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Map Design is even worse than I thought

I usually play as Spirit, Blight, or another strong killer. Sometimes I play with Pig, Doc, and some other M1 killers. When I play with the weaker killers, the busted loops and filler pallets are more apparent to me. On Haddonfield for example, the long bushes and windows of the houses make infinite or near infinite loops. Coldwind has some of this too. The newer maps have this same problem. RPD has some loops that impossible to mind game with a generic M1 killer. Borgo and Garden of Pain are a whole nother can of worms.

Loops need to be designed in a way where a both the killer and survivor have a 50/50 chance of getting a hit or avoiding the hit. I swear there are some games where I feel the game is a loss as soon as I load in.

Comments

  • Rudjohns
    Rudjohns Member Posts: 2,281

    "Loops need to be designed in a way where a both the killer and survivor have a 50/50 chance of getting a hit or avoiding the hit. I swear there are some games where I feel the game is a loss as soon as I load in."


    This should only be the case if all killers only had m1

    Since this is not true...

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    If maps gonna be nerfed like that, a lot killers will be nerfed too. Spirit, Blight and more.

  • CorvusCorax86
    CorvusCorax86 Member Posts: 1,072

    I never understood the criticism towards Haddonfield. Yes, there are houses but there are gens you need to protect as a killer, right? I never go upstairs as a killer. And as a survivor, I consider a map a loss.