Kill Switch update: The Mastermind has been Kill Switched due to an issue with Virulent Bound. The Mastermind will be re-enabled once this issue is fixed.

The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

Breakable windows

UnknownKiller
UnknownKiller Member Posts: 3,024
edited August 2023 in Feedback and Suggestions

It would ease the pain on haddonfield

Comments

  • radiantHero23
    radiantHero23 Member Posts: 5,108

    Do it now.

    I want to see a demo, shred into the shack window just for it to get destroyed instantly.

  • Pavel_Ch
    Pavel_Ch Member Posts: 241

    just need to return the white fence with jumping places, which was before the rework

  • Gandor
    Gandor Member Posts: 4,384

    Depending on the killer, the map is very fine as is. Huge deadzone and clear LoS in the center is for some killers more, then potential safety of houses.

  • Seraphor
    Seraphor Member Posts: 9,436

    Like Dead Dawg, Haddonfield does feel like it could benefit from breakable doors moreso than not.

    The placement would have to be carefully considered so as to not make the main building a complete deadzone, but adding one door to each level could be a good thing.

    Maybe place it in front of the basement entrance, leading onto the rear deck. This way it cuts down the overal distance of the loop by a couple meters, while also benefitting survivors in basement access. So it's a fair trade off.

  • thisislastyearsmodel
    thisislastyearsmodel Unconfirmed, Member Posts: 636
    edited August 2023

    One does not make the other okay. The Myers house is an infinite against M1 killers. A good survivor can run it literally forever, and even more effectively with MFT/Resilience.

  • Gandor
    Gandor Member Posts: 4,384

    I agree it's strong. But infinite? Nope. Sorry, but that's just not true. Sure you need to rely on bloodlust (T1) to get a hit in here and sure it wastes a lot of time, but infinite? Only if you don't know how to run it.

    The map has very strong parts for killers (whole central area with all the exposed gens) and very weak parts for killer (main and on the other side 2 edge housed + depending on RNG also 1 additional house, if we are talking about dredge/huntress/trickster then also no lockers in central part of map). This basically makes the map ok. But if there's a desire to make the map more balanced, then you can't touch just 1 aspect, but you need to tone down both of them (add LoS blockers to center, add some filler loops, remove a window or 2 from each house, block house spawn where there is cellar and only use the 2-floor version) - but that would make the map basically the same as every other map and I don't know if that's the best thing possible.

    This version of Haddonfield makes the map OP for both sides at the same time (depending on where the current chase is happening). I personally think that's fine, but sure enough that's just my opinion.