The issue is not the killers, the issue is the maps
A lot of the earlier maps (I'm looking at you, cornfields) are geared around high mobility killers, such as Billy when DBD didn't have many killers on the roster. Survivor mains are right - killers need to apply more pressure to generators, but it's physically impossible to do if generators are spaced ridiculously far apart and you're playing a lower mobility killer, such as Clown.
Survivors also have a valid complaint, which is that most of the game as a survivor is spent holding M1 AND that upping time to fix generators is not a good way to fix the game. The issue is that killers are halfway across an already large map, which means that they're not in any danger whatsoever and means that they can repair the generator without any problem if the other survivor doesn't lead the killer to the generator being repaired or the killer comes to the generator.
I don't think anyone has an issue with DBD becoming a slightly more intense game. As much hate as the Meat Packaging plant gets, as a killer and survivor it is exciting for the sole reason that the killer is never "VERY" far away.
What DBD needs is for maps to be smaller, or at least have some generators spawn closer together. I know there were a few maps that were reworked, which is great. More maps need this, albeit I doubt that the devs will read this post.
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Yeah it would be nice to have maps that weren't as big as China or Siberia with every release. Certain killers seem to need map offerings to at least have a competitive chance to even make it to the first survivor before gens start a poppin'.
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Along with smaller maps, it means that you'll be able to at least physically see your totem before it is cleansed, which makes weaker hex perks like "The Third Seal" become less of a gamble.
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increasing gen times would make this game a snorefest
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Precisely. I also believe that a lot of killers tunnel not to BM a survivor, but rather because if they give up on a chase that means that they'll have to find a new survivor, who could be potentially across the map (and if the killer isn't running information perks, which are also pretty limited).
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No one I know think meat packing plant is exciting.
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Honestly, if the devs cut out the extremely safe loops of the game, or at least cut down on their number, the game would be fine. You know, trim out the god-loops, shorten the map sizes a bit, reduce the number of safe loops.
It would equalize the non-looping killers and looping killers, so the game would be winnable versus a survivor who can read mindgames. A lot of maps just end up being break-the-pallet simulators due to the sheer amount of safe loops (cowshed/ironworks/mother's house) that spawn.
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That's not a problem with all maps. I'm fine with a couple of safe pallets just remove god windows already.
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I'm not ok with "safe" loops at all. A "safe loop" implies that a killer can mind-game or fake-out a survivor as much as they want, they'll still never get a hit. I'd ideally want all loops to be unsafe loops that force both killer and survivor to reach each other and mind-game accordingly, seeing how the only real "skill expression" in the loop game is mindgaming.
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I said a few calm down mate. Hawkins has very very few safe pallets do you like playing on it? That's what I thought.
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I agree. I would also throw how close doors tend to spawn close to each other when endgame hits and the killer is someone fast (Billy, Spirit,Nurse, Clown) etc
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Agreed, doors should never spawn on the same wall, or at least the door spawning should take into account which killer it is.
Fast killers make opening doors on the same wall impossible for survivors unless all 4 somehow manage to make it to endgame.
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The only reason I dont like playing Hawkins is that I still get lost because all of the hallways look the same. If they just opened up the map like gideon meat plant I think it would be a better map and just completely change the upper floor.
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