Tipsy

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Tipsy
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  • I get what you are saying but if it become permanent, then there would be obviously requirements to even get one. If something you bring then, only one person survivor which isn't bad whatsoever. Or like flash bang requires survivors spending time doing certain actions. So there would never be to many where it's harmful in…
  • Botany self care takes 35.5s to heal yourself. Another survivor healing you takes 16s plus the potential time to meet up meaning a minimum of 32s of potential time on gens. With simple math, you can see gen efficiency is roughly the same but with the added benefit of you healing others faster and not needing others to heal…
  • At the true high level, which extremely few ppl are, slowdown perks are a must, but going all out in slowdown perks if huge flaw as well. Most slow down perks have similar requirements. To down or hook someone, which takes time and good survivors won't let that come easy. Other are area control, like a 3 or 4 gen but that…
  • I understand why Skull Merchant and maybeee Twins but the rest of the killers are in a good spot. Yes Billy is S tier but only very very small amount of ppl can push Billy to that level. Also a lot of the perks listed were recently changed and I feel are in good spots for their niche such as Weaving Spiders, Crowd Control,…
  • All they did was making them brighter, which is good for ppl who have hard time seeing them. Which one of the main reason ppl use filters. Personally I cant see scratch marks at all on Ormand. If you think this effects stealth, it doesnt.
  • Small map. allows for easy gen control and 3 gens. Mainbuild is very strong for survivors but rest of map can be on the weaker side, making it theres no point for the killer to chase to main most cases. Makes for let interesting gameplay loop of survivors always running to main soon as a chase starts.
  • Love this map for its balance. It nerfs top tier killers while not hindering lower tier killers at all. Lots of unsafe pallets and unique structures adds for interesting gameplay. The biggest and i mean biggest issue with this map is vaultable window connected to the glass window. That window if shift teched correctly is a…
  • This map feels large for survivors but small for killers. Very limited pallets making for easy deadzone creation. Gens are too much of pain to find on this map.
  • A little on the large side other than that I love it. Best map in my opinion. I love the high pallet count but they mostly being unsafe. I love the main building. It is balanced. Maze tiles are good and are all good distance from each other. I will say one issue with the maze tiles is the survivors can see the killer's red…
  • Large and lots of god pallets. God pallets make for boring gameplay loop. Other big issue is how the killer can stand at the bottom of the main stair sets and pretty much complete divided the map lot letting anyone pass by making for easy camps. Strong 3 gen with gens in the main room and on west side. West side can become…
  • Large and lots of god pallets. God pallets make for boring gameplay loop. This map is also a race against time for the survivors in terms of resources. There are many pallets but as many as say The Game so once those pallets are gone, there is little to much of any safety for survivors. So if survivors split and slam gens…
  • The general balance feels fine but the odd shaped walls are the worst and make it very hard for some killers to use their powers.
  • Main building is awful. The window and pallet that always spawn at MB are way too safe and strong. The window also goes straight in to a maze tile too. On top of that there can sometimes spawn window at the front of MB and one on the back left of MB. With all 3 windows together if shift teched correctly, it can be made in…
  • The red. The red is the worst. It needs to go. It doesnt make it feel like a medieval battlefield. So hard on the eyes and so hard to see anything since alot of things like auras, scratch marks, and red stains are all red. General balance wise, its okay. no real issue but I liked it when you had a lot of unsafe pallets and…
  • Very large. the weird shape of the walls makes it hard to use some killer powers making for less smooth gameplay and pointlessly hindering some killers. The gates seem to always spawn in the same spots and are almost impossible to defend both. Other than the size the general balance feels good.
  • I like this map very much. Its small but very condensed so things connect well. Due to its size and shape I do feel this map leans a little towards being killer sided. its not to hard to create deadzones as killer and control 3 or 4 gens. also the two farthest points of the map a lot the times spawn very little to no…
  • Dont know what to say about this map. It feels solid on both sides.
