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Why is haddonfeild still a thing

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Comments

  • Predated
    Predated Member Posts: 2,976

    "a rng window spawns on top floor and the window does not have a balcony to the side so basically the strategy is to camp the window until the killer goes about 4/5th of staircase up than you just vault the window."

    Except that its not really a loop. It's a safe escape at best. But I am guessing you mean the one where the window is opposite to the staircase? That's actually a free hit unless survivors have Balanced Landing.

    "garage loop which you tend to predrop the safe pallet on corner, make 2 turns for killer to attain bloodlust 1-2 than you just drop the garage pallet and hard camp pallet."

    Ah yes, but this one, you need to actually go for the opposite side of the car, where the wall is small, then all you have to do is show your red light to cause the survivor to vault and quickly turn to get a hit before they can vault back. If you get stuck on one way, you can quickly go back on their second vault to get a hit inside. There is plenty you can do there. A smart survivor would drop the pallet and leave the area, not camp it, because they know killers can get a hit there.

    "Its infinity, even at bloodlust 3, you need to break it."

    Even ignoring the previous statement and assuming it does need breaking. That doesnt mean that it's an infinite though, like you said, you can break it. If YOU as a killer can do something to reduce looptime, its not an infinite. Some pallets need to be broken, those are what we call safe pallets, but the loop itself isnt that safe untill after the pallet is dropped, survivors still can be hit as long as that pallet isnt dropped. Some pallets wont need to be broken, those are unsafe pallets. Then there are some pallets that are already part of a really strong loop and you want them to be dropped as early on as possible, like Shack pallet. Those pallet, we refer to as god pallets. Are they infinites? No.

    "survivors historically always had busted loops on most maps so you just need to get used to it."

    I mean, you do realize that it needs to be possible for all 4 survivors to escape, right? If all loops were weak, survivors have no chance on a 4 man escape. Survivors deserve the chance on a 4 man escape as much as killers deserve the chance on an early 4k.

  • Predated
    Predated Member Posts: 2,976
    edited May 2021

    The average killrate, for ALL killers on Hawkins is 2.8 kills. Considering they try to balance the game towards an average 2k, Hawkins is VERY killer favoured. The second highest killrate is 2.6k on The Game. The most survivor sided maps? Well, they WERE the Coldwind farm maps, with an average of 2.1 kills per game before the rework. Haddonfield? Had 2.2k per game on average.

    Hawkins is great for most killers. The only killer it sucks for, is Trapper and even Trapper gets good use out of the map. If you're bad at Hawkins, you're bad at killer.

  • CoalTower
    CoalTower Member Posts: 1,730

    I don't think you can shoot over fences, but I might be wrong. If I'm NOT wrong, however, the map is definitely not even remotely decent for him.

  • CoalTower
    CoalTower Member Posts: 1,730

    Bruh 20 hours is not that much in a week. I play that in two days. But then again, I have pretty much no social life because my friends are all scared to catch the virus.

  • Nebula
    Nebula Member Posts: 1,400

    Lol 20 hours a week multiplied by 52 gets you over 1000 hours a year. Let’s not act like that’s not a lot just because you play more

  • A_Skinny_Legend
    A_Skinny_Legend Member Posts: 919

    I can't wait for the rework, they'll probably keep one house that is absolutely broken but can be remedied with a breakable wall, for old times' sake.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited May 2021

    I would considering on drawing these loops in MS paint but i decided against it. there are 6 houses in haddonfield not including Myers house which are completed random in placement. one of the houses is famous house of pain. It usually spawns on top-right corner of the map or middle-left corner of Myers house. 2 of houses feature a unsafe pallet on north side of the house and a closed garage with white walls and a car connected to a wall with a safe pallet. The other 3 houses you can enter. I am not going go in detail on each of these individual houses, but on top floor, there are 8 windows and 4 of them are always open. staircase facing window is one of the windows, its strong window but its weaker one of the two. The window i am thinking of is a window that does not have adjacent balcony and just spawns in the center with no other direction or drop-off point. for the ranged killers, those windows can be infinities if they do not get bloodlust. Those windows are so strong to the point they even counter spirit's phase walk.

    The unsafe pallet connected to the houses with a car in one-direction was not the pallet i was describing. I was describing the pallet in the houses you cannot enter. as mentioned at the top, its kinda like a hawkin-type loop where you drop north pallet first, get the killer to bloodlust 1-2 than drop ultra-safe pallet and camp it when the killer is in bloodlust 1-3.

    in case you don't understand what i am talking about. i went to find a video of haddonfield.

    The loop i am describing is 3:00. I don't know what to really say. its just one those 5 gen chase maps for survivor if you understand how each of the loops connects to one another. he used the pallets in the inverse order.

  • Predated
    Predated Member Posts: 2,976
    edited May 2021

    "The loop i am describing is 3:00. I don't know what to really say. its just one those 5 gen chase maps for survivor if you understand how each of the loops connects to one another. he used the pallets in the inverse order."

