Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

The problem isn't gen speed, or gens going too fast guys.

The problem has been, continues to be, and always will be. Map design.

The power creep in this game edging more and more towards survivors is not survivors themselves or powerful perks. (This is some of it but not nearly most of it)

It is BHVR and their map design.

Lets look at the most recent maps. We have, the new Artist map, Boneyard, RPD, Silent Hill, Dead Dawg, and the reworks of Azarov maps Coldwind maps and Macmillan maps, and the Game and Ormund reworks.

Go down the list. Boneyard. Big map not massive. However what other large map with a VERY strong central building comes to mind? Disturbed Ward. Central building has TWO god windows until you break the walls (even then the windows are still insanely strong), and two god pallets, along with a vault off top floor onto bottom floor that connects to the god windows on the bottom floor.

RPD. Jesus christ what else can you say about this map besides good god. It is a colossal map. It would be a big map cut into east/west.

Silent Hill. HUGE two floor map where killer only has easy access to the 2nd floor on corners. Survivors have huge sight lines, several god pallets, two god windows until wall break (this is becoming a theme with BHVR). The most hold W map of the hold W maps.

Dead Dawg. Oh here we go. A pretty decent killer map. Except even with this map being pretty decent for killers you have main building with an upstairs god window until wall break. Depending on the railing that spawns you have the window that vaults from outside top floor to inside bottom floor of main. Killer shack loops to gallows or to double windmill. And forget the THREE buildings along main street that have safe pallets and safe vaults until you break walls.

Ormund. lol

the Game. Pallet central. Literally. LITERALLY. 7 god pallets on the map, two of them in one loop. Several that connect to each other. Top vault from stairs into a pallet on a long wall that connects to freezer window.

Macmillan/azarovs/corn reworks. Hahahahahah

Comments

  • Zozzy
    Zozzy Member Posts: 4,759
    edited December 2021

    You forgot badham. 3 of the most survivor sided structures in the game + shack and they made most of the filler pallets super safe from normal and ranged killers.

  • Impose
    Impose Member Posts: 400
  • Shaped
    Shaped Member Posts: 5,996
    edited December 2021

    That is what I am thinking too.

    People are too focused on survivor perks as well. There are people who can loop effectively without any chase oriented perks and people who can't would just "get good" and adapt if they nerfed them.

    Too many broken setups that killers can't afford to waste time on. And survivors take advantage of that (including me).

    Maps and tiles are the main issue.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    We do need smaller maps, but that won't fix the gen speed. The killer can't be everywhere at once, so even a strong 3-gen can be overcome if survivors will just push gens.

  • nostrada96ass
    nostrada96ass Member Posts: 257

    i think gentime is first problem,

    safe structures and distances between them depends on playing which killer

    and personally i don't like maps being smaller than now

    mobility based ability hitting killers too strong already

    lots of people focusing on safe pallets but i give another viewpoint

    if that pallets gone mostly its deadzone

    and speak about pressing w, blight can waste those pallets like nothing

    prenn or new map depends on luck mostly mb can't chain elsewhere and only loopable at first time since prenn got nerfed



    current unreasonable heavy looping spots like basement of haddonfield can get nerf

    but i hope they don't nerf them too hard,

    if the game map pallets reduce by lots, theres nothing you can do as survivor

    pallet breaking is pointless because of how gen can done fast,

    wm1 killers gonna struggle in fewer structures anyway,

    and you can't deal with top tier killers,


    my point is killers like wraith or billy got nerfed and blight is stronger than their best seasons

    just buff killers and inscreasing gentime also better to close gap with swf,


    i remember all those crazy op things gone but also my fun is all gone with them

    this game can't be esports, i wish devs rollback billy's addons at least


    still i don't miss old nurse..it was too much

  • ManyAchievables
    ManyAchievables Member Posts: 668

    Why lol at Ormond? It's pretty balanced after the rework.

