Why do the developers hate stealth?
Like did stealth break into your home and bash your mother's head in and now you seek revenge against it? cause if so, good job, you murdered stealth on the reworked maps.
Does this make the maps more fun to play on? Not at all. All it means is that both sides are now forced to play the loop game, regardless of what they want to do. You want to sneak around as ghost face? too bad, you got spotted across the map. Ok, I will then try to sneak around the edges, that will work right? Nope, there are dead zone with nothing there between loops, so you will get spotted there. If you are survivor, just give up. Normally when I play killer, survivors sneak past me around 40% of the time. On the new maps? like 5% of the time. There is no where to hide at all.
To make matters worse, the loops on the new maps, especially in maps like Blood Lodge and Ormond, can be looked over to see what is on the other side. This means that you also can't do any real mind games. This is not even mentioning about how the map quickly becomes a giant dead zone once some pallets are gone.
So where does that leave us?
You are left with a map that is just boring and unfun. Any time these maps come up my only thought is "ugh, this maps again." I firmly believe that the developers do not play this game, and are trying to fit there square-shaped idea of the game should be into a circle-shaped goal of what the game actually is.
Comments
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Except that the new maps are extremely dark and a blendette's paradise.
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The new maps are much darker and have more grass that is denser, this also makes it harder to track scratch marks as killer, if anything they favor stealth.
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Well it doesn't help that lots of people complain about Survivors playing stealthy. I've read plenty of posts on here of Killers saying not being able to find a Survivor is super frustrating.
Plus stealth doesn't earn you points. You get nothing for avoiding the Killer, so might as well get into a chase.
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That goes for survivors, but that doesn't apply to the GhostFace who needs to be stealthy and have something to hide behind while he gets his stalk on. OP is talking about it from both the killer and survivor perspectives.
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They don’t hate stealth. They just don’t want games where the killer indefinitely cannot find any survivors all game, and they don’t want games where the survivors have an impossible time detecting a killer all match long. There needs to be some give and take in forcing some interaction against stealthy survivors, and giving survivors some sort of chance against stealthy killers. We don’t won’t lopsided matches.
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It doesn’t actively pop up with points in a category, but it strongly contributes to the survival emblem.
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Stealth is perfectly viable, you have to understand detection perks and how their countered. Sadly it's not as easy for killers as survivor. Most of the killer perks are straight forward and timeable; making them easy to avoid. Survivor perks are much tougher to counter as they make killers do questionable strategies like walking backwards in order to even approach.
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Not every map can be good for everyone. Tiles like ormonds are now better for killers like Huntress and Deathslinger.
It's hard to balance many different mechanics into each map so sometimes they have to pick and choose which ones they want.
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While I do think stalling the game is annoying and should be dealt with, this is more of a band aid to the issue rather than an actual solution. Stealth can be used to stall games, but it can also be used for some really interesting plays on both sides. I think that there are better solutions to stalling rather than cutting out stealth. This is also ignoring stealth killers, who suffer extremely from the lack of stealth options.
I have noticed this, but I have always been good at spotting them so I never really had an any issue there. Besides, I can usually catch them in the many dead zones between loops.
I just want to add to this that because stealth is so poor on these maps it makes it very hard for killer to approach gens from unexpected angles.
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