http://dbd.game/killswitch
Are the devs trying to increase maps loops density but make individual loops less safe ?
I am not the most knowledgeable on maps.
But I had a feeling for quite a while these last few map updates iterations do follow this trend. I generally feel like I see these double pallets loop more and more. This new dead sand map seems to have a lot of these loops like the new thing with 2 short pallet and 2 short windows which is less safe and mindgame heavy. They added clutter in the corridors in Midwich and a few more pallets in those corridors but also reduced the strength of a strong pallet. And I generally have the impression they are adding more fillers and nerfing strong loops but I can't pinpoint more precise examples.
I am talking about this loop on midwich.
I personally have no strong opinion on these map tweaks. I am personally waiting to see how the loops are going to be designed in the FNAF map to grasp more what the devs are trying to do.
Comments
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- It's a trend that has been going on for at least a couple of years. same amount of pallets, or even slightly increased, but less safe. obviously there are exceptions (The Game... almost all pallets are God level), but also exceptions on the killer side, like Rancid Abattoir or Haddonfield
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the maps having a million unsafe pallets just makes the game boring as hell, survs just run from tile to tile without actually playing them and predrop, the pallets never run out so it works out fine for them
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This is, imho, why there's been such a backlash to The Ghoul's power. Because they just counter the mindless run from pallet to pallet hold W gameplay, and survivor only players are upset they actually have to engave their brains for a change.
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They've nerfed maps to where most pallets are the equivalent of wedged between a picnic table and a telephone pole, and you think the smart play is to try and loop that against a killer who can hit over pallets and through terrain?
It's funny to me… killers camp and tunnel because it's "how comp players play" as though it's some kind of 500 IQ play and call it "strategy". Then, if survivors play like it's comp and gen rush and pre drop, they're apparently idiots. Hysterical, if you weren't actually serious in this opinion.
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I think one of the best designed big loop with a lot of small loops chained together for both sides is Léry's TV room with all the adjacent rooms around. In practice tho, I guess you have a few other maps where you have interesting interactions / mindgames by chaining small loops but it's not that common.
I would have hoped that they the new dead sand map would have a lot of these interesting chains but right now it just feels like a flat terrain with small loops put left and right with a shack and a few jungle gyms. Midly interesting imo. I haven't played the new map a lot or seen what other more skilled people can do on it tho.
Ok, good to know. I had played DBD a few years ago and came back pretty recently so I only noticed not long ago. 👍️
It's funny to me… killers camp and tunnel because it's "how comp players play" as though it's some kind of 500 IQ play and call it "strategy". Then, if survivors play like it's comp and gen rush and pre drop, they're apparently idiots. Hysterical, if you weren't actually serious in this opinion.I don't feel like you actually have comp enjoyers accepting only one statement out of the two. If you watch comp, you kind of have to accept that both are true, otherwise, I am not sure how you can enjoy watching comp ngl. 😅
To be fair, they have a few sets where comp players will not pre drop because it's not optimal such as ghostface léry's and kaneki (for now).I will agree to some extent, for sure, tight looping and playing short sides against the new killer is not common and can be pretty fun. But I do think people are generally malding for the overall pack that the killer is, too great mobility depending on the map, bugged (some game breaking and making him way stronger than he should be), janky and free first injury power… etc etc
For the survivors, even his potentially fun chase aspect can be greatly reduced depending on the map (Haddonfield you can often only greed 1 tile then you don't reach anything), or builds (blood favor, fast pallet breaking zoning build, blocking windows…).
Even then, I would argue the fact that he can punish bad transition as a guarantee is bad design (since after leap cancel, and M1, you can't really miss an M1). Billy, Blight for example can punish transitions but are not guaranteed, require more skill, and even if you're really good on these killers there's still a chance the survivors make you whiff or something.
I am sure killers are having a lot of fun. But comparing him objectively in all aspects against dracula on release for example, and I do believe they could have done better to create a strong killer fun for both sides (and less bugged but eeeh classic right). Because until now, even by being the most open minded possible, it's hard for me to not think this killer is engineer to be mainly fun for the killers, sell a lot of DLCs, then they are going to nerf him or do something about it.
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