Something seriously needs to be done to address the current survival mode. It's been nerfed well and truly into the ground since early incarnations (until about wave 35, then all bets are off) and its becoming extremely problematic. 1: Low Difficulty Survival is Easy. More accurately, low player count survival is piss easy. The spawns simply are so low they are completely non threatening. The few waves that are dangerous are moreso because of crap-shoot spawning (Thor on top of us, very fair) or because the enemies are ranged and share vision. Actually, excluding the GOTB, the single deadliest wave is arguably a glitch boss. Survival will eventually need a good hard look over as far as wave scaling. Currently its very erratic, and if you ranked wave by difficulty, it would be all over the board. 2: Class Balance Because they are naturally stronger/better/more powerful, the Apollo classes naturally beat out the Easy co classes. Why would I want a slow, plodding assault tank when I can be a nigh indestructible Technician? Why would I be a commando whose limited to such mundane tasks as energy when I can be a Chem Expert and make my own. There needs to be some form of limiting factor on classes, hell maybe a "one of each" rule, to keep them in check. Currently, rolling massed Pathfinders is a surefire way to easy money and medals. Speaking of Pathfinder. He NEEDS to be finished, immediately. I'm talking top priority. Currently his "teleporting for free damage" jumps and bullshit speed T1 are completely overpowered. This should be higher priority than anything else, even mundane balance work in other areas. Simply put the class is FAR too strong for the current survival, mostly do to poor skill implementation. 3: Small Team Runs There are numerous advantages to playing with a small 2-3 man team in Survival. Advantages that don't exist anywhere else. It's gotten so bad on NA, the great bulk of the organized games are just 2 Man survival credit/medal farming. Nevermind the fact it takes no skill to drag your way to Wave 20. Here's the basic issues, just so I'm clear. The Spawns are too Low It is far too advantageous to play Survival with few people. The spawns become laughably small, and players level faster because there's less people to split up the net pool of exp. This is compounded by very low boss health. I've had games where I had Seth/Ivax or 2 Cronus go down in moments, almost entirely due to low health from small player teams. Credit Gain Rate This has been an inherent flaw in the system since its launch. When a player is not present, ie, dead/leaves/never there they forfeit "their share" of credits to their allies. Because of this, playing in low man games means More credits AND easier difficulty. It should be the inverse of that. Currently I can easily hit the credit cap any time I commit to a Nightmare survival with only 2 men. It also takes a third the time, rewards 5x the credits, and requires 1/10th the skill of a Nightmare Apollo. 4: How do we Fix this? In my most humble opinion, we do the following things, and we do them soon. 1: Add a forced cap on each class in Survival. It seems a fair trade off to me. You have access to each and every class, but you only get one of each. This prevents a whole number of frankly overpowered scenarios like 8 engineers just walking loops around the map torching everything with Overdrive. If players complain "waaahh X took da class I wanted..." thats their fault for not having better teamwork and organizational skills. 2: Do not scale survival to low teams. For example, balance the "minimum" difficulty in survival as it was a 4 player team. This means all the hordes health and number scales to a 4 player minimum. So if you only go with 2, it is effectively "twice as hard." Increase this minimum gap if need be. I understand fixing the issues with the way credits are shared is not immediately rectifiable, so this seems the easier course to take. Since its clear Survival will the "farming" gamemode, then it needs more risk versus reward. If you go with a small team, yes, you will earn significantly more credits than a larger team. But do not expect the map to scale accordingly, and you will face enemies far more numerous than you should be expected to fight. This will create the necessary risk vs reward system to keep survival in check. 3: Remove the eggs in the Airlock during Normal Survival. They currently level a character up, hard. You can easily reach level 5 if you are allowed to kill them all. Getting T2s like Boom Headshot or Foresight that much earlier only imbalances survival even harder. Place the eggs in the airlock only in Nightmare survival as an extra "boost" to compensate with the overall increased difficulty, but at least remove them from normal survival. Entire strategies now result in banking on the eggs for massive early game exp. If no changes occur to survival, and soon, we end up with Massive amounts of ill gotten weapon mods. This begins to throw off core game balance as numerous weapon modded players becomes "normal." It also cheapens the entire system, why play many hard Nightmare games, when I can get more money in half the time playing survival?