of dulls.
Point is 9/10 times the info that SWF gives is simply what each player is doing and sometimes if they are in position for a save. Both of which have simple unobtrusive fixes
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