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Lerys is actually well designed and here is why
So if you guys realized but since the map reworks BHVR follows this set of map design. Main building with some save pallets or windows up to 2-3 into random decent sized loops spread across the map. Some are small and open but also some are tall and mindgamable. Mostly our beloved shack and maybe 1 or 2 really save pallets somewhere at a specific spot for example the excavator in Autoheaven.
If you look at this to every single reworked map you will see the pattern is always the same and consistent. Sure it is not the best design ever and you can argue that there are improvments that you can make there but it is what it is currently.
However this design works somehow, some maps are disliked or liked by what they are but all the maps are arguable "fine", there is not that much to complain about, even yamaoka estate. Now lets get to lerys.
Even Lerys has the same basic concept. You have again a "main building" as the "center" which many ppl like to call it, the center is quiete strong like many main buildings and also has its rather save pallets. In this case the 1 that is next to the very unsave window that leads into a room next to the gen.
You have random decent sized loops which are open or closed. Either the shower pallets or those waiting benches loops.
And you have again save loops which are at very certain spots where you can be sure they are there. Both gate areas, there are those loops that are 100% there, combined with benches and a reception table. And also the corners of the map have those "junk" tiles that are a big L. They are pretty save cuz they are just way too big to mindgame or bloodlust, I mean you can technicly bloodlust but it would take hella long.
And as a replacement for our shack we have the library. If you know the tile it is pretty simiular like the shack, a pretty strong window that is still mindgamable and a "god pallet" and even the basement can spawn there.
The ONLY thing that makes lerys different from these maps are those random windows that are scattered around the map at every certain room, most of the windows are unsave anyway. However there is 1 single room setup that can spawn a pretty save window, I think its unintentional but I wonder why the devs didnt fix it yet.
Anyway, what I am trying to say is that lerys has the same concept as all other maps and therefore is no big difference to these maps. Except that it is indoor and doesnt allow you to look across the map.
But think it about that way, just as much as it cucks you as Killer that you cant see and find survivors that easily, survivors also have the same trouble trying to pinpoint your TR. Even against very good players it can still happen that you can suprise them and come from a door or direction they dont excect.
Also stretched res cannot be abused at this map :)
So ye thx for reading and let me know what you think, I do really love lerys and it is one of my favorite maps, even though I am a Oni main I enjoy playing on this map. And it is arguably simiular balanced as most of the maps, many ppl seem to call this map busted or just unplayable but it is definatly not.
Comments
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The downside: it's an indoor map and that in and of itself outright screws entire Killers over, because their powers are heavily reliant on line of sight and space; and the narrowness of the corridors makes a few others oppressive (though not as much as RCPD).
Oh, and the unavoidable god pallets strewn around the outside corridors. Or maybe they're more god pallets+? Because it's not just "you must break them so other chases can't jump over them endlessly", it's "you must break them to move down this hallway at all".
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Can you give me some examples? I hear this alot about "powers require space" but I am seriously wondering what ppl mean with that. Even as Oni I dont have trouble running around and chasing survivors. Like for real, even with speed addon (akitos crutch) I dont struggle.
Also you actually dont wanna break those hallway pallets, they are not that save as you think, the vault time is aproximately the same time for you to run around, except if you play billy or blight then ofc its a different topic but on most killers its not a big deal.
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The standout example is that Pinhead's chains go potato in confined spaces, even if you can hit the shot fine and the way it's AIMED cares nothing at all for walls. The other obvious examples are all line-of-sight restricted, aside from bubba and random scenery hitboxes.
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Lery's can be a mixed bag, most windows alone arent very strong how ever some can chain together VERY well.
How ever I will say that the map isnt nearly as bad as people make it out to be, its probably the best in door map and probably one of the prettier ones as well
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True pinhead is also a isuee, I could maybe think of Deathslinger but thats it tbh. Even huntress is somewhat fine on this map.
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There's a couple of strong windows that can spawn. One near that fancy office room and one on the top floor. And yes, you might be able to mind game some of the windows but most of said windows are connected to strong loops or pallets. That's where it becomes an issue.
And let's not forget that some killers are nearly unplayable on this map (Billy and Huntress being prime examples of this)
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agree. Ye but I would blame there the RNG for that, you can have the same terrible RNG with autoheaven where you have a dead zone heaven.
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Huntress suffers from this being a land of tight spaces and bad hitboxes. Trickster's probably similar. Billy has his usual on-again-off-again relationship with corridor maps, where he's hard to dodge but even more limited in movement. Myers can either be a stalking god or spend the whole game trying to look at anyone...
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ok thats weird? Idk I do absolutely fine as Trickster, Myers and even Huntress on this map. Guess its a matter of experience I would say, dont know, dont want to be rude btw but I dont know what else to say about that xD
Especially as mysers I am a god on this map, every game.
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Oh I forgot to mention the one god pallet in the very big shower room. But besides that I wouldnt say the loops are strong, yes you can chain down some tiles which is very RNG based. You never know when you have a strong combination but you can blame RNG on any map, not just lerys.
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Yeah, but the RNG tends to be really bad with Lery's in particular (at least when I get it).
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Good for you, but just based on the map as a whole as compared to other maps? It's full of LOS blockers and weird hitboxes where there ARE open spaces.
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oof xD I know how you feel, I am like that with the game. I always get this map atleast twice every day without offerings.
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As mentioned the LOS blockers are also a advantage for you as Killer.
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I loathe Lery's mostly for the massive amount of windows. Even after you've been playing for a while the map just doesn't get any better the way more pallet-window balanced maps do. Most of the strong ######### is still there.
I also despise how many rooms are dead ends or just have inconvenient doors, so you attempt to mindgame or cut someone off only to find your way out blocked, and there's no real way to remember where that issue is because the whole map looks the same.
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Two words for ye,
#########, Lerys..
My 2nd most hated map, That 1st spot belongs to RPD..
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Only issue I have with Lerys is for killers like Billy who get screwed over because of the map layout and how there are so many corners.
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Lery's is nice to look at and fun in a game-play perspective. I have played both survivor and killer on Lery's and all the games I've played have been an enjoyable experience. When I'm on Lery's feel like I can provide map pressure even with all the corridors, which is a problem for some people. I also like the pallets, it has a good mix of safe and unsafe pallets, none of which are overly difficult to use or get a hit.
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No, I hate Léry's. It's confusing and I never understand where I am or what's going on
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