I would prefer if they focued more on improving team-play, adding more team-oriented mechanics. Certain Perks participating and contributing by buffing teammates and debuffing enemies.
You're not alone. Consider voting for
new weeklies that encourage cooperative teamplay. Also consider supporting the Rioter Tool as a
new weapon.
Because weeklies are optional ways to play, the former will help you find like-minded teammates who also want and enjoy cooperation. The latter buffs teammates (and possibly zeds, too) with the idea that healing is less necessary if you have a more potent offense. Some variations of the idea allow the player to use the tool on themselves (and/or everything near the player).
You came up with some
very innovative ideas in another post. I think that most of the perk skill changes are too late at this point, but I am especially fond of the idea of providing a minor HP boost for prestige levels as an idea for KF3.
I think the single biggest thing we can do to improve team play is encourage making friends. So I'm also a fan of the idea of using prestige levels as a way of helping team members find like-minded teammates. Right now, TWI's idea of "let's match people up randomly" gives strangers very little reason to cooperate when they can compete for stats and dosh. Why be helpful when they can just take? People are more likely to cooperate if they care about their teammates.
With intelligent match-ups, players who play this game like it is their job are more likely to be paired with others who take the game seriously. Likewise, those who are less serious are more likely to be paired with other filthy casuals. Prestige levels are not the only way TWI can make an effort at creating intelligent matching, but it would be one of the easiest.
I don't see the lack of team play as an issue with the game. It is primarily an issue with the players. I see this a lot with players who complain about the lack of medics. The medic is a wonderful support player who can be the glue that keeps the team alive—a great team-oriented game mechanic. Thus, a lot of people seem to think that the medic is necessary... as long as they can treat the medic like their personal attendant!
I'd like to see people
- become the medic rather than complain about the lack of medic, and
- understand that the inclusion of the medic doesn't remove the need for team play, and
- understand that the medic doesn't owe anybody anything (ie, don't get yourself into trouble and expect to be bailed out), and
- understand that a lack of medic also means the inclusion of one more offensive player, and
- all players are human and will fall short of expectations
The medic is one helluva team-oriented mechanic that, IMHO, makes the game worse, because it gives players an excuse for not being better teammates. No perk should be considered necessary. If you're down by one defensive perk, then you're also up by one offensive perk. If everyone is doing their job well, a team of offensive-minded individuals should be able to work together to keep zeds at a distance and reduce the perceived need for a dedicated healer.
I'd like to see perks disappear altogether. I talk about it in the
New Perk Ideas for KF3 post.