Proposal: Balancing SWF via Dynamic Perk Slot Scaling (3 Slots for Premades)
[The Problem: Invisible Information Advantage]
While recent HUD updates allow survivors to see each other's actions, they do not bridge the gap created by real-time voice communication in Survive With Friends (SWF) groups. SWFs can share precise Killer locations and objective status (totems/pallets), providing an "invisible 5th perk" advantage. This leads to:
- Killer Disadvantage: Developers often implement base-kit buffs (e.g., Anti-facecamp) to help Solo Queue, which limits the Killer's strategic variety.
- Balance Instability: Buffs intended to counter SWFs often hurt Solo Queue too much, leading to frequent rollbacks.
[The Solution: Dynamic Perk Slot Scaling]
I propose limiting the number of perk slots for premade group members to 3 slots to offset their coordination advantage.
Proposed Perk Economy:
- 4 Solo Players: 16 total perks (4 each) - Balances the lack of info.
- 2-man SWF + 2 Solos: 14 total perks (3 for SWF, 4 for Solos).
- 3-man SWF + 1 Solo: 13 total perks (3 for SWF, 4 for Solo).
- 4-man SWF: 12 total perks (3 each) - Offsets perfect coordination.
[Incentivizing the Change]
To maintain the fun of playing with friends, SWF members should receive a 10% Bloodpoint Bonus per match as a "Cooperation Reward." This frames the 3-perk limit as a strategic trade-off: Exchange 1 perk slot for better communication and faster progression.
[Conclusion]
Targeting the "peak performance" of SWFs is the only way to balance the game without punishing Solo players or over-simplifying Killer gameplay.
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