Casual reminder that it's neither side is *that* imbalanced - the maps are
How about we hold BHVR responsible for the awful map design that plagues this game instead of pointing fingers at each other. 90% of balancing issues would fixed if they made maps similar sizes, had one or two god pallets per map (shack + one other) instead of the handful we get on certain maps (the game basement pallets/L stair pallets/crate pallet next to open door), make tile placement less RNG (half a map should never be a deadzone like Wretched Shop, or have 60 great tiles back to back like the middle of Suffocation Pit) and more standardized.
Most of your games are made way harder the second you load into a game because of the map - not necessarily cause you're facing a SWF (most SWF are duos, and average players) or because you're facing Blight.
(Also, let's all eat a slice of the humble pie and recognize that we're not perfect players and we sometimes make mistakes that loses us games, and it doesn't mean that the other side is OP, but that's a thread for another day).
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The weaker the killer you play - the more frustrated, angry, tilted you will be through out the matches.
You will rely on the map rng and survivors mistakes.
You will tunnel and camp more likely also.
Map rng brings some variations in the gameplay, but also brings unfair gameplay for M1 killers.
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Yep, the reason Nurse and Blight are so strong is because they can either completely circumvent whatever pseudo-infinite tile abomination the map designers came up with, or traverse the 9000 square mile maps easily.
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starting the Match and immedietly going to the other Side of the Map to search for Survivors just to have a Gen Pop in your Face before you even get there shouldnt be a thing. Thats just insane.
Also Maps should really be smaller. Some Maps are just way to Huge.
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No map is that imbalanced either, even the worst offenders like RPD, Midwich and Gideon, it's perfectly possible to win or lose as either role.
The issue comes with stacking RNG.
You get map imbalance + tile rng imbalance + killer + add ons + matchmaking, and it can all add up to a perfect storm of "everything is against you".
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There are a lot of factors that add up to an imbalanced match because of map RNG+power variance on either side. The map RNG is already covered by other posters, but a lot of games simply come down to how hard one side is trying relative to the other side. 90% of perks and add ons are balanced on either side. And then you have things like Alchemist's Ring or 4 loaded medkits.
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I don't see this as an issue, though? If one side really wants to try their hardest and the other doesn't, it's not the overall game balance's fault.
Certain addons/items/perks are overtuned for sure, but the reason you struggle on The Game for example is not cause they brought medkits, it's cause chases generally take 30 years cause most pallets are safe. If you can end chases quickly their medkits won't matter as much.
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The problem is that this would be boring.
I do not want to play only on maps similar sizes and with less rng. For me the option to get bigger or smaller maps as well as the RNG option adds some spice to the game.
When I played League of Legends the fact that you only had one map with one objective was a chore for me. I switched to Heroes of the Storm because of this where you can play different maps with different objectives.
The problem is that the maps do not add to the same depth to the game or shake up the Killers in the same way. A good thing about Heroes was that you had "map tier lists" where certain picks were much more valuable on certain maps while others lost their power.
Nothing however would be more atrocious than finding the same tiles on all maps. I like the fact that RPD and Haddonfield now offer different tiles from say Auto Heaven. I wish they would add more of these "map specific" tiles.
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If the difference between the strongest loadout and the average loadout is such that one side doesn't have a chance in an equal matchup, then it kind of is an issue of balance considering loadouts are set in the lobby and can't be altered in-game. I don't think the game needs to balanced on the head of an atom, but I feel like BHVR causes a lot of frustration by choosing to neither account for playstyles in matchmaking nor address the power creep of perk synergies and add ons.
So you get situations where I run a strong build on a killer like Pinhead, 4k easily multiple games in a row, get flamed, dial back my build, and then randomly need the stronger the build I didn't need for the previous 10 games. It's annoying. I either ruin multiple games for other people or have my own experience dampened because there's no way to tell if matchmaking is actually going to work or if the other side is even going to play competitively. It's all part of overall balance.
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Yea Maps are bad right now... but it's more of what goes into them then just the size
Spawns are messed up (for better or worse) and having Offerings affect that... makes it worse
Why hasn't there been an Offering for Gen spawns... or Loops for that matter
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I think this is true but with a caveat. I think, in a perfect world with a perfectly balanced map, the map will still feel survivor sided.
My reason for this is because, when it comes to resources that each side has, the killer has their power and their general movement speed and other properties inherent to the killer itself. The killer's lethality comes as an intrinsic trait.
Survivors have no intrinsic trait that makes them a "threat". This is because the killer is the power role in the game and the survivors literally have no way to "defeat" the killer. The only thing survivors have are extrinsic properties. The pallets and windows that exist. The fact that time is limited and the killer can't be in multiple places at the same time. The smaller hitbox which allows the survivor to loop more tightly around structures. The smaller hitbox could be considered intrinsic, but the smaller hitbox only matters in the context of the maps and looping. Without looping, the smaller hitbox doesn't matter.
So a perfectly "balanced" map will feel survivor sided to killers because it feels like the map is the only thing stopping them from catching the survivor. And it is! If you removed all pallets, made maps small, and removed random junk that was loopable, the killer would be unstoppable and the game would suck.
That's not to say the maps are balanced. Garden of Joy is... terrible. Cowshed is terrible. Map RNG is great but possibly too much variation. The new maze tile they added to Azarov's is terrible (on the survivor side). Midwich hook spawns and gate placements are bad. But it's just something to keep in mind that a fictional perfectly balanced map will probably still feel like it's survivor sided to killers.
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The reason of those two being strong has nothing to do with maps.
Nurse is strong because her power nullifies core gameplay mechanics, leaving you with a guessing game.
Blight is strong because he can be so fast as to check and control 5 gens in a 10 sec rush in a game balanced about 90sec gens + regression perks. And his addons.
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Exhaustion perks and nurse are the reasons why such imbalance exists. Nurse just stomps on anything while exhaustion makes every chase 20-30 seconds longer for free if you can use your brain and not run yourself into a dead zone.
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