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Fix infinite Jungle Gyms

Flippero
Flippero Member Posts: 36
edited March 2021 in General Discussions

I played trapper and wanted to have some fun (very hard) and I got into 2 matches in which the survivors would get away from chases cause of infinite Jungle Gyms. In one match i had shack going into a L wall T wall going into a longwall Jungle Gym and a Longwall Jungle Gym connected to a pallet on the longwall side. On the other match I had 2 L wall T walls next to eachother, next to them a Jungle Gym connected to a pallet. On the middle of Suffocation Pit this takes up the whole lenght of map, which is not very cool if you got 3 other people working on generators. Please fix this as It just makes the game unplayable. Not even Moonwalking or faking works against these. And dont get me started about using Lithe or Quick and Quiet on such Jungle Gyms.

And for those asking "Well you can just place traps to block the windows or pallets out", I tried, and I got slapped in the face by a map or by the fact that traps are too bright or by the trap setting sound being TOO GOD DAMN LOUD.

P.S. the other map was Father Campbell's Chapel

Comments

  • CheesyGuy
    CheesyGuy Member Posts: 399

    That is I think also a problem.Some maps need some rework and I agree with your point. Jungle Gyms should be powerful but not that much and it is sadly abused by many survivor which I do not blame them for doing it. Game should adjust map sizes and the looping ares.

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    They've brought back some horrible setups with the graphics update. It's safe to say they actually want the maps to be like this.

  • TicTac
    TicTac Member Posts: 2,414

    Jungle gyms would be a lot better when there would not be so many on some maps. Survivor can just waste jungle gyms left and right and when they use the full potential most killer have no chance. This tile would be more interesting if the survivor would need to take a risk to not create a deadzone. And its not risky when theres a cow tree next to it.

  • [Deleted User]
    [Deleted User] Posts: 5,229

    Dude we've been trying to get stuff like the gross tiles on Fractured Cowshed fixed for ages. Good luck.

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    yeah there's really no point in giving feedback as it's all ignored. They have genuine infinites in the game and somehow this is acceptable game design? it was bad when they were a small indie company, its unacceptable now with how much they have grown.

    But theres seems to be a real lack of care for the quality of the game. It just feels like a soulless money in content out job now.

  • Phasmamain
    Phasmamain Member Posts: 11,531

    Feels cowshed man

  • UnentitledBunnyMan
    UnentitledBunnyMan Member Posts: 313

    Trapper = no fun . Try use huntress up instead

  • edgarpoop
    edgarpoop Member Posts: 8,365

    This is 100% a problem. They've devoted so many resources to map updates but have completely ignored tile RNG, which was in many ways the whole problem in the first place.

    A skilled survivor can occupy an M1 killer for 80 seconds between 2 tiles if the RNG is dumb enough. I shouldn't be able to chain two tiles together for 3 gens.

    A long wall jungle gym should never spawn next to shack window, for instance. A jungle gym window in general should never spawn facing a filler pallet. That creates a double pallet jungle gym. And it's wild to me that we're having to even bring this up in year 5.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Chained maze tiles are a pretty big problem, I agree. Hopefully the Devs will work on... Maybe even just angling them differently so that there's a bigger gap between resources would work.

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    The fact that it's still in the game in year 5, and the fact that they buffed a lot of main buildings and windows recently says that this is the way they want the game to be.

    So they really do ban for rank 20s who wont abuse any of this.