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No bloodlust can make multiple L/T walls completely uncounterable for more basic killers
Title.
Had a couple of games so far and the L/T walls on their own have been giving me some minor issues on lower tier killers like Micheal.
The main problem is that red stain mindgames only go so far when there is the big empty space in the middle of the tile and the windows. Good survivors don't fall for it too much.
I had one game where 2 L/T walls spawned together and I pretty much had to drop chases if the survivor went there as it became completely unplayable. A single L/T wall on a killer with no anti-loop or bamboozle will be very strong in the hands of a good survivor without BL. Luckily I was playing Doc and had to basically skirt by on hoping I made the distance for a shock before the initial first vault. And even then that area was the area the survivors were going out of their way to run through. Personally I don't think (I assume intended to be) weaker tiles like this should hold the power and time sink they do without BL. If BL is ever removed I think these should either be reworked to allow the killer more pressure in the chase, or never be allowed to spawn within 2 tiles of eachother.
No area, sans an undropped god pallet should have that much power over a killer.
2 next to eachother may as well be an infinite.
Comments
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agree
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The biggest problem are clusters of tiles where as soon as a survivor loses sight of the killer, they don't even have to mindgame, they have another window or pallet they can reach without worrying. Those set ups are a lose lose scenario for basic killers no matter the mindgame they try, and they waste way too much time if a mindgame fails. Even with bloodlust, basic M1 killers suffer in those set ups. Those set ups should not exist in the first place, but they do.
The middle of Suffocation pit is an example of this. Any basic M1 killer should stay away from these tile clusters. There's a tile in Yamaoka that can have a mostly safe window directly facing shack. A good survivor will never, ever go down in this set up.
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This seems like the better of the two has an advantage. If a bad killer needs bloodlust to catch a good survivor that knows how to use these loops then there is no game. No reward in learning survivor.
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It's not the better of the two that has an advantage. Killers must hope that survivors screw up. If the survivor don't make mistakes, there's nothing that the killer can do.
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killers deserve to be rewarded for mindlessly holding w long enough to catch good survivors instead of finding a weaker target, didn't you know? also tbh if you're getting outplayed at lt walls they're probably bots
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Multiple LT walls are a problem with bloodlust too.
I think the game just shouldn't spawn them next to each other, or at least forced a bad orientation if it does.
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It's a problem of tile connection. BL works with very long wall windows aka god windows. It's almost useless in your example. If you want and if can find it, I can post you a clip where I looped an infinite t3 Myers in the middle of pre-update Suffocation Pit with multiple LT walls. BL did nothing for him.
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What's LT?
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A T-L Wall Maze Tile. It's one of the original generic loop tiles commonly seen in most realms. It's also the only generic tile in DbD to have two windows.
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Thanks
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I'm assuming this was on suffo pit? You really can't get mad at that map because the middle has basically everything for survivors to work with and you can do the 3 gen strat very easily on that map. Plus I seriously doubt 2 lt walls can loop a good killer for a long amount of time even when chained together.
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This has happened to me on a multitude of Macmillan maps. But Suffocation pit is definitely one of the worst for this.
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