http://dbd.game/killswitch
Just got ran around the haddonfield infinite and oh my god.
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A lot more exist besides that one lmao.
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If this is directed at the original post, no nerfs were asked for, just tips on how to beat it.
OP, it depends on the killer. Demo could take advantage of a well timed shred. I know the Clown catches flack but I find his bottles help a lot in loops. Huntress and her hatchets are loop enders. Also if you have it unlocked, beast of prey removes the red stain after getting blood lust, it can be helpful in long chases too.
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Haddonfield has alot of bad map design with those kind of "god loops" aka time wasters, other maps have those sort of loops too like Coal tower, ironworks of misery, Mother's dwelling house, groaning store house, Torment creek and Rancid Abattoir and grim pantry structure. Some are RNG windows that aren't always there but others like in Iron works always has the dumb window that's just a free loop for no reason.
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Honestly? Play Trapper. Shuts that infinite down really easy. Bring the purple and yellow bag offerings and commit those traps to the Myers house. Yes they can disable the one outside the left hand 2nd story drop window, but they are at the mercy of the two porch roof window vaults and are unable to disarm those without stepping in them.
As for other killers, I genuinely don't know.
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I doubt it because good survivors will vault the second floor and wait on the back porch roof. They won't jump down unless they KNOW the killer is coming, so you can't mind game them unless they are low ranked survivors.
Overall, this may sound killer biased, but Haddonfield is the most broken map in the game in my opinion. I'm terrible at chases as a survivor, and for me to run the killer for 3-5 generators on the semi-infinite (it takes the killer so long to catch up you minus well call it an actual infinite), is ridiculous. :(
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Oh they do, that's why they use Haddonfield offerings with BL.
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"Eventually" do you even play this game? By the time that "eventually" happens, 3-4 gens are done.
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See the problem with this chase is that the distance to travel is super short and by the time you have a wound up hatchet they're already back upstairs and demo cant do much since its outside the lunge reach
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Read whatever you want. I don't know why, but I'm trying to help you get better at the game. You want to be stubborn and continue being a closed-minded, bad player? Fine. You do you.
Whining about infinites and then saying 'come fight me bruv' when you are proven wrong... That's hilarious. Players like you are the reason achieving balance is so difficult for the devs. A potato who thinks he isn't a potato (you) is a headache to deal with because he won't accept he is wrong, and is then super vocal in his whining.
Did you read what I wrote? Brute-forcing it is good enough if you do what I said. And if your routing isn't very optimal, here is another tip: hide your red stain before quickly turning and vaulting the window. Be careful not to get stuck on any walls! I know that can be difficult for some players! Now the survivor player will hesitate for a split second before jumping down, allowing even low rank killers opportunity to catch up!
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Honestly, the consensus on the Asian servers is that the number of North American killer players who are potatoes is a really high number compared to actual good Killers. I didn't want to believe that, but talking to some of you, and seeing some of these clueless replies from players who seemingly have put almost no time into killers (otherwise why would you think this is an infinite when it clearly, clearly isn't) makes me wonder if they are right.
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its funny youre so rude and just admitted you dont know how a good player plays this loop. They wait til you start the vault animation THEN jump down. By the time youre jumping down they are half way up the stairs you can 'swing' all you want but the distance will remain the same since idk if you knew this but missed attacks have cool downs.
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No thanks, no advice needed. I'm better than you, I don't take advices from players who can't even take a 1v1.
Also "proven wrong"? You proved nothing bud, I gave you the chance to prove it in a custom match but u keep avoiding it like a chicken.
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Balanced landing creates quite a few infinites actually, there is also an infinite on grim pantry as well because of how the pantry blocks LOS but I'm not sure if it works against anyone except huntress.
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It really can't, people think you can just run out the back and catch the drop down but the person running BL is already moving by the time you would.
strong time wasters and infinites arent healthy for DBD at all, they're an oversight of map design that was never corrected because someone in the map design department isn't very good at their job and given their employment history should have been fired ages ago
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What's funny is even Nurse struggles on Haddonfield lmfao
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Yes, I read what you wrote, and I definitely put time on both sides — I know what I'm talking about.
That's not going to work because the survivor will wait for the red stain to touch the window for a split second, then vault. Some survivors wait for the killer to commit to the vaulting animation before jumping off (unless your Spirit). Furthermore, even if you mind game them, you have to go back down the stairs and catch back up to them. By the time you catch back up, they are going to be at a pallet, and once the killer breaks it — rinse and repeat this paragraph because you know where they are going next while you break it. Even worse, if they predict which way you leave the house, they will just go right back to the safe vault (rinse and repeat).
Just because something has some counter play doesn't justify how broken Haddonfield is. Both sides should have fair counterplay, but Haddonfield is skewed towards the survivors 9/10 times. This shouldn't be the case, period. 🤷♂️
Just to top it all off, you KNOW it's bad when killers are forced to ignore a portion of the map because it will cost them the entire game. If played correctly, there shouldn't be a loop so powerful that it costs the killer the game, never.
That's my arguement with reasoning and justification.
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To be fair this map was made in 2016, they didn't even know back then how to balance the maps.
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Lol they released Mount Ormond Resort and Temple of Purgation, both of which are incredibly survivor-sided. The devs still don't know how to balance maps.
