Balancing the game for outside comms
Starting off saying i understand and agree with the devs attitude towards comms and friends and all that. I wouldnt want either of those removed as a huge chunk of the playerbase would leave. But i got to thinking about how you would balance the game for solo to comms and realized just how powerful comms are.
For a solo player to have the same info as a group on comms, you would need 2 things
1) map wide bond base kit for all survivors.
2) one sided OoO that showed killer aura when any survivor was looking at a killer of in a chase.
Bond and OoO are 2 very strong perks. Theres a reason bond is limited in range.
That in a nutshell is the power of outside comms.
PS also survivors would need to know what items addons and offerings other survivors were bringing
Comments
Aura reading perks are super important for survivors yet SWF gives you them for free. Aura reading perks need to be buffed to have additional effects so they're stronger on solo and halfway usable on SWF while very powerful perks that drastically halt killer momentum need to be nerfed.
Right now SWF can ignore all aura perks and just run sets of momentum swinging perks, which causes a silly amount of them to be in each game.
1) Free Kindred
2) free Borrowed Time
3) a totem counter ( 0/5 totems done )
1) map wide bond does just about the same thing.
2) borrowed time makes stupid people even stupider. It should apply to yourself.
3) i agree with this but would be alright if it came with a perk like small game. Hex perks are already so weak on many maps. Totem counter default would make them completely irrelevant
Nah instead of just giving away free perk slots to all survivors because of outside comms. Make it so queuing swf requires a universal perk called fellowship. This perk Grant's you the ability force the entity to bring you into the realm together. This way the swf on comms is hindered a little bit for all of the free information they get from third party programs.
But that isnt fair for the solo playing with them. Buff everyone then you can look at killers to see what you can do at that point
Why isn't it fair for the solo? They are benefiting from having an swf with comms on their team. The purpose of the perk slot is to compensate for the vast amount of information comms give the swf. You cant buff solo survivors without also buffing swf a little. The best way to balance outside comms is to have it cost them a little. The swf isn't really losing a perk slot because that slot would have been used for an aura read if there wasnt comms
They should flat out nerf Aura perks and Spine Chill. You already get so much feedback from the UI and the killer themselves.
I missread what you said. I thought you meant swf are hindered meaning they have reduced action speed. That wouldnt be fair for the solos.
What you actually wrote makes sense. I just think increasing the power if solos makes comms not mean as much. They can then be used for what everybody seems to think they are used for, which is just talking to friends about water cooler topics.
When that is done then killers can be adjusted or buffed as well.