The Haddonfield ReWork is the WORST thing I've ever seen on this game.
And no one is talking about it. I mean... seriously? I've never seen anything like that before. And man, that was hurt to accomplish. This game is desperate for killers to disappear. I just won't understand.
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Haddonfield hasn't been reworked what are you talking about?
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Yes, it has been. I presumed you wouldn't be talking about it or noticing because they wouldn't even dare to announce it. But they have put bushes here and there and they have created the new super infinites. It is absolutely crazy, believe me. Killers can't catch nobody there. It's just impossible.
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Nice bate
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It's not a rework, it must be a bug if it's not announced.
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It's a bug BHVR looks into it.
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So am I supposed to believe that a bug CASUALLY made bushes appear on SPECIFIC spots in the worst map for killers to make it even worse and create the new super infinite loops? Dudes... hahaha
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Judging by how they brought back infinites with breakables walls, I assume Behaviour wants to bring them back in fashion on other maps too.
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Yes. They probably changed something in how map generation works and now bushes can grow there.
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It'd a bug as confirmed by @MandyTalk in a different thread. This was talked about on the release day of the patch and confirmed a bug. Please check the Bug Reports section of the forum and upvote a previously made report on the issue, or create your own. Thanks.
EDIT: It has come to my attention tlakrf isn't a word, and that has now been fixed.
Post edited by GoodBoyKaru on5 -
I guess I am the only survivor getting screwed by these bushes because I always think I can run through there? Yes?
oh well :-/
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I'm 99.8% sure that's a bug in the map generation not an actual rework of the loops in Haddonfield.
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It’s not bait. Play killer, use a haddonfield offering and get back to me after you chase along the fences that now have bushes.
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Not a rework. Its a bug. I was playing Survivor and I ran right into one and I was like "######### is this doing right in the middle of this fence???".
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Nah I’m a complete idiot that always runs face first into those bushes thinking that I can go through them
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I still see killers doing just fine at haddonfield.
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Yes. Yes you are meant to believe that. The devs don’t have some hidden agenda to make the game impossible for killers.
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Judging by the colossal meme that was this patch's Perk changes and the ongoing addition of new god loops and infinites via breakable walls, the only thing that stops me from disagreeing with you is the fact that Blight exists.
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I dunno if it’s a bug or not
but l have been getting stuck now on alot more bushes and there seems to be a lot more fat shaming spaces killers can’t get through.
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Now, get michael, freddy and bubba to do some gardening...
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It's actually helped me as a killer. I've caught several people who were not expecting the bushes.
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It's not intentional; it's a bug. It is awful, though.
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I NOTICED THAT!!! There’s bushes with collision it’s so confusing idk why they did that
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A lot of those breakable walls turn those survivor sided loops into dangerous loops once the wall is broken. In this way they’re like pallets.
The survivor gets ONE safe pass. After that, provided the killer breaks the wall, fool on the survivors for reusing the loop again.
In this way it’s balanced. They’re safe, and ONLY safe unless the killer refuses to break walks that OBVIOUSLY keep it safe.
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It's a bug, but it's horrendous. As if that map could possibly get worse.
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Nah. I keep doing it. The first time I was so dumbfounded. 😶
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This is just... so, so untrue. Breaking the wall turns the infinite god loops into safe ones, especially when we're talking about Saloon and MacMillan. They're still incredibly easy to loop around, it's just now the Killer actually has a chance of getting to you.
Moreover, why have removable infinites when you can just, you know, not have infinites?
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Came across the bushes earlier, was like #########. That cant be a bug, thats intentionl. Its so dumb.
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What are you talking about? Haddonfield hasn’t been reworked, everyone knows the map is survivor sided. 2 killers are descent on the map, trapper and nurse.
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Well u cannot call that a rework, just some random structures in the wrong place
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Not really any infinites, but the new bush locations have to be a bug. Lampkin Lane hasn't been so survivor sided anymore since the Balanced Landing change back then. Really depends on the killer and experience they carry for the map to be "survivor sided".
