http://dbd.game/killswitch
too many pallets means killers are too strong
the current arms race with buffing killers to be buffed and get crazy perks is because of the insane amount of pallets, combined with windows being omnipresent to just turn the game into a boring game of loop simulator because there's no concept of resource management for either side or map flow
ghoul is the perfect example of this, he can have unconditional gapclose and map mobility and still only be 'overpowered' instead of totally game breaking because all that matters is the ability to play individual loops well
pallet counts need to be turned down so survivors actually have to be tactical and avoid creating dead zones, and killers can actually punish with how they direct chases. with these elements readded, theres way more design space to tone down killers and perks to offer different styles of gameplay than just pallet>pallet for both sides
Comments
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I agree to an extent. I do think the game would be more engaging with fewer pallets, but only if those that remain were stronger, more engaging loops like shack or tall walls. I have much more of an issue with distance button filler/god pallets compared to said loops. You end up having to work through so many boring loops for most of the match since smart survivors know to conserve stronger ones, makes early game excruciatingly boring.
They've got a good reason for existing though since fast killers can deny distance quite easily (like kaneki) so if filler pallets were reduced using one pallet might actually end with you getting hit. If they wanted to fix that too then they've either need to overload maps with stronger tiles, make them smaller, or both. I feel like the last one would be the best option since the first two break the game in their own right (see: GoJ and haddonfield), but it could break the game for fast killers.
If it were up to me I'd make maps smaller and throw in some stronger tiles, then maybe speed up gen/heal speeds if better map control was breaking the game. Overall chases aren't very engaging for a decent portion of the map right now and perks like WoO permit mediocre players to perform above their skill level due to the abundance of low-skill, low-risk pallets that anybody could run.
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There's a reason just pre dropping every pallet works at high mmr. It's because they're too numerous with how fast gens go. However, I'd say the issue is less about their being too many pallets and more so about how overly safe most of them are. Like the majority of them are not playable 50/50 who's better. Most of them are forced breaks.
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For some reason, I think the recent map design is a mess, with the addition of a double palette in the crow's nest that makes it safer if you take it down first, and the addition of a route that leads from the second floor area to a strong position by jumping off.
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