http://dbd.game/killswitch
When are coldwind maps going to be revisited?
Not as problematic as Forgotten Ruins, but these maps have a common trend of lacking resources. Their sizes for the most part are very fair, but there needs to be more structure loops in the corn fields, atm they are all just deadzones that sometimes have a really weak filler. Put some window loops in there, maybe a new coldwind tile asset like a shed with a window and a pallet. These maps need to be more unique than just a main building, harvesters and cow trees.
Answers
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The problem is, the cornfields themselves are very good at helping survivors lose chase. If we're going to add more pallets and such, then the corn needs to be less dense so that they're more of an aesthetic thing than something survivors can use to lose chase.
-4 -
Tomorrow
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Notn to mention that 2 of the 4 coldwind exclusives are extremly weak/boring
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Tbh I can't recall the last time I've seen someone lose chase because of the corn.
10 -
Rancid and Rotten is just a pain in the ahh to play on. No pallets other then the few edge map structures and fillers. If the corn just had something in it, these maps could be fair and balanced.
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It hurts specific killers that rely on LOS, but then again, no one uses the corn to hide anymore. They should just reduce the density as you said and compensate with new structure loops
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It's not that survivors use the corn to hide, it's that the corn obscures scratchmarks, pools of blood, and LoS. It's very easy to lose survivors in the corn fields, even temporarily, which lets the survivor reach another resource that may be stronger.
I honestly don't feel like the Coldwind maps are that bad for either side, but if they were to buff the structures, then they need to nerf the corn to compensate.
-7 -
Remove the corn entirely if it means I never have to see two tile coldwind again.
6 -
The Coldwind realm really needs adjustments.
Those maps have a severe lack of resources, there is barely anything to work with.
6 -
I'd love to see more vault-able upstairs railings added. The house has plenty of dead ends, which is fine, but there aren't many options to jump down from upstairs. I don't see how that would be a disadvantage for killers, since falling usually favors them unless someone's running Balanced Landing.
1 -
Kitchen and the bathroom for Thompson house should have broken walls so you don't necessarily have to break the wall downstairs or get held hostage in bathroom. The upstairs needs a broken wall as well that leads to the roof or a drop off of main, that way you don't need to break the wall if you force survivors to loop the window clockwise, but they can still make distance if you vault or go around, so no more sandwiching.
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The corn is just miserable to deal with if you're playing a short killer.
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