https://dbd.game/4rHHkF5
New Map: Trickster's Delusion Feedback
Comments
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Ah yes, a picture of Gabriel completely proves your point why a map with below average size should be cut in half to be the (by far) smallest map in the game.
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80% escape rate!!! map is too big, hold w friendly, unless you have an actual better suggestion to improve the map keep it to yourself, because this is just getting spammy at this point,
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Your suggestion basically has the same quality as if you would say "Lets paint it all in green".
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My issue is making the map any smaller then it already is its going to lead to unavoidable 3 gens.
The map already has issues with gens spawning really close together, if the map was smaller I fell like it would make that issue worse.
We can address the escape rate by looking at the some of the god windows rather then just taking the nuke approach of reducing the size.1 -
I have yet to have a chase that ends in less than a minute with Nemesis on this map unless the person I'm chasing screws up somehow.
It has legit infinites in several possible configurations.-1 -
This room is a noob trap. you go in thinking there might be a door to the north, but its a dead end. I've fallen for it and I've seen others fall for it as killer, it's really funny.
With my brace/shoes build on trickster so far:I don't think I'm doing too bad, but, I've only played a few matches on the map.
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Please delete that god window in the CD store, reduce the amount of god pallets that can spawn at once, and also remove some LOS blockers so that trickster can actually do anything on the map thats meant to be for him.
i think the layout is a little difficult to learn but i'll get used to it, and the map i think can be really good, it just needs tuning a little bit
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After playing it some more, this map really does feel absolutely enormous. Something needs to be done to help killers like Trickster, without any catch-up potential, to actually catch up. Feels like a hiking simulator.
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its generally a cool map, and as killer ur able to hold a devious 3 gen at the nightclub, but jesus the amount of pallets on this map is insane, i also feel bad for Nurse players because they can just instantly break LOS with you. Artist and Nemesis are amazing on this map however you gotta fix that one loop next to shack man…pretty fun update though
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Impossible to activate: All Chaking Thunder and Balance Landing.
The new map has no height to activate the only two perks that require falling from a height. They can literally only be activated if the basement appears in the Killer Shack.
There are many inaccessible buildings that could be used to create a ladder for a simple 2 floor room that allows falls.
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The non-god pallets are so weak. Just doesn't feel like there's anything you can do with them on most of the map.
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The "Trickster's Delusion" map is very well-made and unique. It's clear the creator put effort into it. It brings a new and unusual location to the game. I wouldn't change it anytime soon.
However, I really disliked another map: "The Fallen Refuge."
The map was designed as a location based on the TV series "The Walking Dead," but it's a botched mix of "Withered Isle" and "Greenville Square," clearly rushed and carelessly crafted. There are plenty of locations in the "The Walking Dead" universe that could have been implemented in the game.
Take a look at the photos, for example, here: https://walkingdead.fandom.com/wiki/Locations_(TV_Series)
Perhaps the mapmakers at DBD will finally release a decent location based on the TV series "The Walking Dead."
For inspiration, here are a few screenshots from the show:3 -
Its horrible for bad survivors, excellent for good ones.
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Thos is a rare map where Onyro shines. If you memorize the map
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I rly love the map, well done.
So many details, the sounds, the darkness. Perfect!
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Beautiful map. As others have said the god loop next to shack is an issue; I would add that pallet spawn logic around there is too, as I had a match where 4 pallets spawned inside it (two next to the gen, the one outside, and in the backroom). Theres also a sizeable deadzone near the edge of the map opposite the god loop thats just generally boring to play in.
But overall I've been quite enjoying the maps looks and gameplay and would consider those issues outliers. I appreciate that the paths and rooms are mostly linear so dash/ranged killers still play well :)0 -
There is an actual infinite in this location (that is highly effective against slower movement-speed Killers) if Survivors walk-tech to prevent chase from starting as Killers vault.
Additionally, the glass windows gives Survivors perfect information on how to react to the Killer's movements and extend the duration that they can infinitely run this infinite.
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I think the gameplay on this map is generally pretty unique and fun - I love the sensation of fleeing thru the streets, flailing pallets and ducking in and out of alleys. Many of the strengths on this map are pre-dropping pallets that are very weak on their own to force Killers to take longer paths, resulting in long, winding chases through the streets, and that feels pretty cool!
The oft-cited weak pallets are not a problem, in my opinion, as they work incredibly well when pre-dropped and not actually used in an attempt to loop and stun. It is part of what creates the immersive high-speed chases that give this map a unique standout gameplay feel, and I would love to see this map maintain that unique identity moving forward with any chases!
