http://dbd.game/killswitch
BHVR removes windows from the big pantry on Grim Pantry. Why? Please revert this
You have turned the whole side of the map into a dead zone. You have killed the looping in that part of the map on Grim Pantry now.
I ask that you please revert this.
Anyone agree?
Comments
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To be honest that particular tile was maybe overpowered. I don't know if it was a literal infinite but it was definitely annoying.
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Acknowledged bug, or so I’ve heard.
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Just Dead Harder.
Really though, that room was a bit much. Still fine for Sprint Bursts and Balanced Landings.
Or, and I know this sounds crazy, don’t wait until the last second to run off that generator.
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I still get the feeling this is unintended behavior, and I'm waiting for an announcement or a listing on known bugs before I pass judgement. There's a 50/50 that Swamp is the next map they're reworking and I know Haddonfield went a bit fucky for a month or two before they killswitched it - remember the lighting and textures were off and some of the hedge/fence generation had gaping holes in it? This could easily be more of the same.
If true, it's a stupid change. The tile went from good-to-OP-depending-on-RNG to severely underpowered. Some of the window orientations needed to be nerfed, but this ain't it, chief.
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Sure it is. Why not? Do both sides of that building need vaults?
Theres two pallets up top and two pallets below how much else do you need?
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The building is surrounded by a deadzone on all sides and the two pallets up top are super unsafe. It's also easy to catch a survivor who leaves the structure unless they have Balanced Landing because either they drop and you catch up, or they take a ramp and you can drop to shortcut them. I have no beef with Grim Pantry's upper floor except when you get a window that faces forward instead of the pantry's sides - that's broken AF and requires bloodlust if the survivor's competent.
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There’s nothing wrong with any of that.
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It's insane how people argue to keep OP structures in the game. Then you have the nerve to complain about the existence of anti loop killers. Anyone who has ever played against good survivors on that map knows how strong that building was.
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How is the main pantry op it's only moderately stupid if someone uses balanced landing
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It’s like the only good thing on the map. Most the other gens are out in the open, dead zones everywhere on that map. You’re practically gen locked no matter what gens get done first. Hate Grim Pantry.
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Thats the one thing i hate about grim pantry. compared to the ship map there is not much to work with
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Personally don’t think Pale Rose is much better! Not since the olden days when it was massive. 😆
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I was never around for massive pale rose or massive temple (unless im seeing this in old videos, temple of purgation was way bigger 2 right?)
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For sake of reference I completely agree with the map sucking spawn wise but.
There can be a lot to work with but it almost always spawns in clumps.
If those clumps happen to appear in the middle of the map which makes them chainable with the main building/Fishing tower?(Whatever the 2 story secondary main building is called). It can make the map insanely frustrating for the killer as well.
I'd want the map be reworked to be more consistent then it is now so there's no massive dead zones for survivors nor chained loops that require an anti loop power to even play for killers.
TLDR: Its just sucks for everyone to play on and I am surprised it wasn't changed a while ago.
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Well im gonna assume Swamp and Red Forest are next on the chopping list for reworks
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there is no rng on the loop. the loop is identical in strength regardless for how the windows spawn. If the killer is m1, you are required to entity block the single window and obtain a high-level of bloodlust(2-3) to get the hit. I avoid that loop as killer. its not worth running if the survivor knows the proper routing. It is big time-waste loop for killer with no reward.
this map is typically played by rushing middle generators. if the killer tries defend middle generator, you run to this building, loop it until the killer hits you and than you use sprint burst to go shack which usually spawns 2 safe pallets and shack pallet itself. If a killer fully commits to the chase, they typically lose 2-3 generators if they fully commit to the chase. The last two generators are generally easy to complete if middle generator are completed because they're very far apart. Some of them spawn on the edge of the map or spawn on platforms which gives survivor large advantage as the survivor are able to see the killer approaching the generator a mile away.
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exactly, dead zones everywhere on that map
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Agree. This is one of the strongest main building loops in the game and it needs to be reworked.
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A clear bug.
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It was a unique tile though. Created some interesting interactions
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Unique doesn't always mean "good"
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All in all I just hope the swamp is the next map to be reworked. I despise it on both sides, and please make the totems I bit better placed.
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