http://dbd.game/killswitch
Map design, soloq and SWf
I feel like the root of all problems in DBD is the map balance, how am I supposed to do anything on a map like Borgo on a killer with no mobility that kills all stealth as well.
Soloq biggest problem is lack of communication which can be easily fixed by using emotes communicating with your teammates which DBD mobile has and yet we don't .
Sfw will fall in line once the map balance would be better since no more abusing broken loops or take advantage of big map loaded with pallets.
Comments
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Last time I played on Borgo it was dead zone central.
It does kill a lot of stealth Killers.
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On the flip side, if they reworked Borgo to accommodate stealth killers then the clutter would affect ranged killers. I don't think there's a possible way for them to rework maps and make them agreeable for every killer. Your best bet is taking advantage of map offerings.
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I've always believed the true advantage of SWF is much better quality control over your teammates.
Sure near-instant comms can be strong, but overall knowing your mates builds, tendencies, strengths & weaknesses all matter more. You also have the benefit of knowing they won't leave you behind, and if they're doing challenges or dailies too. Solo Q gets none of that, and cannot realistically get it either outside of showing builds somewhere, prolly in-game.
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In my opinion each killer should have their own pool of maps. This would help with balance SO much and would avoid things like Billy on Lerys or Dredge on Haddonfield.
You could also make it lore accurate by saying something along the lines of: "The Huntress has stepped outside of her domain and can be seen roaming around parts of the Autohaven Wreckers and the Garden of Joy."
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No thanks. It would become repetetive very quick for players who main a certain character.
^this
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Its already quite repetitive getting a dog map 50% of the time
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I think this could actually be a great idea, providing the pool of maps is large enough for each killer.
I think we have enough maps in the game to pull this off now, where each killer gets maybe the 15 maps best suited to them available to pull from, or at least weighted heavily in favour. While keeping the core three realms, Coldwind, Autohaven and Macmillan, included for all of them.
For example, Myers could have double the chance of getting: Haddonfield, Lerys, Gideon, Springwood, Hawkins, RPD and Dvarka. Plus the core three realms. That's 28 individual maps in total.
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They should also add that before you start a game, hope 2024 is gonna be the year of qol changes.
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I too hope some form of showing loadouts is added.
However I'm dubious about showing it pre-trial as it can worsen the lobby dodging issues we already have. Running perks to do challenges or dailies will get you dodged, and forget about the adepts, especially David's.
But the mobile version does this, so it's worth testing out imo.
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I love the lore-specific idea, like saying Doc is extending his experiments into Gideon or Hawkins!
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That's a valid point. What the efffff is my beloved Piggly Wiggly supposed to on Borgo?!?! And the change to STBFL isn't exactly doing her any favors either.
She's just falling more and more behind...
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I think it's a flawed concept to try and make every map work with every killer. What other game even attempts that? It's a solved problem in PVP games that DbD reintroduced.
In other games, you know the map going in, and you adjust the character pick/loadout accordingly. You should never be in a situation where a map renders your power or loadout useless. That should never happen to players, and it's just accepted as the norm in DbD. Why is it ok for a Singularity player to ever load in to Lerys? Or a Ghostface player to load into Borgo? We can do better.
You add so much more of a strategic element when you see an indoor map, pick a killer accordingly, and have the survivors pick their loadouts based on what they're anticipating with the map+predicted killer choice. The game has been out for nearly 8 years. We can move past the quirky/random philosophy that is meant to engage players for the first 50 hours.
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No, thanks.
There is no reason to remove map variarty.
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Oh yeah, Singularity. On Hawkins. Oh and on my Xbox with a controller. Seems fair, doesn't it? 😋
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No other game is trying that, but there is also more or less nothing else like DBD.
But you are completly right with your opinion that the games ballance around all maps is absolutly impossible. I suport this opionion since ages. The catch is, we are already way to deep to get out of this.
For me it all started with the Clown. Instead of reworking the maps, they bypassed it with a killer power. Now we have tons of different killers and everyone deals different with the chase mechanics, while playing on the same map. Not only the same maps, but rather the same defense mechanism.
The issue is, having a map pool for each killer wont solve anything. The downside of playing the same maps over and over again would cause way more trouble and way less interesting rounds then this fix (which is not really a fix, but rather another small bypass).
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SoloQ's biggest problem are the people who play survivor.
Survivors, whether intentionally or unintentionally, frequently reinforce negative killer behavior.
We see all these complaints about camping, tunneling, etc. and yet an overwhelming majority of solo survivor will throw themselves at the killer in these situations, rewarding them for the behavior. Of course they will keep doing it!
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