However, playing as Killer, there are lots of issues that I've identified. Here are my thoughts:
- There are very few line of sight blockers in this map, and not enough "holes" to duck in and out of buildings on all sides. This fact feels counter-intuitive, because it feels like there should be plenty - there are tons of buildings! However, it's quite the opposite. The long, endless streets gives Survivors perfect line of sight of a Killer approaching. The angular directions and static layout of the map makes it very easy to predict what direction the Killer is going to approach from, especially in the High Streets and Club districts, as the buildings are long and do not have "swiss cheese" holes that allow the Killer to change up their approach. They often must resort to approaching from a single direction down a street. This makes pre-running on Trickster's Delusion heavily problematic for Killers, because it is VERY easy to spot a Killer approaching from very far away.
- Sometimes, as I showed in a post above, this map can spawn literal infinites that are exacerbated by the fact that the buildings have glass windows, denying mindgames and giving Survivors perfect information on how to react to a Killer's movements. As Killer, often all you can do is hopelessly stare at Survivors from the exact other side of the glass window you're on. It feels like a Haddonfield fence all over again.
- The edges of the map are pre-running hell for Killer, and trying to defend Generators that spawn in any corner of the map is genuinely impossible. Too many Gens spawn in the Marketplace/Shack area, which makes it a very easy choice to defend as Killer. Attempting to defend the lone, isolated Generators in the corners of the map where it's incredibly easy for Survivors to predict or even see what direction you're approaching from feels bad and futile, and many Killer players resort to trying to defend these Generators. Inversely, if the Marketplace Generators are completed first, the gen spread is so wide that the game can feel instantly lost.
- Defending the Exit Gates is WAY TOO EASY. You can stand in the center of the convenience store or in the intersection of the 2 main streets on the map and clearly see both Exit Gates being worked on. There MUST be more line-of-sight blockers on these gates, it is genuinely impossible to get on a Gate without being spotted if you're the last remaining. (Especially if you play as one of the many-increasing numbers of 3rd-Person Killers like Krasue or Henry, whose high camera angles allow us to peer over obstacles that Killers are normally not meant to see over!
Solutions:- Create more line of sight blockers in the middle of streets to hide a Killer's approach, and to obscure Exit Gates from guarding.
- Create more holes on more sides of buildings. This would reduce the strength of "God Pallets" and enable Killers to change their approach unpredictably, and circumvent some Windows that are too strong.
- Cover up the transparent Windows of NOT ALL BUILDINGS but buildings that spawn with strong Windows. This will reduce the strength of the stronger Windows while still allowing for interesting pallet-play elsewhere where Windows do not spawn.
- More variety, unpredictability, and varied distribution in Generator density would significantly alter the patrol behavior of players and could make defending Generators much more reasonable for Killer. The balance of Generators leaning heavily towards the Marketplace is a huge problem, as 2 very close Generators are almost always guaranteed to spawn in that corner, and it's a wide open marketplace that makes it easy for Survivors to identify when they must pre-run.
There is a lot of discussion regarding the strength of "God Pallets" on this map and whether that's okay. Personally, I think a "God Pallet" or two are okay, especially considering that this is a pallet-dense map. Pallet-dense maps tend to have slow early games, but absolutely devastating late games if the Killer successfully can clear out the safer pallets on the map early on.
The layout of this map with the wide open streets and straightaways makes it possible that Survivors can spot or sus out that a Killer is coming from miles away and it frequently allows Survivors to start prerunning before you even know that they see you. I frequently have Survivors pre-running the entire length and a half of the map before I can even catch up to them, because it's so easy to tell when and where the Killer is approaching from. I think this pre-running issue is exacerbating many of the smaller imperfections with the map. Because the map has such long straightaways, cutting a Survivor off is often not even an option. You'll often have to match the Survivor's movements and follow them down the entire length of a building.
After exclusively playing on this map for a week, I don't feel the amount of pallets is an issue, since there are only like 2 or 3 windows on the entirety of the map. Knock out some of the pallets, and it should all be downhill from there - especially since almost every pallet on this map is actually quite weak!
The real issue that I believe needs addressed is the strength of the loops around Windows that spawn, adjust the open sightlines down the streets, and add more holes around the buildings so that Killers have more options to cut off pre-running Survivors.
Fix these Window loops, and the pallets won't even feel like a problem anymore once a few of the stronger ones get knocked out of the way!
I hope to see some changes come to this map that make traversing it much easier, Killer approach more unpredictable, gen defense more reasonable, all without sacrificing the integrity of the unique gameplay that the map has created for itself within the DBD universe!
Post edited by NotJared on1 -
This map is insanely survivor sided for most killers. But there are a few that play better on it.
Onyro can teleport well here, so thats not a problem.
Dredge likes this map as lockers are everywhere.
Any high mobility character is fine.
Everyone else? Eat pallets nerds! And have fun running through an alley never even entering chase before they god loop you.
Also if you ran a hex build on this map it's a wasted perk slot,the totems get nuked in 30 seconds flat, they have atrocious placement.
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I heard somebody say xeno was good on this new map so I tested them and I was surprised myself, this is probably why.
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