Divide of survivors on solo and SWF, or why developers have constant problems with balance.
ATTENTION: I DO NOT OFFER SEPARATING MATCHMAKING IN SEARCH FOR SINGLE-SURVS AND SWF TEAMS.(like in some DotA2)
To begin with, the developers at the moment do not divide the players in the team of survivors into categories:
a) those who play alone
b) those who play in the team.
This is exactly the whole problem with the balance of the game.
Because of their mistake (or unwillingness) to do this, developers simply rush from one extreme to another when it comes to balance.
Actually, what it is about. Using the Hex Ruin perk as an example. When the developers nerfed him, it became much easier for single survivors to play. It is a fact. What about SWF? They used to be very dangerous, and when playing against them, the killers had to "go out of their way" to try to kill one or two survivors. And now they have become even stronger, because now nothing stops them to start genrush.
But what if the developers decide to increase the generator start-up time, for example? Then lone survivors will simply become impossible to play. For SWF, the game will remain at the same level.
I don’t know where it was, but someone said the following: “When I face a choice between one evil and a second evil, I prefer to choose a lesser evil.”
Developers should think about it now. Either leave everything as it is, leaving a mess in the game, or give some small but tangible debuffs for the SWF teams, because they always have a huge, significant advantage over everyone else - communication.
For example, to limit the number of the same perks (as well as items, offerings, etc.) in a team or give them an in-game debuff for generator repair, healing, etc.(This will not affect single survivors.)
The choice is yours, developers.