Why do map offerings still exist in DBD?
Every time survivors put a map offering you know its going to be a bad time. Its quite obvious who is going to win the match because all it does is rig the game. Its just a bad omen. I suggest making sacrificial ward into a common like pudding or remove them. Late night is gets so bad I had survivors send me to Midwich to sabo, Ormond to also sabo and 3 balanced landings on eryie. I used a ward to negate a badham offering and all this was in one play session. Queue times for killer is longer rn even for 1v4 so im waiting longer games to get destroyed and bagged.
Comments
-
Removing map offerings would be amazing for the game. Not one side or the other, but for the game as a whole. I support this.
10 -
I personally only use map offerings if I get bored of seeing this same maps and haven't seen a specific one in a while
1 -
I get more matches with offerings than without. I'd rather them go to a percentage base so that you have to throw a lot more. Similar to what they used to be. IE each survivor map offering gives a 25% increased chance and each killer one is still 100%, given the 4/1 ratio. This means if they really want their map they'll have to burn through more offerings regularly and forgo BP ones. This simply makes it more costly so your end result wont be seeing as many. I'm keeping the killer one because first the 4/1 ratio but also, let's be honest, it's mainly the survivor squads throwing the offerings. Other than a rare like scratched mirror myers or something killers really don't throw map offerings that often, it's far, far and beyond the survivors the majority of the time.
I wouldn't want to do away with the offerings entirely as they add flavor and are used for some fun builds. Also, map offerings are more the symptom than the sickness itself. The sickness is map balance. If maps were hypothetically balanced well, people wouldn't care about offerings as much.
1 -
map offerings are annoying for both sides but I’ve noticed survivors use them more. @Blueberry had a great idea saying reduce the odds.
They can be fun but in all honesty it’s mostly used for bulling from either side. But I will say we should keep them to have some fun sending people to less seen maps.
2 -
Map Offerings only exist to be abused and ruin the game for the other side, and on top of that, they take up the Green Rarity slot, so Party Streamers get rarer every time a new map drops.
I went from Prestige 0 to 60 on Blight and have less than 10 Party Streamers.
5 -
A map isn’t a guaranteed win though. I think it’s funny how no matter what offering it is or who brings it people assume ill intent. Even if a Billy brought Garden of Joy, I’m sure players would still get angry to see any map offering.
The backlash completely skips over and erases players who use them for non-competitive reasons.
2 -
I don't think map offerings are that big an issue, but wouldn't care if they removed them
1 -
"They can be fun but in all honesty it’s mostly used for bulling from either side."
Yeah this is pretty accurate. Rarely is some guy just wanting a map for his build or because he enjoys it. The vast majority of the time it's a squad just wanting another stacked advantage on top of their swf and bnp's/syringes/styptics. Like 90%+ of the offerings are all for the same few busted survivor maps. Rarely do we see variety here. I'd love to see a statistic on map offerings for not only how often they're thrown but also which maps are getting thrown the most. It would be ridiculously lopsided for the same few over and over.
0 -
just alt f4 any map offering you see . That way people who use them can enjoy staying in the campfire forever .
2 -
Map offerings aren't the problem, the map themselves are.
No killer wants to see The Game, no survivor wants Haddonfield or one of the Coldwind deadzones. If the maps were better balanced, something like the good old patch 3.7.0, we wouldn't have this issue.
5 -
This is correct it's not the offerings. It is the maps that need the work. Map offerings should only be for preference and not to convey any strong advantages for either role.
There still are a few killer builds that are absolutely map dependant, but that speaks more to certain add-ons needing changes.
1 -
When I play Sadako, I very much want to see the Game… Because im feeling a little devilish…
Jokes aside. I think you are correct, however. Fixing maps is an even harder task to deal with than removing map offerings. They more often than not can decide the outcome of the game for whoever brings it.
Removing map offerings would help a lot right now to tackle to overoptimization that this game heavily suffers from.
0 -
It is quite interesting to hear the devs say they embrace the chaos of DBD when something like Map Offerings are the complete opposite of that. Picking a MO is a very definitive and structured choice by either side, and usually means they have a plan to "try" to set the game in their favor. Embracing the chaos would force the maps to ALWAYS be random. I guess it's okay to be hypocritical when you're the one making the game.. :/
0 -
True that, my friend.
I don't think fixing the maps is particularly hard, to be honest.
We've had excellently balanced maps in the past: Original Chapel, Coal Tower, most of the Coldwind maps after patch 3.7.0 (except Cowshed), most of the Autohaven maps after the number of pallets was adjusted.
It is easier and better than removing map offerings, imo.
0 -
I've been saying this forever. Nobody should be in control of the map we get sent to.
0 -
I have said before and I say again, they made a mistake in the past. There used to be Rare, Common, and Uncommon Map offerings. The Uncommon increased the chances of a map by 5, and the common by 2. The Rare is 9,999. That's right. 9,999. That's why the Rare is an absolute guaranteed chance. But they decided to cut down on the clutter of map offerings and removed the Common and Uncommon ones…. keeping the Rares. They should bring back the Uncommon and get rid of the Rares.
1 -
The maps probably need adjusting so the bias towards either side is reduced. Regrettably, this will take time as well as "trial and error" to get the balance right, and it's extremely unlikely that maps will ever be perfectly balanced (even more unlikely that there would be an overwhelming agreement amongst players!).
There are some things they could do to ease it. I'm not for the complete abolishment of map offerings because I do like the variety in Offerings. However, there are some ideas:
1. Make Sacrificial Ward not just cancel out map offerings, but completely remove it from the pot.
2. Make map offerings occur less often in the Bloodweb.
3. Create grouped map offerings. By this, I mean consolidate 4 realms into one offering and balance them so that there's as much chance of a survivor-sided map as there is a killer-sided or mostly-balanced map. That way, they may be used more to avoid a realm, rather than go into it.
4. Perhaps alongside 3, create new Offerings which affect things within the map, such as weather, side quests for extra BP, or maybe adds portals (such as on Vecna's map). Maybe even an Iridescent offering to randomize everybody's perks (including your own)!
It's possible to add some new flavour in Offerings, whilst still leaving room for maps.
1 -
Fixing Gideon involves a lot more than just adjusting loop design. Sometimes, main buildings are fundamentally flawed, like the asylum or garden of joy. The latter barely got any better in the last update.
0 -
Or just revert Gideon back to its original layout and adjust the number of pallets.
0 -
Was it bigger back then? The main problem is the size.
0 -
Oh I love being sent to The Game as Mirror Myers
0