Changes to help Solo Survivors and their teamwork efforts (Solo / SWF Gap Bridge)

Bloodpoint changes: (Compensation for choosing to play the harder version(s) of the game)

  • 10% more Bloodpoints awarded post-trial for each survivor in a party of 3 (-5% for performing an unsafe unhook).
  • 20% more Bloodpoints awarded post-trial for both survivors in a party of 2 (-10% for each unsafe unhook).
  • 50% more Bloodpoints awarded post-trial for solo survivors (-25% for each unsafe unhook).

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HUD changes:

  • While being chased, the survivor portrait will show their face looking behind them with their mouth open (optional red exclamation mark).
  • While a survivor is hooked, gear icons will be shown next to portraits of survivors whom are repairing generators and medical red cross icons will be shown next to portraits of survivors whom are healing.
  • The number of remaining totems will be shown (removed from Small Game).
  • If you are put into the dying state within 10 seconds of attempting to cleanse a hex totem, a totem icon will appear next to your portrait (only visible to other survivors) until you are hooked.
  • While within 16m of an exit gate, an exit icon will appear next to your portrait (only visible to other survivors).
  • While within 16m of the hatch, a hatch icon will appear next to your portrait (only visible to other survivors).
  • When there is 1 generator remaining, survivors with Adrenaline equipped will have the perk icon appear next to their portrait.
  • A new perk indicator will be added to the HUD for Crucial Perks (see below).

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Crucial Perks: (New HUD element similar to Shared Perks, but with a new indicator color)

These are perks that others should be aware of but are hard to convey to others of their existence (without comms):

  • Ace in the Hole & Plunderer's Instinct & Pharmacy (shown to other survivors who are interacting with an unopened chest)
  • Camaraderie / Kinship (shown to all other survivors while hooked)
  • Inner Strength / Inner Healing (shown to all other survivors who are cleansing totems)
  • For the People (shown to injured, dying, or hooked survivors within 8m while healthy)
  • Mettle of Man & We're Gonna Live Forever (shown to injured survivors within 8m)
  • Power Struggle & Soul Guard & Unbreakable (shown to all other survivors while in the dying state)
  • Repressed Alliance (shown to survivors within 4m while repairing a generator)
  • Resilience (shown to survivors within 8m while injured)
  • Wake Up! (shown to survivors within 8m while the exit gates are powered)

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OR (Instead of the Cruical Perk indicator):

Show survivors' loadouts during the lobby screen (and hope that survivors have good memory).

(I would prefer the perk indicator.)

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"This is too strong! What about the killers??"

These are (most of) the benefits that SWF teams get. You know why you, as killer, are not properly equipped to deal with SWF better? It's because if you were, solo survivors would be destroyed. Solo survivors' weakness is holding you back. Let all the survivors have the same teamwork capabilities! Then the killer's power won't be stuck balancing in the middle...

Comments

  • I forgot that, while hexed, Soul Guard acts like Unbreakable. It should be shown to all survivors while in the dying state.

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    (To reduce griefing) If there are survivors in the exit when the Endgame Countdown reaches 5 seconds, and if you are within 16m of the hatch, the hatch will open.

    Otherwise, survivors could see that you are near the hatch via the HUD and wait until the last possible second to escape (if not pushed out by the killer), denying you the hatch and causing your sacrifice.

    This has happened to me before. I was not trying to get the extra Bloodpoints. I was injured, unable to heal, unabale to be healed because the killer was between me and the exit where the survivors were, but the killer was not forcing them out. (They did not escape because they were waiting for me to run to the exit gate so they could bodyblock, and didn't know I was at the hatch.)

    With the changes above, they would know I have found the hatch and could escape, but they could also purposefully grief with this knowledge too.

  • Solo survivors being allowed 5 unsafe unhooks before being fully penalized is 3 too many.

    Bloodpoint Changes:

    • 50% more Bloodpoints awarded post-trial for solo survivors (-25% for each unsafe unhook).


  • "This will also make SWF teams stronger."

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    Yes, this will slightly help SWF; they can use their eyes instead of their mouths to share information.

    However, this will tremendously help solos. They will have the tools to better coordinate teamwork.

    Heck, the devs might not even need to add any Bloodpoint bonuses for solo survivors.

  • Another edit:

    • Power Struggle (shown to all survivors while in the dying state and within 8m of a standing pallet)
  • killer main here, all looks great to me. It will probably increase the number of games I get gen rushed at the start(super frustrating to be like I found the first guy fast, and downed them fast and then still lose 3 gens), but hopefully it'll also make it more likely for behavior to actually look into that problem.