The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Father campbell's main building

GodLikeTerror
GodLikeTerror Member Posts: 1,054
edited March 2021 in Feedback and Suggestions

Why is it literally a safe window into a safe window with all the stuff in the way that you literally have to walk around. Breaking the breakable walls also don't help at all.

Post edited by Mandy on

Comments

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,807

    That main building is incredibly RNG dependant. There's been spawns where the windows, once the walls are broken, are incredibly weak, and other times where I'm literally invulnerable.

    Honestly they messed up this rework and made the main building absolute bs to deal with imo.

  • TicTac
    TicTac Member Posts: 2,414

    Why are there so many safe pallets on the Game?

    Is it bc...

    1. The statistic shows that survivor are bad enough to still die?

    2. The devs dont know how strong some loops are?

    3. Nobody tested this maps?

    Guess right and you win... nothing. All three reasons would be frustrating when they are true.

  • Dizzy1096
    Dizzy1096 Member Posts: 918
    edited March 2021

    There was a post in the feedback section about this. It looks pretty broken and I think people are starting to notice. The bottom of the chapel can have the windows spawn in a way that creates an actual infinite.

    Looking at what they’ve been doing with maps recently I think this might actually be intentional. It seems they want survivors to be able to waste 3 minutes of a killers time in a single chase.

  • GodLikeTerror
    GodLikeTerror Member Posts: 1,054

    When the windows are strong, it literally makes terrible loopers waste so much of the killers time, and they will always go there, because they literally don't know how to loop anything. The map was perfectly fine before the rework in my opinion. It use to be one of my favorite maps, but they kinda threw in the towel in this one. Same with the game map.

  • GodLikeTerror
    GodLikeTerror Member Posts: 1,054

    I guess we need more million second chances for survivors in which they already have. It's ridiculous how bad these new reworks have been. With all of these tiles not needing a change at all. These maps are abusable by anyone. Mainly the game map in which you can throw pallet after pallet, and still have 10 more by all the time the gens are done.

  • GodLikeTerror
    GodLikeTerror Member Posts: 1,054

    They "buff killers" But create map reworks like this to though. Buffs don't mean anything if they plan on going this direction.

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    They don’t want survivor to take skill they want to keep it casual. Remember these are the same designers who once thought it was a good idea to have instablind flashlights, and where the survivor could blind or drop a pallet on a killer at any single point in the pickup animation, and the killer would automatically drop the survivor once the animation had finished. Thats how easy they want the survivor role to be.

  • GodLikeTerror
    GodLikeTerror Member Posts: 1,054

    The survivor role is already stupid easy as is. That's the problem. I play survivor pretty consistently too, but I don't need to run crutch perks or other things to even be moderately good at looping. I know the dev's tried to update these maps, but these batches with mid chapter were an absolute bust. I dread playing on all of them, because they literally turned fathers into a survivor sided map if strong windows spawn in. Still pretty survivor sided though, because they literally have pallet after pallet now in pretty unmindgamable loops. The game map is just an abomination beyond all proportions, and it feels like disturbed ward just got more annoying, because all of the stuff in the way.

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    I noticed that too.

    meat plant is now the safest map in the entire game. If you have windows of opportunity you could probably do a no hit run the entire trial quite easily

    Campbell’s chapel can now spawn infinites

    Autohaven maps had their main buildings buffed, given windows where you can loop it 3 times guaranteed.

    macmillan main buildings were fixed last year and then buffed in the reworks anyway? Coal tower was fine but now it’s an abomination. It can have 2-3 doors in the loop and then 2-4 pallets directly outside it too. You’ll have to destroy about 5 things on average to disarm that loop and even then survivors can still make it around to waste time.

    They want killer to require more and more skill and yet they want survivor to be so braindead anyone can play it. Then they sit there wondering why queue times are so high lmao maybe because they keep raising the barrier for entry for one side while lowering it for the other.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,807

    So you're gonna sit here and moan about 1.9.2 like it wasn't almost immidiately reverted say that no the devs haven't learnt from their mistakes? Okay.

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    They thought it was a good idea. They thought playing survivor should be that easy. They caved to outrage from the playerbase.

    The fact that they thought this was a good idea for the game tells you how they intend this game to be. Generally survivor isn’t meant to take much skill this is evident in their design throughout the past 5 years.

    You seem to be one of those people that buys into PR hook, line and sinker. Like when a multinational company gets caught dumping toxic waste into the environment, then they go on to plant trees and gives a donation to green peace. They surely care about the environment deep down right?

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,807

    You seem to be one of those people that buys into PR hook, line and sinker

    then you clearly don't know much about me lmao, ive criticised bhvr plenty of times on these forums and i still do. i try to see the best in each scenario but believe me im very vocal about my complaints.

  • ManyAchievables
    ManyAchievables Member Posts: 667

    Went from arguably one of the most balanced maps to being skewed on either side completely depending on luck. Like, the RNG on Chapel before was bad, but it was manageable.

    It's like they use these map reworks just to make excuses for bad design choices. Except for Ormond. They actually made that mostly better in my opinion.