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I'll only respond to you now because you are the only one who isn't blinded by ignorance. And because I respect someone who plays nurse on console.
But, like, I agree with you? I said so many times that this is the worst map in the game and this house is terrible to try to chase in, but it ain't no infinite. Of that I'm sure. Next time you are killer on that map do what I said and you'll see. Even against a Survivor who runs the route optimally you will catch up.
But man, you are devotion 2, that's still kind of a new player in this game. Just saying. And people who can't consistently hit rank 1 on both sides shouldn't be talking about balance issues. I just assume that people who want to discuss balance are able to be rank 1 on both sides. But there is a huge, huge skill spread between a good rank 1 and a noobie rank 1. So, showing those pictures doesn't really mean much...taking those pictures at the very beginning of rank reset would at least mean something. Anyways, take some advice from someone with many, many more hours in the game. And from someone who originally played console before switching to PC, I'll tell you that no, on console it is impossible to rotate your camera as quick as you can on PC. So doing that thing I said will be less effective on console.
I am all for Haddonfield just being deleted. It is a terrible map. But I really don't like misinformation being spread, too.
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And Hawkins?
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Still isn’t an infinite, which is my point.
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I'll refrain from commenting about the map since it's still relatively new. Could be the first killer-sided map.
Even if it is killer-sided, my point still stands. The devs are lousy at designing maps balance wise. No map should be killer or survivor sided.
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To be clear, you know I been playing Dead by Daylight before Devotion was a thing, right? Therefore, you can't base my play time on devotion because you have no idea how long I been playing before devotion was introduced.
Also, I don't like to say how many hours I have because then it turns this thread into a hours contest and I want to avoid that!
However, to give you some context on my hours without saying specifically, the pictures actually mean a lot if I'm a rank 1 console Nurse main because as you mentioned, it's a lot harder to play her, which means I'm definitely better than your typical rank one player — I know what I'm saying.
I know Haddonfield is not an infinite, but with Balanced Landing (and very rarely without Balanced Landing) you're basically creating a semi-infinite just by getting Haddonfield.
I want to define what a Semi-infinite is because I don't want people getting this confused! :D
Semi-infinite: The loop is so strong that it would cost the killer the game if they tried to chase a survivor in this loop.
No map should have a semi-infinite, period. I explained why in my previous comments how damaging, and unhealthy this is for the game.
Edit: Sorry if I sound rather oppressive, I don't mean it to come out that way! This is a very passionate subject for me, and I want you to understand why I feel like Balanced Landing makes Haddonfield almost an infinite. 😕
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I think pseudo-infinite describes these loops. 'Cause you'll eventually hit them, it just takes forever if the survivor isn't stupid which makes it feel like an infinite.
Honestly, I don't blame killers who DC on some of these maps, though, after playing basically only Legion as killer and running around trying to M1 people, some loops really do take way too much time.
Recently had to deal with two players on Grim Pantry with Balanced Landing and I couldn't do much; constantly losing LoS throughout two structures next to each other where it took forever to land a hit.
Ormond is also obnoxious (ironically enough given the killer), pretty much everyone just runs to the main building and wastes a ton of my time.
Really just any map where there's a central building of some sort that gives survivors a ridiculous loop to play with.
And the worst part? I actually notice a lot of these survivors aren't good at looping outside of these areas. I faced a Meg the other day with Balanced Landing on Coal Tower who would always stay around the tower to loop. Anywhere outside of that tower she got hit in 10 seconds.
EDIT: By the way, map design is seriously flawed when certain loops become completely broken with Balanced Landing while they become a trap and you get hit easily without it. I've noticed this just from playing with and without the perk on several of these maps as well as facing survivors with and without the perk.
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Sure, I don't disagree with anything you've said. I've been pretty consistent on these forums in saying that map design is the single biggest balance issue in the game right now, with Haddonfield being at the top of that list.
I too have many, many hours in this game, and I know what is possible for the killer and what isn't. I can live with your definition of this loop being a semi-infinite, and giant waste of time to attempt a chase in.
My issue is the people who don’t even know that attacking in the direction you want to go while falling is quicker than simply falling. Or the people @justarandy who want to 1v1 over something that is not skill-based in the least. If you have good pathing, you will catch up as killer. Simple. (I'm not directing what I'm saying at you, now). It is those people I have an issue with because they make balance more difficult for the devs. They don't understand core game mechanics, and are very vocal in their whining. (even though - AGAIN - I agree that this Haddonfield house needs to be torn down, and the whole map remade)
They still don't know how to make maps.
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Would you stop being a rude person for like 3 seconds? You have zero proof as I just tried your little trick in a KYF lobby and guess what! It doesnt work since by the time your attack cooldown is done, just like I predicted, they're upstairs and at the window!
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You gain distance and get them on the next go-around, or one after that if you don't run it well enough. Of course you aren't catching them when they first pop balanced landing..
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No they dont have the speed boost. You fail to realize the amount of distance between you and the survivor stays exactly the same. As soon as you start vaulting the window they jump down and stay about halfway inside the house. Once they see you falling down they run right up the stairs, rinse and repeat.
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Also FYI I did this test to see if there was even a way to catch up to them (solely using your technique) during EGC so 3 minutes. Didnt even get the hit off
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It is mindgameable as certain killers or vs survivors that dont pay attention, but even then unless its nurse it will be a long af chase before the killer gets the hit...
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