Do Coldwinds need a buff?
I gotta tell ya, this is the second time in quite a short while Ive posted about Coldwinds. I think Thompson house might be the only exception, thanks to the main structure that hasnt been butchered yet. I don't know about what you guys think, but I think Coldwinds are too weak for survivor in general. Haddonfield is also a honorable mention, but I dont find it as bad as Coldwinds.
Comments
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Only Rancid needs a slight buff. Cowshed is pretty balanced and sometimes even leans to survivors with wild RNG, Thompson House is also fine. Rotten Fields and Creek are fair on average, but really depends on RNG.
Haddonfield yeah, it's first map on par with Eyrie which needs changes imo.2 -
Rancid Abbatoir definitely needs to be buffed, that map is horrible for survivors right now.
I would appreciate if Cowshed was just a little more consistent if anything. It feels very RNG-prone and is usually either killer sided or balanced depending on what spawns.
Torment Creek and Thompson House are fine imo.
I don't like Rotten Fields but it's not for balance reasons. It's just kinda a boring map and doesn't have a lot going for it.
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Yes, especially Rancid Abattoir. That map is usually terrible for survivors.
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It does need a buff. Specifically, buffing the ugly off the map. It's just crispy looking wheat everywhere.
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Get rid of the god awful tiles that replace jungle gyms
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Thompson House is the only exception? That map is the weakest of Coldwind by far! Sometimes the whole left side of the map is a complete deadzone, it spawns 3 gens but only has 2 pallets and 2 vaults most of the time. Sometimes the left side is "saved" by the tractor but that tile by itself was already nerfed. Plus the main building is one of the weakest main buildings in the entire game. All vaults are weak and there's a whopping 0 pallets inside it, not only counting the hook upstairs very easy to proxy camp.
If anything the main building needs at least 2 pallets and a different path to go upstairs to start
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I feel if the Coldwind realm is going to have such weak tiles the least the devs could do is saturate the map with corn like before.
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The new tiles they implemented need to be removed. Super bad for survivors and even worse for killers who have to wind up like Wesker and Huntress.
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All maps are garbage now for survivors except the game.
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i find all farm maps to be balanced in silly way. the resources on map are strong but there is few of them. this means that dominate strategy of stacking gen defence and breaking the entire map is most dominate. you will run out of pallets on the map if the killer forces every pallet and stacks 4 gen defence perks.
When killer doesn't stack 4 gen defence perks, the farm maps are mildly survivor sided because few pallets that do exist are very strong. bad early games are prone on the map as a result and if survivor doesn't run out of resources quickly enough, the generators tend to go super fast on the map.
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Only if passes over maps didn't fill 70% of it with useless areas of waist high rocks and 1 pallet.
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I generally say yes, it needs a buff.
However, given their track record with "updating" maps coughhaddonfieldcough, I almost prefer they leave it alone rather than make it somehow worse.
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Coldwind definitely needs another look at. It's increasingly full of dead zones.
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Or at least limit them to 1 per map. I hate when it spawns 2.
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I wouldn't have a huge issue with Coldwind if they didn't change up jungle gyms. IDK why they did but those tiles that replaced jungle gyms are absolutely awful for survivors and basically gives the killer a free hit if you try to play it.
REVERT the tile changes & bring back the old jungle gyms.
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I find both Coldwind (all variations) and Haddonfield to be exceptionally killer-sided.
Too much dead-zone, bad loops (waist-high) and unsafe pallets, which strong killers (like Dracula) can exploit to its fullest.
I made a little document where I did a personal take on some of the maps, to make them feel better overall, and as for my Coldwind and Haddonfield segments, this is what I suggested:Coldwind Farm - General:
- Map sizes increased by 15%
- Re-added the foggy atmosphere.
- Changed to night-time.
Coldwind Farm - Rotten Fields:
- Doubled corn density, and added some trees close to the shack to provide better line of sight blockers.
- Added a few additional pallet loops, to avoid getting too many dead-zones.
Coldwind Farm - Thompson House:
- Added two pallets within the main building tile
- Added more trees within the map.
Coldwind Farm - Rancid Abbatoir:
- Re-added a few safe loops.
- Added more trees within the map.
Coldwind Farm - Torment Creek:
- Added more trees within the map.
Coldwind Farm - Fractured Cowshed:
- Added more trees within the map.
* Coldwind maps used to feature a lot of trees in the old iterations, and without the trees, the maps feel "naked" in a way.
Haddonfield:
- Increased size by 20%
- Tweaked generator spawn logic to never allow a 3-gen situation within the Myers House tile.
- Added 3-4 more safe pallet loops.
- Added back a lot of trees around the street.
- Added a Killer Shack in a custom form to look like a house on the street.
Haddonfield is way too small, making it incredibly easy for any killer with a semblance of map-traversal to patrol the entire map in less than one minute.
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You already know why they did it.
Because its awful for survivors and basically gives the killer a free hit if you try to play it.
That's the reason.
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