You didn't directly state this, no. I never said you directly stated this either.
My point was that your system does not differentiate between those SWF groups that do and don't try-hard and play with the full potential of experienced survivors, thereby punishing ALL SWF groups rather than only problematic ones.
The narrative that SWF is inherently overpowered isn't strictly true and stems from the community's assumption of SWF groups as try-hards who seek to ruin the game experience.
Lol i just posted something similar to this yesterday, but i wanted it where no swf members can have the same perk as others. But just limiting it to two is good and not as big of a punishment. But voice chat is just to good and is like an extra perk per survivor.
Hope they add this type of balance since decisive strike being equipped by all 4 swf members is a bit to powerful, same for borrowed time. nice suggestion.
It is, but forcing SWF to have different loadouts is a fine solution to me. You have information about your friends perks, so you can coordinate it however you want, and that puts killer at huge disadvantage
exactly what i'm aiming for. You are a team of 4 survivors knowing each other and most likely to use external device to communicate directly. It's not hard to decide each other role and perks and doesn't take more than 30 sec
Friendly SWF should be entitled to use whatever perks they enjoy most. They paid for the game the same as solo survivors and are perfectly entitled to play as they wish (as long as they're within the game's rules).
This system unfairly penalizes non-toxic SWF groups who simply want to play the game with their friends. It is not a valid nor appropriate solution to the game's core balance problems.
They can use perk they want to, just not 4 copies of every perk. SWF can coordinate their loadouts as much as they want, and this leads to perk combos that are humanly impossible in Random queue. Blocking having more than 2 copies of the same perk per SWF, means that they still can do strong combos, but no longer can do 4x the same op loadout.
SWF shouldnt be able to do such thing because its puts bith killers and Solo surviviors at disadvantage.
If you get a huge advantage which is coordinating loadouts (even without comms) then get prepared for restrictions so that you dont ruin the fun for others.
You can use every perk, but there is limited amount per lobby. If you read the rest then you would realise that it doesnt matter if the first 2 sentences are true or not...
TLDR You get a huge advantage, so be prepared to pay for it. Its not a punishment, its a trade
Not allowing people who are just playing with their friends to use any perk they want after they earned said perk, simply because they are playing with their friends...not a punishment.
Knowlege of skill levels and playstyle of all surviviors, ability to synchronize perk loadouts, ability to synchronize offerings and item addons and potential ability to communicate, simply because you spent 5 minutes to invite 3 people...not an advantage
You can't just debilitate every SWF squad. Sure, it helps against toxic tryhards, but friendly people who just wanna enjoy the game with their friends get [BAD WORD] over.
Honestly, at this point, just give everyone comms, rework Survivor aura perks, and then balance the game around that instead (increase gen time, buff killer perks, etc).
It's just one of the most fair ways to balance SWF without screwing SWF teams themselves over, although I'm pretty sure Behavior won't do that because it conflicts with their initial vision of the game. At least, I think that's the excuse they gave.
it is totally unfair to play against SWF who are all communicating via voice application like discord or team speak etc ... They know all the time what the killer is doing and where he is leaving others free to do GEN RUSH !!!! !!!
Yet playing SWF punishes the killer and the solo as the SWF don't have to use perks like Kindred, Empathy, Bond, or Object of Obsession as they already communicate via Discord or Skype in most cases.
They don't need Self-care as they can communicate their location to one of their teammate to get heal.
This allow them to use their perks slots for more meta perks such as DS, Dead Hard/SB, BT and Adrenaline.
Meaning the killer is punished because he is most likely to face 3-4 survivors with the most strong perk in the game.
There are ~70 survivor perks currently, yet people decide to play 5-6 of them.
I don't see my suggestion as a punishment as SWF are already gifted with better perk choice, i see my suggestion as a way to actually balance the perks played in a match.
But they're not though, not at all. The use of VOIP applications is not only explicitly allowed, it's straight up endorsed as well. There's even rooms people can use for it on the official DBD Discord last I checked.
It's also totally allowed for killers to dodge lobbies if they want of course.
And while it has already been stated in this thread, any form of mechanical nerfs/handicaps applied to SWF parties will quite simply never happen.
BHVR will not punish SWF groups. They are a great source of income when it comes to cosmetic - after all, they don't need to play Blendette and hide. Majority of the time they want to be found and they want to abuse that. End of discussion.
What BHVR should do instead is reward solo playing.
Maybe TOME missions could only be completed if you play solo? Or more EXP so you would level up faster? Or more chance to find rares items in chests while playing solo? I have no idea, I'm not paid to think about that kind of stuff: BHVR is.
As for killers, from my POV as 'baby killer', If I get at least 25% more bloodpoints for playing an unbeatable game, I would happily do it. I know killers have a higher base bloodpoints earn anyway but to be fair, it's one killer for four survivors so that is simply fair. SWF groups have the advantage so I don't see why a killer shouldn't get something out of it too.
Comments
You didn't directly state this, no. I never said you directly stated this either.
My point was that your system does not differentiate between those SWF groups that do and don't try-hard and play with the full potential of experienced survivors, thereby punishing ALL SWF groups rather than only problematic ones.
The narrative that SWF is inherently overpowered isn't strictly true and stems from the community's assumption of SWF groups as try-hards who seek to ruin the game experience.
This is where it's actually nice to read my post.
Lol i just posted something similar to this yesterday, but i wanted it where no swf members can have the same perk as others. But just limiting it to two is good and not as big of a punishment. But voice chat is just to good and is like an extra perk per survivor.
