Remove Decimated Borgo from the game
Can this obscenity be removed from the game? It's a map that has no logic, playing it as a killer is just a huge waste of time! There are a million pallets all powerful, vault upon vault, tile upon tile, the dimensions are so immense, at least two buildings similar to a shack in addition to the main building and the shack of course, the red color also makes it difficult to see just the auras or the scratch marks, the generators are all far from each other and even just being able to defend two of them is a problem. This map is shameful in terms of balance, how is it possible that it is still active?
I just had a game there, there were SEVEN PALLETS one next the other, two of them ON THE SAME TILE
SEVEN ! Oh and then a god window and the shack of course
Comments
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I agree. Remove it with Knight as well and we're golden.
Vittorio should stay, though, because he's hot.
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And for some bizarre reason, it turns out Trapper's traps are not only useless because there's nowhere to hide them, half of them spawn along the edge of the map.
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Map is way too large and has too many pallets as well. Most the loops are extremely safe and forced pallet breaks. Needs changes.
Also really hate how open it is so you can see the killer a mile away, encourages hold w game play which is boring for everyone and dreadful on stealth killers.
Post edited by Blueberry on8 -
I'd like it better if it just....looked nice, or had something distinctive. Instead, it's a few generic ruined buildings and loads and loads of scatter terrain, including impassable piles of straw.
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I love how people here throw in their side thirsts along with their suggestions.
Jolly good stuff!
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Those piles of straw were painfully forged from the finest metals from throughout the realm.
Respect.
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They really need to not have the map design team so segregated from the rest of the dev team, or at least give them tools to understand the game a bit better. There's no reason that maps in a 7 year old game should be released in a state where it's immediately obvious that it needs a rework (Eyrie, GoJ, Borgo). It's clear that the map team either has zero balance notes from previous work, or they're straight up not communicating with the rest of the team during the process. They're reintroducing solved problems. It's bizarre.
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To this day I dont know where the shack is. Because the map looks like there are 6 variation of shacks
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There's no side here. Myers is hot as well.
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Yeah, it's honestly wild that they release ######### up maps, balance them to make them not ######### up, then turn around a release more maps that are ######### up in the same way like they got hit with the Men in Black neuralyzer.
I know, right? I remember walking around the map just yesterday looking for a glyph and thinking to myself "Alright, this is the shack. I've been here." and I walk to the other corner of the map and there's a ######### identical building, I got mindfucked for a bit until I realized there's just *two of the same building*
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One shacklike building in the corner, the other shacklike building up along the long side opposite it, the actual shack a bit further along that long side, main building closer to the bottom, and then on the remaining short side without a building there's a gib. I think that's how the relatively intact stuff spawns.
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Not to mention that they're absolutely obsessed with putting random clutter everywhere anymore, which makes many killers super frustrating to play (looking at you, Billy). They have never managed to break out of the design habit of being laser focused on initial impressions at the expense of long-term function.
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Borgo also feels awful to play as Blight because a lot of the geometry is shaped in such a way that he can't bump off it. A sea of knee high rubble and weird rounded bits that stop him from using his power, plus a few places where he'll just get plain stuck until his rush ends.
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I've played on it a few times and it's just... a mess. It's just so ugly compared to everything else we have. I appreciate that they're trying something different, keeping us on our toes. However, to me, it's not "horror". It's not scary. It's not something that I'd dread going to because theres really nothing that could scare me. For example, a stealth killer couldn't really sneak up on me here because it's so open and so many line of sights. Other fast killers just bump into things. It's a no from me lol.
I do like the occasional multi story "shack" with the ground floor, basement, and upper floor lol. More of that please
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Playing as a killer in that map some loops feel very clunky, it feels like if you are walking throgh a bush and you get stuck on the branches, there are even small stacks of hey everywhere (very small, size of a shoe) that for some reason have collision and you slide off them when looping
This map is very uncomfortable to play in
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Borgo is not an ideal map, that's for sure. There are too many pallets and the gen spread is anything but fair. The overall color scheme on this map is a bit hard on the eyes because you don't really notice anything highlighted in red. How am I supposed to see red scratch marks and red blood on a ground with a somewhat redish lighting?
But it's the first map after the Coldwind reworks that isn't horrible for Hillbilly. Once you memorize the layout you can actually use the map mobility and some loops have collisions that somehow fit their shapes. I know I'm not making a strong case for this map but at least it's nowhere near as bad as Garden of Pain.
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A lot of the unsafe pallets are around very big loopable objects, though. It can be an utter pain to catch up and there's so much to get caught on.
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It's certainly the worst map when it comes to "looks like they just dumped a bunch of garbage on the ground and called it a loop".
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Dredges Nightfall on Borgo is disgustingly good.
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They should remove the whole knight chapter tbh
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You'd be surprised, I played against a streamer on Borgo the other day as Ghostface and they unironically raged about his stealth for like an hour after they were sacrificed.
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I mean.... slinger's one of the characters that does fantastically well on this map. Killers like nurse also have a field day cause of the incredible visibility.
The problem with a lot of the loops is that they're just a BIT too long to truly be unsafe, and they usually chain together extremely well.
This is all on a map that's larger than Ormond, by the way, and I think Ormond's generally a relatively fair map nowadays since good things don't tend to chain into eachother too well throughout a lot of the map.
So yeah if you're something of a basic killer who has to play loops normally you're gonna suffer.
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It needs a complete rework. The theme is cool but that is where it ends. It is not a fun map to play for either side. The lighting is absolutely hideous and I'm not normally someone who notices things like that.
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Agree - this map is pure misery as killer. It’s hard to believe that in development someone tested this out playing as killer and thought “hey, this is pretty good!”
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Oh wow that's impressive holding your stealth on that map haha. They must have been blind tbh lol. But honestly nicely done! I can't even do stealth at the best of times lol
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Why. Isn’t. It. A. Castle!?!?
Let the decimated nonsense be what we see beyond the castle walls.
But give us a castle already! What a wasted opportunity for something similar to RPD but all castley and stuff! With armored knights on display, a throne room, all of it!
What a blown opportunity.
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I'll be honest, it was most likely more on them than it was on me. They went on a lengthy rant about how they believed Ghostface and Doctor were bs unfun crutch killers because they could "find you so easily" (no, I don't know why they think stealth lets you see through walls)
They were also convinced that I was "crouching the whole game" and they additionally seemed convinced that crouching was how he activated stealth, even after I myself told them it didn't work that way, and went on to tell me that they see killers play without using their power all the time, and those are the people who are actually good at the game because they don't need their killer power as a crutch.
It was pretty insane tbh lmfao
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I just wish the map had more going on with it, it's stupid how you can basically see the Killer across the map without even needing some tactical positioning because the map is too damn open.
"Oh but what about Huntress?" Even with Huntress, going for crossmaps feels difficult since the Survivors can still easily see where you are at and know to prepare for hatchets. Huntress needs this middle area where it is open but not too open.
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Please.
My eyes will be thankful. It hurts to look around that map.
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The map is just bloodlodge 2.0. all my games on shattered square are like most nail-biting killer games ever. very stressful map to play on.
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It needs reworked completely. Get rid of the terrible red tint, make the map a bit smaller and add some actual interesting building so everything doesn't look identical.
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