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You can add Alert and Fogwise/OoO with no downside into the list because SWFs can call out where the killer is at any time and where there are deadzones/broken god pallets.
So tell me, using those statistics, how do they differentiate actually solid or even overtuned Killers who are getting 4Ks from doing well, from Killers who aren't that great, but Survivors suicide on hook because they don't like playing against them? Surely this is a critical data point in making sensible decisions that they thought about, right? A professionally run game dev like BHVR must have considered this somewhere along the line.
Any perk or key add-on that locates other Survivors is also free, at least in terms of the aura read components.
Botany becomes unneeded, since you can co-ordinate 2 buddies to meet at a specific gen for a nearly instant heal and then a nearly instant gen.
Wow, so you're saying the entire game is just balanced on throwing darts at post-its stuck on a wall and hoping for the best? No wonder our community is so wholesome and loves this game so much!
How could people even think about being toxic when they believe the devs truly are trying to give them the best experience possible, rather than doing the bare minimum to keep the game playable and enjoyable, while hoping the occasional hype licence will carry them through papering over the cracks.
I mean that totally works though right, it's not like two of the biggest franchises to come to the game game in the past year weren't flash in the pan highlights which had little to no overall improvement to the health and overall optimism about the state of the game.
The game conveys a lot of onformation to the survivors already, decent solo survs can utilize that and give a killer a run for their money while a more casual SWF team isn't alll too hard to beat.
The fact you have to compare good solos to a bad SWF in such a cherrypicked fashion to make a point says a lot about the situation that exists currently.
If you could say '4 good solos will perform as well as 4 good swfs who can communicate freely' that would be one thing. The fact you can't because it would be patently wrong is all that really needs to be said.
You act like any SWF is just going to be at a high advantage. Which is nponsense. That*'S mys entire point.
The survivors playing need to be good to get any benefit from anything.
If 4 survivors in a SWF are cvompletely and utterly destroying a killer then it is bvery likely that the same survivors will oböliterate the killer without playing SWF simply because they are good at the game.
The game provides soo much info to the survivors already, it'S the people that use that information that are going to be toiugh to deal with, no matter wwhat they're playing.
And those that don't use the information they havbe and don't pay attention to what'S going on will make poor decisions and these poor decisions will be the deciding factor.
Any SWF can make poor decisions aswell amnd they often do. They're way too altruistic a lot of the time.
You are just looking for a scapegoat to point at so you don'*t hacve to take qany respomnsibility for losing. It's never your faultr.
Yes the game has its problems and yes, avery good group of survivors playing SWF on comms have advantages and will be very hard to defeat. However they would be hartd to defeat either way.
Bad players won't be able to take advantage of that nearly as much.
If 4 people suck at chases and stgeaölth they can have all the comminication in the world, they won't be able to win (easily) because they're to busy going down and saving each other.
There's quite a gap in skill level in this game, that's the biggest deciding factor. Not whether they are playing in a group or not.
When I do play soloQ, it'S often times the 3-man groups that are the worst partners becvause they're not focused on the objective and buzz around the killer too much.
That's easy take advantage off.
The groups that spread and focus on gens are tough to deal wiwth and that's very easy to achieve without actually being a premade group.
Yes, and the information is also live, which is critical. Your teammate in a SWF can tell you 'I'm in a bad spot, I need you over now' which makes clutch plays like pallet or torch saves a lot more efficient in terms of time usage.
In a solo, it's massively time inefficient to follow a friend being chased with a torch or flashbang, who might actually be totally fine because he's intentionally run to a good spot and knows he can still milk the chase for a few minutes.
Those few minutes spent just lurking could easily finish a gen or two, or make the difference between you being in position for the save and missing it.
No I didn't. My point is that if they're equally skilled, SWFs have an advantage over Solos. You're the one comparing different things. How is it fair to compare bad SWFs with good solos like you're doing? You should compare equally skilled players.
No one is denying skill is critical, whether in a Solo or SWF.
There are good and bad solo players, just as there are good and bad SWFs. Good SWFs are massively better than a group of 4 random solos that are equally skilled.
But to try and pretend they're the same is nonsense. There are so many plays and efficiencies that being in a SWF provides compared to solo. You saying 'yeah but there are bad SWFs' is a nonsense argument, that's completely irrelevant.
The 'skill gap' you're talking about is exactly caused because the devs balance thinking that SWFs and solos are the same. So it's incredibly ironic you know that, yet somehow try to argue around it using unsound logic.
But they don't. If they're bad they can't use SWF to their advantage and if the survivors are good tzhe advantage they have isn't reallys that big, which you'd notice if you faced the same people again witghout them playing SWF. Thjey'd be almost as difficult to defeat as before.
The game gives so much information to survivors already. It'S not nearly as big a difference as you're making it out to be.
It's not really worth talking about 'what if they're bad' when you're talking about balance, since a balance discussion typically assumes you've removed the variables like player skill first. Even basic, low level communications gives a huge advantage in this game. The difference between playing just by myself and having even one friend who can say "The killer's doing this, you can work a gen" is night and day. Can't imagine what kind of lockdown a tryharding 4-stack can manage.