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Locker and hook deadzones are inexcusable

Flawless_
Flawless_ Member Posts: 323
edited January 25 in Feedback and Suggestions

Lockers...when you have several killers that rely on lockers to have a power, I find it pretty incredible that after 6 years (since the Huntress came out) the devs have done nothing to address this glaring map design issue. How is that fair? Why does the game forces me to play an entire match on a map that randomly has huge areas with no lockers at all? All you have to do is make it so that no two lockers can be further than X meters, just like hooks...it can't be that complicated!

Imagine if the nurse couldn't blink in the entire main building of a map, but only sometimes and completely randomly. Imagine if survivors ran 3% slower but only in one corner of a map, and only some games based on a random probability that they have no control over. Do you see how ridiculous that sounds? And yet sadly that's the reality of Huntress, Trickster or Dredge through no fault of the player. It's a basic thing on any pvp game to start on an even playing field but zones without lockers forces you to waste a substantial amount of time having to find a locker to get your power back, sometimes even having to go to a different floor (Gideon, anyone?).

And the same goes for hooks. For example I get iterations of the swamp maps where hooks are literally ALL on the edge of the map and there's none in the middle. Other maps are pretty egregious in this regard too. Haddonfield is another bad one. Sometimes there's only one hook in the middle but somehow two in front of each other behind a house. Midwich is another terrible example where sometimes if someone dies in a corridor there's no way to access other hooks from that area.

Fix the hooks, and make lockers spawn uniformly across the map.

Post edited by Flawless_ on

Comments

  • Emeal
    Emeal Member Posts: 5,295
    edited January 25

    A solution is to have clutter at the edge of the map also have lockers, like it does on Deathslinger's Map.

    Post edited by Emeal on