Hope they add this type of balance since decisive strike being equipped by all 4 swf members is a bit to powerful, same for borrowed time. nice suggestion.
"AGAINST : if there are friendly SWF, most of them are tryharding and even purposely being toxic towards the killer," and what is this ?
Like i said friendly SWF don't care what perks they are using and won't see it as a punishment ;)
It is, but forcing SWF to have different loadouts is a fine solution to me. You have information about your friends perks, so you can coordinate it however you want, and that puts killer at huge disadvantage
exactly what i'm aiming for. You are a team of 4 survivors knowing each other and most likely to use external device to communicate directly. It's not hard to decide each other role and perks and doesn't take more than 30 sec
Friendly SWF should be entitled to use whatever perks they enjoy most. They paid for the game the same as solo survivors and are perfectly entitled to play as they wish (as long as they're within the game's rules).
This system unfairly penalizes non-toxic SWF groups who simply want to play the game with their friends. It is not a valid nor appropriate solution to the game's core balance problems.
the killer is entitled to play this game against survivors who don't use any external communication device, yet it's pretty common
But not all SWF groups play this way. To punish them is unfair.
Forcing them to not be able to use perks that want to use is punishment.
Just stop. There is no scenario where this is a good idea, and no version of this where you are right.
They can use perk they want to, just not 4 copies of every perk. SWF can coordinate their loadouts as much as they want, and this leads to perk combos that are humanly impossible in Random queue. Blocking having more than 2 copies of the same perk per SWF, means that they still can do strong combos, but no longer can do 4x the same op loadout.
SWF shouldnt be able to do such thing because its puts bith killers and Solo surviviors at disadvantage.
If you get a huge advantage which is coordinating loadouts (even without comms) then get prepared for restrictions so that you dont ruin the fun for others.
You contradicted your first statement with your second statement.
I rest my case.
You can use every perk, but there is limited amount per lobby. If you read the rest then you would realise that it doesnt matter if the first 2 sentences are true or not...
TLDR You get a huge advantage, so be prepared to pay for it. Its not a punishment, its a trade
Not allowing people who are just playing with their friends to use any perk they want after they earned said perk, simply because they are playing with their friends...not a punishment.
Just stop.
Knowlege of skill levels and playstyle of all surviviors, ability to synchronize perk loadouts, ability to synchronize offerings and item addons and potential ability to communicate, simply because you spent 5 minutes to invite 3 people...not an advantage
Just stop
I reiterate:
Seriously though.
You can't just debilitate every SWF squad. Sure, it helps against toxic tryhards, but friendly people who just wanna enjoy the game with their friends get [BAD WORD] over.
Honestly, at this point, just give everyone comms, rework Survivor aura perks, and then balance the game around that instead (increase gen time, buff killer perks, etc).
It's just one of the most fair ways to balance SWF without screwing SWF teams themselves over, although I'm pretty sure Behavior won't do that because it conflicts with their initial vision of the game. At least, I think that's the excuse they gave.
That's probably what they tried with Deathgarden.
is a Joke. Mauhauhauhau
it is totally unfair to play against SWF who are all communicating via voice application like discord or team speak etc ... They know all the time what the killer is doing and where he is leaving others free to do GEN RUSH !!!! !!!
Ok see it as a punishment if you want.
Yet playing SWF punishes the killer and the solo as the SWF don't have to use perks like Kindred, Empathy, Bond, or Object of Obsession as they already communicate via Discord or Skype in most cases.
They don't need Self-care as they can communicate their location to one of their teammate to get heal.
This allow them to use their perks slots for more meta perks such as DS, Dead Hard/SB, BT and Adrenaline.
Meaning the killer is punished because he is most likely to face 3-4 survivors with the most strong perk in the game.
There are ~70 survivor perks currently, yet people decide to play 5-6 of them.
I don't see my suggestion as a punishment as SWF are already gifted with better perk choice, i see my suggestion as a way to actually balance the perks played in a match.
So punishing SWF is "the worst idea", but everyone else being punished by SWF is fine? This is what lacks logic
I never said that. As others have pointed out, there are better solutions.
But they're not though, not at all. The use of VOIP applications is not only explicitly allowed, it's straight up endorsed as well. There's even rooms people can use for it on the official DBD Discord last I checked.
It's also totally allowed for killers to dodge lobbies if they want of course.
And while it has already been stated in this thread, any form of mechanical nerfs/handicaps applied to SWF parties will quite simply never happen.
Ingame communication will probably never happen, I dont think devs are even intrested in it
I don’t just see it as a punishment. It is OBJECTIVELY a punishment.
I play with my friends. I get punished by not being able to equip a certain perk that I may or may not want to use.
Two solutions:
BHVR will not punish SWF groups. They are a great source of income when it comes to cosmetic - after all, they don't need to play Blendette and hide. Majority of the time they want to be found and they want to abuse that. End of discussion.
What BHVR should do instead is reward solo playing.
Maybe TOME missions could only be completed if you play solo? Or more EXP so you would level up faster? Or more chance to find rares items in chests while playing solo? I have no idea, I'm not paid to think about that kind of stuff: BHVR is.
As for killers, from my POV as 'baby killer', If I get at least 25% more bloodpoints for playing an unbeatable game, I would happily do it. I know killers have a higher base bloodpoints earn anyway but to be fair, it's one killer for four survivors so that is simply fair. SWF groups have the advantage so I don't see why a killer shouldn't get something out of it too.