Suggestion to balance SWF. Comms literally breaks the game in favor of the survivors.
It's a simple and I think healthy suggestion for the game. If the game detects that there are 2 or more players together in a lobby (playing SWF) the killer will not have terror radius nor red mark for those specific players. Why? because since these kind of players potentially play all with comms (the vast majority at least), they can say to each other where the killer is or who, when and where is chasing or when to rescue, etc. This is huge in terms of imbalance since comms is like the best perk you can have in this game, it's like all the info perks combined into one with space for 4 more perks. This is clearly broken as you can imagine.
So in order to give killers an small advantage around these groups the killer should not give info if he approaches to one of these players. This way the horror and surprise factor still exists for them before starting a chase.
The suppression of the red mark for SWF players is mainly to avoid overextending the chases around strong loops, structures, etc because when you loop one of these players you know as killer that the others meanwhile are prioritizing genrush or optimum hook rescue with a single person going to the hook, since the chased person is telling the others that you're busy with him.
This way chases don't last too long for these "op" players, there is still some surprise factor and jump scares for them and killers may even have a couple of free grabs if these survivors are not attentive to their surroundings.
*Of course Spine Chill and Premonition still exists but if they want to run some of these at least they waste a perk slot (and that's already something in terms of balance) also fix or reduce the direction cone for Premonition because the directional sound is broken and doesn't work in most occasions. Reduce also the cooldown for Premonition, Spine Chill is way better and useful because it doesn't have cooldown.
Comments
Nope. Once again this is just punishing people for playing with their friends.
I don't play any better when I'm with my friends, if anything I play worse because we just distract each other.
See below for more realistic changes.
This is absurd. Just give the killer a BP multiplier based on how many people are grouped up.
Sorry but I don't like any of your suggestions. This game was built with no communication in mind, that's the good thing about the game. its core mechanics and coop elements were built around that. If anything, the only one I would see with good eyes would be the quick-chat function, using some preset messages. The other things are not viable for this game without modifying it too much, and at the end, with those changes this game would be and feel completely different. Literally.
Besides other similar games are being made with all those elements in mind. So if you want those things, I suggest you try them.
I thought about this too, but it doesn't solve anything. Although it could be a plus for all the frustration that we, as killers, feel against coordinated SWF groups.
there is nothing wrong with punishing players for playing with friends. Their team is stronger together. they should be punished for that
1. I literally just gave an example that disproves that.
2. "Oh yeah I would play with you guys but the game sucks as SWF so ######### off."
Voice comms are a fact of life. They're entirely condoned by BHVR, who even provide dedicated SWF channels in their own discord.
You need to start considering SWF on voice as the baseline for this game. It is a team game.
1 you don't play better, everyone else does
2 The point is to make swf suck as much as solo queue, not worse
Why make SWF suck, when you can make solo not suck?
Do you want anyone to play the game?
make swf suck first, then make them both not suck. easy