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Gideons is FAR too problematic.
Even freddy ha trouble on this map. Its so bad and unbalanced. Why have SO MANY pallets. are you trying to make survivors not try so hard. To go from god pallet to god pallet to god pallet EVERY 8 meters is ridiculous. Its been a couple of months since the rework can someone share escape rates on this map at red rank.
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Its the embodiment of:
"Pre-throw pallets and hold W."
There's a lot of god pallets on that map that can't be looped but are a forced pre-throw if you want to use them at all meaning more holding W until you reach one you can loop.
Such as every underground hallway blocking pallet on that map such as the two by the basement hallway and the ones that often spawn on boxes that again completely block the underground hallways.
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Lately ive been finding that gen placement is really strong and way in the killers favor though, sometimes you need to break some of the walls on the lower levels for quick access to them, but ive seen 5 gens spawn practicall on top of each other.
Point is, i dont hate it as much as i did when it first came out
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Devs don't care, just look at RPD. They really couldn't give less of a crap, all they want is thematic and pretty maps, not maps that are actually less entertaining to DC on and spend 5 minutes browsing cosmetics.
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Not even Spirit Fury/Enduring will save you on that map.
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Only a few killers will survive on that map use to be good for stealth killers.
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Haddonfield has also stayed the same for like 4 years pretty much. But nah apparently chapel was too well designed better add some god windows!
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I actually had spirit fury enduring and you are right there is just ALWAYS another pallet 5 meters away. I don't get how this made it through the PTB!!
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I honestly forgot about Haddonfield and Chapel, I was thinking about the god-pallet overload of Cowshed.
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Because the devs don't understand balanced map design.
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It’ ps not even the pallets tbh it’s just that half the map is just chained tiles that a rank 15 could loop
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Yeah, chained tiles with pallets that have to be broken or they become infinites, but also they can be easily looped because you always have LoS on the killer.
I tried bloodlusting the new hay tiles once. Nothing. Literally have to break it even moving at 130%. Feels like a god pallet to me.
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Things you might overlook on Gideon:
- you can leave a chase early, you never are forced to dedicate to 1 chase untill you down that survivor.
- once a pallet is gone, it's gone forever(yes, its boring kicking more than 6 pallets, but boring/annoying doesnt mean unbalanced).
- generators are quite easy to keep pressure on, even for killers that have a hard time keeping pressure.
- it contains by far the most powerful basement in the entire game, even considering that basement is being surrounded by 5 god pallets(2 on the top floor in the security room, 2 next to the bathroom, 1 right outside the doors).
- it's very easy to force a deadzone.
- It's very easy to force survivors into a corner because you can always cut them off, which makes "holding W" quite ineffective as you cannot run from corner to corner if the killer uses the inner circle to cut you off(combine this with 5, and you can see how it can be a possibly easy down).
The Game is the epithet of "hit and run" type of playstyle. Keeping people injured whenever you have the oppertunity to, and once a chase takes too long, just break the pallet and force the next survivor to run the exact same way, oblivious to all the pallets that have gone missing.
The main counter to holding w is killers being able to cut survivors off. The Game is one of the few maps that gives the killer good vision on the survivor while also giving him room to cut off. If a survivor gets you through holding W on The Game, you're not thinking about what you could do to cut them off.
Yes, the pallets and constantly kicking them is an unfun and potentially very boring mechanic, which is The Game's biggest issue. DBD needs an environmental resource that has a similar gameplay effect as a pallet(aka, stunning the killer and blocking them off for 2 seconds), but has a different playstyle to it. The Game is lacking player interaction between Killer and Survivor unless you use the design heavily in your favor, but balance-wise? It's fine.
The real problem starts coming when you reach competitive levels of SWF, but there are many problems that exist once you start including competitive levels of SWF, when those problems do not really surface in public lobbies.
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Gideon is the survivor training ground.
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A few Counter points.
1. Sure you can leave a chase just to find another survivor next to 5 safe pallets.
2. absolutely one pallet out of many is gone.
3 Generators are goo to pressure but not good enough with the lumber yard.
4. Basement play = Poop and should have to play the basement to win.
5. Not as easy as you would say. A smart survivor or a survivor with windows = Deadzoneless chases. You say you can force it but again there are soo manty pallets you have to waste a boat load to force the dead zone.
The map is just unfun all around. I think that BHVR does a great job at most things but maps are not their strong suit.
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A lot of this stops working once you realize there's an obscene amount of pallets that literally blocks off entire areas of the map until broken(Mainly under ground with those stupid box walls).
This goes for the basement as your forced to kick BOTH of those before you can even consider basement plays most of the time.
There's literally nothing you can do about the pallets other then break then and hope survivors are bad.
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