Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Is anyone else tired of bandaid fixes?

Terrible map design... Let's promise breakable walls...

Terrible totem mechanic, even some larys spawns are still god awful.... Give them a perk.


Jesus, would it hurt the game so much, to dedicate one chapter to fixing sht up.

Comments

  • Liisjak
    Liisjak Member Posts: 40
    edited February 2020

    No, there's no revenue from fixing a broken game...instead milk every last dime out of ppl with microtransactions and let the game eventually.

  • BigTimeGamer
    BigTimeGamer Member Posts: 1,752

    I mean I stopped playing actively when ruin was changed, breaking shack wall makes me even less inclined to play

    but hey, catering to the lower end rakes in money I suppose

  • Hoodied
    Hoodied Member Posts: 13,098

    You forgot to mention that important update that added a band-aid to Meg's one cosmetic

    That was a band-aid patch

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,688
    edited February 2020

    Yeah, I am disappointed of breakable Walls. It sounds nice when I first read about it, but the implementation of them in the new Map is horrible. There is no strategic use at all, there is no reason to not break a Wall. Mindgaming Shack? Nah, just reduce the Shack Window and Shack Pallet to Hawkins Difficulty. Too hard to play a T/L-Wall? Just break the Wall, you have it easier now.

    Really, fix those Maps. At least some Spots, some are simply obvious.

    Put a Doorway next to the Ironworks Window.

    Close the Back Window of Torment Creek every time.

    Close the BS Window on Abattoir all the time.

    Close the BS Window on Storehouse.


    Those are 4 things which can be done in minutes without touching anything else on those Maps and this would have HUGE impact on the game. Like, other Maps need reworks too, Thompsons House, Blood Lodge, Grim Pantry, Asylum, Haddonfield, The Game... Those will probably take some more time, but those 4 things above are wished by almost everyone in this Community (minus those super entitled Survivors who think that it is skillful to run a Structure 3 times without the Killer having any chance to outplay them, regardless of how skilled the Killer player is).


    But breakable Walls are a No No. They sound cool on Paper,but are simply braindead for Killers, removing Structures which are either strong or already mediocre, without any need of thinking about it. I really thought there would be some strategic use.