Thoughts on improving the game balance

Everyone knows how unbalanced this game can be. SoloQ being probably the weakest thing in this game and a good, efficient SWF being the most oppressive and Killer in the middle. I've had some thoughts on how to balance these two to be more equal.


SOLOQ CHANGES

-Add a Ping System that allows for communication during gameplay. The Ping System will allow Survivors to tell everyone else on their team they are working on a Generator, searching for (Insert Secondary Objective here), cleansing a Totem, being chased or going for a save.

-Working on a Generator and pinging it will show the Generator's Aura with no range limit (this will work the same with Totems).

-Pinging while in chase will show your Aura to your team for a few seconds (same with going for saves or searching for Secondary Objectives).

These changes I feel would reduce the massive imbalance between SWF and SoloQ. Now, if Survivors would to get such a buff, Killers should get a few changes aswell.

KILLER CHANGES

-With this new efficiency within the Survivors, Killers should get some inbuilt slowdown.

OPTION 1

-Hex: Ruin will now be base kit with a slight nerf reducing the regression from 200% to 150% (Ruin would get a change to it's effect but I don't know what it should change to).

OPTION 2

-Corrupt Intervention would become base kit with a nerf to its duration taking it down from 120 seconds to 95 seconds (like Ruin above, Corrupt would get a rework).

OPTION 3

-Survivors would get new Secondary Objectives. Each Map/Realm will have their own reskins of said Secondary Objective.

-Every Generators/(Insert reskin here) will give Survivors 2 Gate Parts and will go into the Survivor Inventory(Gate Parts will go in an in-Trial inventory and won't take up Item slots, nor will the be able to be brought into the next Trial).

-After all Generators/(Insert reskin here) are finished, Survivors will have to come together to craft Gate Switches using the Gate Parts they have collected.

RESKINS

-Autohaven Wreckers Maps will now have Car Engines instead of Generators. To fuel these Car Engines, Survivors will have to explore the map to find Gas Cans. Using a Gas Can will allow Survivors to work on 50% of a Car Engine, making it so it requires 2 Gas Cans to finish a Car Engine.

-MacMillan Maps will retain the basic Generators, requiring Gears to be found with the exception of Suffocation Pit.

-Suffocation Pit's Generators will now become Holes that require Shovels to be dug up.

-Coldwind Farm Maps will have Pig Pens as their Generators and will require Pig Food as their Gears.

-Generators inside Main Buildings/Shack will have TV's as their Generators and will require TV Remotes as their Gears. Bringing Pig Food to a TV will turn it into a TV Remote and vice versa.

These are all the ideas I've come up with for balancing this game.

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