http://dbd.game/killswitch
How to play on the Saloon map
Spawn in, walk to the saloon, break 3 to 4 doors, walk to the jungle gym with the window in the middle, break 2 doors, find survivor, 3 gens are done.
Breakable walls was so well though out. We all know killers have ample time to waste being only one of them and all while the other side has 4 people at their disposal but can't spare a second.
Please change it to be more dynamic.
Have the map start open and make the survivors "build the walls" in these places or the killer can collapse them. You can even get creative and have a mix between blocking the opening by caving in the door or pushing a book case infront of it, or tipping over a pallet and turning it into a vault.
anyone else got any ideas?
Comments
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Building walls is a clever idea. Elemental effects would be good. Wind which would mask footsteps but potentially slow movement. Unlikely that either of those will come close to being talked about being put in 😅
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I like the building wall idea. I can't come up with any animations that the survivor has to go through that doesn't look goofy for this though.
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Dead Dawg can be very killer-sided due to how it tends to spawn two gen clusters. It's best to focus on protecting the 3 or 4 gen that spawns in the gallows corner. You get basement in shack half the time on top of that.
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Dead Dawg is actually quite a killer sided map.
The only thing is I personally find it incredibly easy to infinite run the saloon but I've never seen someone else do it, takes some weird pathing though and requires a head start of about 3-5 secs or you won't make the second vault.
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Yeah but i would rather they fix it so we don't have 30 minute stale mate games where i hug the cluster furthest from the saloon and hope they can't reach it by the time i catch up after giving them a free sprint burst from hitting them.
Even with the walls broken the saloon is a huge time waste.
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Or maybe just don't chase people there? The Saloon is easily the strongest structure on that map with everything else being significantly weaker. If you just completely leave the Saloon alone, it usually still works out. That said, if I spawn in the Saloon I'll usually knock down one wall before I leave.
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it isn't just this map or just the killer side of things though.
The doors screw over survivors too. just look at the school map. The killer should waste some of their time blocking off the school for the advantage it gives against the survivors.
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Here we go rainbow six pre-build-phase!
I think this map is very killer sided. The saloon shouldn’t be a gen that you have to just give up on as killer, but you pretty much do. As a survivor main, none of the survivors seem to realize that the saloon is a freebie, and they do the corner gens first to ensure a good killer’s victory.
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The amount of rank 1 immobile killers that trek all the way up to give it a basic kick only to find none of us are there or one of us is about to loop him on the strongest building on the map by far
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As others have said, it's well established that Dead Dawg is very much killer-sided.
Do NOT waste time destroying breakable walls before chases start unless you want to throw the game. Maybe do it once or twice, but it's a calculated risk every time you do it and yes, if you decide to go on a wall-destroying quest, the Survivors are gonna punish you by getting gens done.
Think of them like pre-dropped Pallets that are also permanently Entity-blocked. Would you waste time walking around destroying them, too?
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I see that a lot too.
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Do we really need another azerov? this map is basically the same only there is no choke point. just the old fashioned god building that everyone runs to like the "old days" and you trying to protect the gens far away from it...
Its so boring and this mechanic can be made so much better.
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I would counter that breakable walls was a very clever solution to the problematic infinite loops. before the rework came in a lot have maps had really strong infinite loops where killers would have to just abandon chase. now those infinites are more of a finite resource, just like pallets. sure a survivor will escape while you spend time breaking out a wall, but they can't just run back to that same loop later in the game and expect safety.
So at the start of the match you have to decide if you want to spend time shutting down the infinites or go find survivors to chase. if they run to main building then kick out the walls in chase. that way you have taken a survivor off of a gen as well as eliminating a strong loop. it's like taking the time to kick a strong pallet
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not really.. they still have to much defence outside of the "infinite" and being an infinite just means breaking it is not optional.
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One of the rare maps that's actually in the killer's favour, as it's incredibly small and has numerous unsafe pallets.
Just spend less time wall-kickin' I suppose.
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I'm with ya, I hate that map with a passion. Doesn't even matter what side I'm playing, I hate it as both roles.
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I don't like breakable walls, either. The approach I use is that I usually don't bother kicking them unless I have to. So, the first time you take me on a chase through an area with breakable walls, you get away while I break them, but then they're broken. I don't seek them out ahead of time, because maybe no one will even run there.
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