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Well a bug made rocks appear in certain pallets in Yamaoka maps and The Game had a bug where a pallet could spawn in a position leading towards a closed door, so this can be a bug too.
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When they mess about with stuff they usually create bugs. I assume they are messing about with Haddonfield (for rework) which in turn creates bugs.
It would explain why they aren't announcing anything yet. Ptb should be next Tuesday so I assume we will know by then which map they are working on next.
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Its weird they would do anything to the actual game for the Haddonfield update. This is BHVR so I can believe it, but its weird it hasn't even been revealed yet and they would mess with the coding of the map as part of a hotfix. lol
Aren't the rocks back in some maps? Not as often, but someone posted an image of a rock right in front of one of the Killer Shack doors, blocking it completely.
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Chasing is so old school.
Try phasing.
joke btw
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Let's hope it's not one of those bugs that starts as a "bug" but later turns into "working as intended".
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I hope so too.
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Why can't they have small bugs every now and then? They're always game breaking and beyond belief!
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You got a problem with Blight? Play a different killer.
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I played a few games this weekend and saw the extra bushes in really annoying places. It is absurb.
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You can't break bushes, though.
You also can't exactly call it "bringing back infinites" when performing one break action, which can be done before a chase even starts, makes the loop substantially weaker. Assuming you're talking about Groaning Storehouse, that breakable wall was also coupled with the removal of a pallet in the same building, meaning the building really isn't much different in strength than it used to be.
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I was wondering why the hell I was able to loop the s*it out of a spirit on there when I played yesterday, and was like oooh there fat shaming bushes that have appeared out of no where 😂 was so odd
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The saloon is most definitely not safe with all of the walls broken, and let's not forget that shack on that map can even be neutered as well. The Macmillan loop can waste a bit of time against non-mobile, non-ranged killers, but it isn't what I'd call safe either. You'll get two vaults out of it once the wall is broken, or one if the killer has already been chasing you for a bit.
As a killer, I would personally rather be able to remove a strong loop in advance by breaking a wall than have an extra safe pallet on the map that I have to wait for them to drop. The one breakable wall I really don't like is the one at the top of Coal Tower since you're only going to go up there in the first place to chase a survivor.
I'm not a big fan of breakable walls, mind you, but I think people are exaggerating the impact on map balance.
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The bushes are certainly bad for killers, but I don't think it's necessarily fair to say those are creating infinites. They just mean that a killer who sees a survivor on the other side of a fence is actually still pretty far away from them.
Still, the bushes need to be removed. That map was already survivor sided and it really doesn't need to get any rougher as killer.
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They have adjusted some of the fences. Added bushes in certain spots ect.
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The saloon is one of the safest loops in the entire game even with every wall broken. Against the majority of Killers you can loop them for at least a gen or two by just holding W. Same for MacMillan.
You turn a god loop into a strong one. Not to mention when the entire building is filled to the brim with breakable walls like the saloon, you waste an UNGODLY amount of time kicking them all down just to have a chance at catching Survivors when they beeline towards the building like lemmings.
Breakable walls are the worst Killer nerf to happen recently and I will not budge on that belief.
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Where did I say I have a problem with Blight? I literally said he's the one thing that keeps me from believing the devs want to pummel Killers into the earth because he is just that strong. Like, stronger than Spirit strong—assuming neither Killer uses addons, at the very least.
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How though? With all of the walls broken (aside from the deathtrap room) there should be four vaults, and all of them should have doors right next to them, so none of them will save the survivors much time. That's it. Would you rather there be four safe pallets in the Saloon that you can't pre-break?
I agree it takes a lot of time to kick the walls, but I don't see why this is a nerf to killer. They're just another design element in maps, like a jungle gym or a pallet. Maps with breakable walls may be survivor sided, of course, but calling the breakable walls themselves a nerf to killer is a stretch imo.
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"How though? With all of the walls broken (aside from the deathtrap room) there should be four vaults, and all of them should have doors right next to them, so none of them will save the survivors much time. That's it."
