Buffed Crotus Prenn is unacceptable
Both Crotus Prenn maps were already very strong for Survivors, but following the "QoL" pallet density changes, they've become practically unplayable for most of the Killer roster. I agree that some maps were spawning too many deadzones (primarily Coldwind and Haddonfield) and warranted updating to make them more fair for Survivors, but for some reason they extended this to maps which were already Survivor-sided.
Both the Asylum and Chapel are very strong main buildings and now they're completely SURROUNDED by safe pallets too. These maps spawning some deadzones previously was one of the only things keeping them in check. If you have a strong, central main building like Asylum, then the map needs to have some weaker areas too otherwise there is notwhere the lower tier Killers can take chase. Currently, there's just nothing an M1 Killer can do this map. There's enough safe pallets that you can predrop every single one and still not run out before the Generators get done.
Either revert the changes to this map, or weaken the main building. It's absurd that anyone even considered buffing this map.
Comments
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Deadzones on Crotus were actually part of the map balance for m1 type killers. Crotus is a big map with strong tiles, but they were spaced out by the deadzones which helped limit the ability of survivors to chain them together.
Deadzones or areas with limited resources are not something that need to be completely removed, map balance just needs to take them into account. Some maps should have very few deadzones based on size and design. Other maps should have a few deadzones or have areas that can quickly be made into deadzones, usually this is for larger maps as the deadzones help non-mobility killers on those maps.
Crotus is a large map and I wouldn't want it shrunk down like a lot of other maps recently just to make it more balanced with these pallet changes, rather I would want it to stay the size as it currently is. Large maps have their own playstyles and that variety makes dbd more fun and interesting, deadzones between tiles are a way to help keep larger maps balanced.
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Its barely noticable. With how killers are being made stronger and stronger a few more pallets won't make or break you unless you're just salty you get outplayed.
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Yeah, bar Haddonfield none of the maps they adjusted needed any extra pallets. And especially not Crotus Prenn.
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It is incredibly noticeable, and any assertion otherwise is being intellectually dishonest.
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Should survivors have no pallets?
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This is obvious engagement bait, have a nice day.
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Maps should have been split into groups based off of the Killer to actually balance the game instead of forcing the same maps onto all the Killers, causing massive imbalances. All those pallets are needed against Killers who aren't M1, especially Killers like Blight or Kaneki, but are unplayable for lower tier Killers with no map pressure who rely on standard M1. Same issue the game is plagued with how almost every single map in the game is so small you can see all barrier walls from standing at one corner, it's a nightmare against mobility Killers which has ramped up camping/tunneling.
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I’ve always had problems with this map even back then before they reworked it
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Guess all maps got to be killer sided and we have no pallets for the killer mains to be happy. Maybe we should all start out injured and the killer right in our face.
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They should revert it. The map is now tiny af.
-3 -
The adjustments to both Backwater Swamp maps were incredible and the inclusion of more pallets made sense.
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Nobody is asking for that. All you’re doing is intentionally misrepresenting what people are saying to stir up toxic “us vs them” divisiveness.
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The fact that the devs called this “quality of life” is laughable. Quality of life is something like auto recover when you’re in the ground. Simply adding more pallets to maps is a straight up buff to survivors.
Post edited by I_Cant_Loop on6 -
Devs: – Guys, here is Mapping the Realm, we want your opinion about these maps.
Community: – Disturbed Ward is too big. Also main building is too strong, but with some deadzones around it's fine. Chapel is balanced, just get rid of stupid windows setups and connected tiles.
Devs: – We heard you: Cut Disturbed a bit and buff both maps. Thank you for your feedback :)))))6 -
The pallet changes in this last update really should just be reverted, at least for the most part. Coldwind and Borgo can stay with the updates.
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