  • Definitely not a map design issue. Just from experience with the game and all of the killers I've played.. gens only become an issue at higher MMR

  • bjorksnas
    bjorksnas Member Posts: 5,804

    Map design is definitely an issue, you can't apply pressure when there is too much to work with on the map in any capacity with most killers

  • It's never even once been an issue for me until I finally got into higher MMR games where survivors are the ones sweating more than me. And I try not to sweat at all if I can help it. So i still dont think maps are the problem.

  • Myla
    Myla Member Posts: 1,551
    edited December 2021

    Map size does have contributions on the problem but again you're not really stopping 4 others players across the map from doing generators separately. If Survivors are gen happy and knows at least basic looping then you're screwed. There's a difference between matches who have Survivors that are just messing around finding chests,dulls,following the killer for saves, trying to out do each other for hook saves,etc and a match with Survivors who are just overall efficient. Pump one gen each as soon as the match starts.

    I made a topic on why I'm starting to think there should be requirements before Survivors can start doing generators.

  • Hannacia
    Hannacia Member Posts: 1,455

    I think what they could do is add more gens on the bigger maps. You need to do 7 instead of 5 or something.

    Something needs to be done though. Many killers lose due to lack of time and not cause of lack of skill and thats the most frustrating point.

  • ukenicky
    ukenicky Member Posts: 1,352

    Dead Dog Saloon is the best killer map in the game

    Why are we complaining about it?

  • RainehDaze
    RainehDaze Member Posts: 2,695

    Doors that serve no purpose except to force the Killer to waste time on them.

    The map designers should really stop placing doors that are basically predropped god pallets.

  • ukenicky
    ukenicky Member Posts: 1,352

    And yet it's still the best killer map because it's the smallest. Honestly breakable walls should have never been introduced into the game, they're really awful all around.

  • Ink_Eyes
    Ink_Eyes Member Posts: 561
    edited December 2021

    ''The game'' has only 1 jungle gym, and it's downstairs and you can completely ignore it since some times a generator doesn't even spawn nearby, in fact some of the pallet spawns like the one being on top of the bathroom generator is another room that can be completely ignored as generators don't even spawn there and the bathroom generator below is a death trap, basically a free hit or down if the killer gets you there since there is only 1 exit that can be right in front of the killer, if you get juiced there is because you are going to the wrong places, having more pallets is the way to try to balance the map since there is only like 1 jungle gym...

  • StarLost
    StarLost Member Posts: 8,076

    Yes, and no.

    Map design and the density/power of loops really makes an enormous difference in killer experience. Maps like Haddonfield, Pantry, Cowshed, Heaven, Badham and The Game play out totally differently depending on which killer you are playing (and not in a good way). If you don't have anti-loop and traversal, you get skunked.

    Midwich is actually pretty balanced. One or two absurdly strong pallets but it's tight, has predictable geometry (without predictable gen spawns), closely paired gates and a lot of long hallways. Vaults can be strong against M1 killers but they aren't the god-vaults where even Nemesis can't shut them down.

    DDS is, in my opinion, the most killer-friendly map in the game. Break two walls and it's easy sailing mostly. Two freebie gens are the only things survivors really have going for them here.

    Boneyard will be fine once they tweak the central structure and get rid of the infinite.

    Disturbed Ward is...fine, but yes I'm sick of 'we added breakable walls so this map is now perfect' rebalancing. Playing killer is often a matter of seconds.

    Maps are part of the problem. Dead Hard and CoH are another (one is effectively a third health state on a short cooldown, one negates entire killer kits by existing). The incredible power differential between the 'good' killers and the 'bad' killers, and the arms race between anti-loop/regression and map/perk designs are others. It's a tough one.

    BHVR really just need to bite the bullet and spend one 'release cycle' reworking a ton of killers, maps and addons.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    The strongest thing survivor can bring to massively change balance into their favour is not a perk, but a map offering.

    Pretty simple stuff, most people choose to ignore

  • MrPenguin
    MrPenguin Member Posts: 2,426
    edited December 2021

    Its not either or, its both.

    Maps aren't designed for the gen speeds and gen speeds are too fast for maps.

    One or the other needs to get changed to match up.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    100% agree it’s the maps, please no longer gen times.