http://dbd.game/killswitch
The haddonfield map rework proves devs are underestimating killer movement speed and the perk system
I think the devs are underestimating the amount of movement perks/abilities that are in the game currently, making this map horrible to play. The lack of pallets on the street of this map forced survivors to take advantage of the long loops because they were needed to make this map bearable. Now I'm not saying it wasn't ridiculously strong (because it was) but it was needed to waste enough time to finish the gens, I'm also saying that other loops that have been added are now always done so with a "50/50" mindset and with all the killer buffs we've seen so far they feel a lot weaker than they should for a survivor and more killer sided due to it. Due to this, some loops need to be made bigger to account for the killer movement buff, or… the simplest solution would be to just slightly adjust the speed a survivor can vault (this would also fix a lot of problems). However it could cause issues with the shack loop.
I also feel that we are once again reaching the stage where survivor perks are starting to become useless again. I didn't think I'd mention DS here but I think it's worthwhile to note that reducing the stun by a second does not resolve the reason behind why survivors use it. Some perks SHOULD feel stronger than others because by design they are 1 time use and you wont see them for the rest of the game after that.
Also, most maps are now not accounting for long range killers (which should be monitored, especially since they're on the rise) as they have no obstructions most of the time to hit a survivor except on very rare circumstances.
From what I can tell, the devs push the limits on how badly they can make the game harder for one side before flipping it over, and this is done over the course of a few patches
Both sides need better quality perks, not more perks and due to this, I still fully support another attempt at a perk overhaul. We should have perks that are fun to use, ones that feel meaningful to use and give a reaction such as distortion, blast mine, diversion, ftp (just to name a few), and these weren't named specifically because they affect the killer so heavily but because they are all unique in what they do.
Comments
-
The smaller buildings got decent changes imo, though indoor pallet loops were a bit silly.
What bothers me is the main house second floor. That side window on the right side (looking out from the front door for perspective) is now a death trap unless you run Balanced Landing since they put a giant hole very close to it, and that side of the house has no extended pallet loop for some defense. Not to mention, I haven't seen the other two rooms have a window vault either. I feel like they could have made a killer hole and a vault in those two rooms as well.
2 -
For haddenfield my comments were mainly directed at the big white house, the street and the hedges to the right of it. They could've done a better job surely?
0 -
Big white house is Main iirc, so yes I agree they could have done that one better.
The street is either a hit or miss, sometimes it has good loops and sometimes one end of the street feels like a massive dead zone unless you have clearance to the small house nearby it. The hedges were redone a little better, no longer way too long for killer to deal with though so I'll give them a small gold star on that one.
But I agree, White House (Second floor mostly) and street need more love.
0 -
What movement perks?
0 -
Killer movement in general. As killers get faster with the numerous updates over the years, the maps aren't changed to reflect this. Easily missed.
0 -
Yessir, it is indeed main. I had a map today where there was just cars all along the street spread out and one pallet directly in the middle. Against normal killers it wouldn't be AS bad, but a ranged killer or a movement killer? No chance. My entire team got destroyed going for 2 hooks directly next to each other, open season for huntress without even trying. And then chucky (who's yet to get an even bigger buff that directly affects ability spam)… might as well delete this map at this rate.
0 -
You....you said movement perks. That's not movement in general. Perks are a different game mechanic. Absolutely baffling. Killers are still 110-115%,..
That being said my unpopular opinion is that most maps should be survivor sided within margin of error. When maps are very killer favored such as midwich it like.... Feels worse? Than when they're survivor favored. It's a weird thing and hard to pin down.
1 -
I been getting torched on this map for 7 years it felt good to get that 4k with dredge
2 -
Yes mate I don't mean the base speed, I mean perks that increase it such as play with your food. There's nothing wrong with these perks but they can make a killer ridiculously fast and that removes almost all counterplay on certain maps, i.e haddonfield right now.
I agree with you on maps being slightly survivor sided. As for midwich, I actually feel like it is slightly survivor sided on one side and slightly killer sided on another, which makes it one of the nicer maps on this game for me personally.
0 -
LOL, idk man I managed to get 4k with trapper without even trying with the iri addons.
1 -
I don't really get that. Maps should be fairly balanced so both sides can actually enjoy the game. I don't think maps being survivor sided is what survivors need. I'd rather have maps be actually balanced, like a lot of them are now, and instead have tunneling and camping nerfed.
0 -
Map is way too small and full of deadzones. Barely worth trying.
1