The windows are useless... if the Survivors don't already have distance. But the only reason they shouldn't have distance is if they waited for you to approach them before attempting to run the saloon—why they would ever do something that stupid is beyond me. But once Survivors have distance, the time they save vaulting and the time you waste going around the windows is more than enough to ensure they can just keep holding W with little to no counterplay from most Killers.
"Would you rather there be four safe pallets in the Saloon that you can't pre-break?"
I'd rather the saloon not be a complete god building. That's what I'd rather be.
"I agree it takes a lot of time to kick the walls, but I don't see why this is a nerf to killer. They're just another design element in maps, like a jungle gym or a pallet. Maps with breakable walls may be survivor sided, of course, but calling the breakable walls themselves a nerf to killer is a stretch imo."
Considering the vast majority of breakable walls put you into 2 scenarios:
1) Turn already-safe loops into god loops and psuedo-infinites that you can only really beat if you're some overtuned Killer like Spirit or Blight, or in the case of Midwich, have your ability to navigate the map severely constricted.
2) Spend eons of time, a resource that Killers are always critically low on thanks to gen times being so absurdly fast, breaking the walls just to have a chance if the Survivors run to the tiles. On Midwich you have both this issue as well as breaking the walls that allow you to move more effectively also allows Survivors to do the same.
They either screw the Killer over, or screw the Killer over. It's a lose-lose.
Hell, if we wanna debate walls in and of themselves being a Killer nerf, take a look at MacMillan. Some of the building windows, which are already safe, had a hole next to them, like Storehouse and the upper Ironworks one, and that hole is now replaced with breakable walls which Killers are FORCED to break to have any chance at all to do something at these windows when before they could just go through the hole without having to kick a pallet. If that's not a nerf to Killers I don't know what is.
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Clearly ur avoiding all of the survivor nerfs then if you think only the map changes have hurt killer. Macmillan tile walls now have no gaps making it easier for any killer with a ranged, speed or attack Like oni. Apart from tile pallets every pallet of Yamaoka is now those unsafe rock loops. Badham nerf with breakable walls (although I still think this is a survivor favoured map). Just because they added a couple of breakable walls on Macmillan maps doesn’t mean infinite’s are suddenly back.
The devs do things for balance, not becusse they bias one side.
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Well, if the argument is basically that "survivors with a lot of distance on you will be able to run you for a while", I don't know why this is unique to the saloon. Yes, it does take a lot of time to get up to the generator on the second floor, but other than that, there's no need for a killer to bother with people that are on the second level of the saloon when they're on the ground level. It's not a whole lot different than any second-story feature gens, like the isolation room on Hawkins or the second story gen on Mother's Dwelling.
As for those two scenarios, those are still part of the overall balance of the map. Breakable walls as a feature are not a nerf to killer. Like, take the breakable wall in the shack on Dead Dawg as an example. Would you rather loop a normal shack, or have the option to weaken that tile by taking a few seconds to break the wall? Obviously you'd rather have that option, because there's no downside; if you don't break the wall, it's just a normal shack. If breakable walls make too many areas too survivor sided and they just require too much time for the killer to break them in order for it to be fair, that's just a poorly designed map.
Like I've said in one comment on this post (although I think I may have mistakenly called it "Coal Tower"), the only breakable wall that seems really egregious to me is the upstairs one in the Iron Works. That's one that the killer needs to waste a massive amount of time to break because it's extremely far out of the way. As a result, it basically creates a one-time-use god window for survivors. having a one-time-use god window isn't a problem in itself imo, but I also don't think that map needed a feature like that to help out survivors.
You're also forgetting the category of breakable walls that actually strengthen the tile for survivors. There are a ton of these on Badham, for example; if the killer wants to take a shortcut to enter the god basement building or the school, they can opt to break walls to do so. That could help them in the short term after the break, but in the long term it gives survivors stronger tiles to run to. So, really, these walls have a whole bunch of uses; some weaken strong loops when broken, some open up shortcuts for killers at the expense of strengthening tiles for survivors, and some don't impact tile strength much and pretty much only exist to open up options in chase (as in, they don't need to be broken in order to play a tile and don't affect its strength much, but they can allow the killer to surprise survivors; there are a few of these on Dead Dawg, for example).
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