Do maps not just need a graphical, but a mechanical update?
It's an open secret that most maps are optimized around the killer they came with.
Hag has her swamp that hides her traps excellently, Spirit has nooks and crannies that allow her to phase unseen, but also allow survivors to hide from her (after all, spirit's main counterplay is stealth, regardless of everyone crying that only chases are fun), Deathslinger has his high ledges and drop points alongside a lot of cover to duck behind for survivors, Legion has a big open map to run around on stabbing people in a row etc.
But outside of their hometurf a lot of killers, especially new ones can be as much a chore to play as it is to play against them.
So, do you think maps should also get a design update that allows for more fun on both sides, because the offer more chances to use the abilities as killer and more means to counter it as survivor?
Comments
-
Some maps are a lot better for some killers for sure. I play deathslinger and yamoka estate is god level because the only cover for most the time is rocks that are rounded off so if you shoot them it still pulls them around the rock.
3 -
Your survivors don't know how to hide in bamboo?
2 -
Your right but once you get in a chase it usually doesn't last long
1 -
Yeah, but that's very much the discussion about whether or not his power needs to be reworked (personal opinion: give him a slightly longer delay before he can shoot, not as long as huntress', and make the reload sound louder. maybe have him start with the gun unloaded and have the initial reload sound be global, so people know what they are dealing with)
2 -
And Ormond is for legion, so bad killer feels even worse. And every killer can feel himself like legion on ormond
3 -
ormond is for old legion, innit?
0 -
He probably could stand a nerf because hes god in 1v1 but you might want to buff his map control then because its pretty easy to get gen rushed with him
2 -
Bit off topic but I have no clue what they're doing with map reworks. They're buffing already survivor sided maps and nerfing balanced maps.
Eg, groaning storehouse is pretty balanced, a bit on the survivors end but still easily in the top 5 most balanced maps. Now it has no pallets in the main building, a breakable wall which is an instant break and 2 possible semi infinite windows. Like if they had just blocked off the second window, added a pallet back in and kept the wall id be fine but they didn't.
Now badham, some of the loops were buffed, a ton of breakable walls were added and the only slight "nerfs" we got was the killer shack being nerfed a bit, 1 pallet out of the house of pain was removed and a wall to stop the fence loop was added (despite you still being able to loop the fence given enough distance). Badham was already very survivor sided, now it's pretty much an insta loss against a good team.
Overall yea, I think they should look at most maps again and balance them accordingly.
3 -
I think the maps being a slight gamble is a good thing, RNG works well in this game when it isn't ridiculous. Most maps are in a good spot where you would not dread going there once in a while. A few, for sure, are a chore though. Even in those cases the maps don't need terribly much work imo
0 -
I totally understand where you are coming from. PH is a beast on his home turf and almost always grants me a 4k there but I think this is kind of the point. The Entity tailors each hunting ground to a particular killer. The goal is to create and snuff out hope. Therefore the killer should be strong in the place it made for them. The struggle of weird territory is also I feel part of what makes sense lore wise. A sort of "fish out of water" scenario. They struggle to adapt, or function as an invasive species and curb stomp people. Look at myers. Haddon field is built for stalking but jump scare myers is terrifying in the hospital.
Improvise, adapt, overcome.
1 -
I think this is a pointless post as they are already updating the design of all the maps. The new maps are more fun for both sides already. You want them to make it more fun for both sides but you don't even offer a suggestion as to what that would even be.
0 -
I’m dubious about the claim maps are optimized for the killers in their chapter. How is Ormond optimized for Legion, let alone any killer? It’s one of the overall worst maps for killer in the game. Haddenfield doesn’t seem particularly great one way or another for Meyers. And what makes Freddy’s map particularly good for him? Or Hawkins especially good for Demo? (Hawkins is a good map for killers in general but what about it is “designed” for Demo? If anything that map is probably a bit harder to use Shred in I would think.) And Oni’s Yakaoma Estate doesn’t seem better than any other outdoor map for him, in fact it might even be worse than maps like Sheltered Woods or Autohaven with a lot of open lines of sight and lack of shrubbery to help him spot survivors to dash toward.
Sorry, I’m just skeptical about this premise.
1 -
How is Spirit ever not unseen during phase? Lol. Stealth does not counter Spirit. She gives very little time to juke unseen once you hear her phase. This is coming from a past spirit main. And dont tell me she moves grass and the very few times that happens it somehow adds any counterplay for survivors lol. Theres so many anti stealth, map information perks it is impossible to prepare and avoid them all. Using stealth was viable against nurse back in 2017 but that was a very different game. Even then, those games were hell. That argument doesn't work anymore.
0 -
Tell that to all the red rank spirits that walked right past my sorry rank 14 butt hiding in bamboo and corn
1 -
One juke is not going to save you against a good spirit lol. Most of the maps dont have corn or bamboo. I had no trouble getting survs in corn. Spirit and surveillance equals ggez. You can hide all you want while your gen regresses.
0