    Yes, and that only sucks if all the survivors are at equal skill. Being able to connect loops near perfectly is tough, especially if the survivor is not already in a chase. What Bubba should have done was leave the chase. As Tru3 himself loves to say "its a 1v4, not a 1v1". That goes both ways. Ignoring 3 survivors, means those survivors will do gens. The killer should have realized Tru3 was injured and not close to a generator, while other survivors were working on gens. He could leave Tru3 and bully someone else instead, yet he didnt.

    Being a killer isnt about mindlessly chasing 1 survivor untill they are down, its about micromanaging. Survivors dont have to really deal with micromanaging, instead survivors have to bruteforce their objective.


    Again, I agree with Haddonfield needing a change, especially the house of pain, but in 99% of the claims that it needs a full rework, I get footage of killers just having a tunnelvision on a 1v1 and forgetting its a 1v4.

    Bubba got a relatively strong pallet, but that pallet is no different from the double car pallets on Autohaven, no different from a T wall with a breakable window. That area is now unsafe, its time to bully other survivors and trick them into going to an unsafe area. Haddonfield isnt as terrible as killermains tend to cry about. It's very powerful and it has its issues, it really punishes killers mistakes while barely punishing survivor mistakes. But I have to repeat again, there are maps that barely punish killer mistakes and heavily punish survivor mistakes aswell. All it means is that a killer has less room for mistakes. Which sucks, sure, but its only 1 out of 2 maps that forces killers to think more about their actions.

    Which kinda is an argument of "git gud" I guess, but the same can be said towards survivors who complain about Hawkins.


    Because, unless its 1 survivor vs 1 killer, there are still other survivors available. You never, ever, want to chase the strongest survivor first. Nor do you want to ever keep chasing a survivor when gens start flying. These games happen as rarely as 5 gen 4k's happen, and have just as much reason to exist in the game. If 4 survivors die with 5 gens left, survivors screwed up massively. If 0 survivors are hooked with 5 gens done, the killer screwed up massively. Regardless of maps, perks, items or addons being used.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    "Yes, and that only sucks if all the survivors are at equal skill. Being able to connect loops near perfectly is tough". Speak for yourself, in my opinion, it is basic survivor skill to be able to connect one loop to another. especially safe loops.

    "Being a killer isnt about mindlessly chasing 1 survivor untill they are down, its about micromanaging. Survivors dont have to really deal with micromanaging, instead survivors have to bruteforce their objective."

    I understand this, but Haddonfield has many floors, many back alley ways and is quite deceptively large from one side to another. Micro managing many survivors is very difficult when survivors are spilt up. you should try micro managing Haddonfield with bubba or vast majority of killers. I think you'll find it quite challenging. Haddonfield is one of those maps is more in survivor control to lose rather than it is for killer to "out skill".

  • Predated
    Predated Member Posts: 2,976

    "Speak for yourself, in my opinion, it is basic survivor skill to be able to connect one loop to another. especially safe loops."

    Note how I said PERFECTLY. Connecting loops together normally isnt really that strong. Connecting them perfectly is extremely strong.

    "but Haddonfield has many floors, many back alley ways and is quite deceptively large from one side to another"

    It's only 2 floors, they are essentially reversed basements. But instead of only 1 way out and many ways in, it has 1 way in and many ways out. So instead of going for the 1 way out at a basement to get easy hits, you go in the 1 way in and leave that way to ensure no one gets back up(and anyone who does gets a hit). Let alone that Haddonfield has 2-3 one man gens, the best any other map has is 2 if you're lucky(coldwind farm, actually). The alleyways arent that rough. You know what does need changing massively in Haddonfield? Pallets next to a generator on the backside, because that's big enough to be an infinite on a 115% killer. Fences that are longer than 16 meters AND fences that are longer than 14 meters that have a corner(you know which ones, they are absolutely disgusting), which is either where it needs to be broken apart, or add a breakable wall(assuming all other things are adressed too). The generators on the middle road absolutely must be reduced to 2 man gens as prove thyself on haddonfield makes them pop in 25 seconds, while the swing sets need to be broken up(seriously, what playground has swingsets so close to each other?). Those are by far the biggest obstacles that require almost no effort for survivors yet consume a ton of time. Which, honestly, is what truly makes Haddonfield a horror. 2 gens that can pop too fast, and 6 locations that only have 1 pallet but can be solo looped for 40 seconds for a single hit. Once you remove 2 fast gens, and 6 insane loops(house of pain included as 1 location obviously), Haddonfield would be so, SO much easier to manage.

    Haddonfield giving survivors more control isnt bad, just as certain maps giving killers a bit much control isnt bad either. The problem is certain specific points being powerful enough to last 1 entire normal loop, for the price of 1 pallet and 1 hit.