  • Love this map. The choke point adds interesting gameplay interactions between the killer and survivors. pushing the survivors to work together to divided map. Choke point is for the most part safe due to it being filled with maze tiles (good thing). Main is good but not too good. Large but the killer can keep control due…
  • Gens spawn close together making 3 gens common. Map feels large. Lots of connected filler pallets. most of which are safe. Main sometimes has a very strong window where basic m1 killer cant mind game or catch up on if the survivor is decent.
  • Size is alright. Lot of connecting safe pallets. Main building is very strong since you guys opened up that door that use be a breakable wall by the gen. The pallet is also very safe with the strong window right next to it and the fact that the survivors are see over the shelf with the pallet clearly but the killers can…
  • Talking about Groaning 1. Main building is strong with very strong window and other window requires the killer to break a wall to play around. Shack spawns with two maze tiles connected to it making it a safe place to take chase. Biggest problem with the map is the two pockets, one with double maze tiles and the other also…
  • Ironworks 1 at least is decent. The shack can spawn a strong pallets right outside it along with two strong maze tiles so that can make it very hard area for the killer to chase at. Going past those maze tiles is the water tower or logs tile and pass that can spawn a really weak area in that corner of the map for…
  • Its largish but due to its shape having the choke point, it very manageable for the killer. Main and the middle is strong for survivors but if the killer plays right defending one side of the map its pretty balanced and well designed. I like this map as both sides. no complaints. This is for suffo 1 at least.
  • Coal tower 1 is almost a perfect map in terms of balance and size.
  • Shelter woods one and two are both about the same in terms of strength for either side. Both large. Biggest issue the large deadzones it can spawn or areas with only one pallet. It does spawn a lot of strong filler pallets. The filler rock pallets with long and short side. the long side having a tree at each end is…
  • Alright. I will rephrase. It's long. Say you don't have any long range regression or slowdown perks like grim and pain res and you take chase at the top of map where carnival is and the survivor is half way descent at chase making sure to go down lets say top right corner. The time it will take for one to pick up, hook and…
  • Its a large map but often doesn't feel that large because there is alot of space on the edges that dont spawn anything. the elevation hurts killers like artist. blight doesn't collide with a lot of trees on this map. There two totems that always spawn in the same spot. Main building is very survivor sided but most of the…
  • These maps can be big and the smaller ones still are bad because its the same strength of stuff but closer together. All 3 builds are safe with god pallets and strong windows. Each building including shack have a lot of connecting pallets all safe pallets except the 3 that connect to the school. Long fences are really…
  • Large map and has two strong spots on the map for survivors. First main building can multiple safe or god windows. one variation can spawn a literal infinite if the survivors know how to shift tech to lose chase. Shack is connected to maze tile and which often a long wall or a short wall gym making it almost never worth it…
  • This a strange map. Honest i think most killers dont know how to play it either. I like a open line of sights. it adds character to the map and sets its apart from the other maps with is good imo. Usually not a high pallet count and pallets vary in strength. sometimes mostly weak, sometimes most safe. Can spawn several…
  • Where to begin. Main build has a god window and a safe window even with the door broken. It always has two god pallets and usually a 3rd god pallet. Map is very large. There are two pockets in the map which both hold two maze tiles connected and both can be connected to shack. The killer has no reason to ever chase in…
  • Map is huge. the changes in elevation hurts killers like artist. can spawn large dead zones. There is a verision of the docks that can very op. Its a mix of and long wall and short wall gym with a safe pallet, a god pallet and an safe window. Shack window connecting to "pog log" window can be very strong too.
  • Map is good. Same as what i said before I feel increasing pallets and lowering their strength is always good much like the new map in the PTB
  • Honestly think this map is in a good spot. increase pallet count and lower pallet strength is what i would do.
  • Large but not unbearably so. can spawn large deadzones near cow-tree/harvester. Super dense tiles on both sides of the house. Sometimes god pallets spawning 8 meters from strong jungle gyms with windows. Corn sucks.
  • the map is good as is. only change would make so the maze tiles cant be all strong ones or all weak one. Had one version of the map where only LT and Pallet gyms spawned and thats too weak.
  • Map is very large. The corn hurts killers a lot and can spawn a lot of very strong maze tiles and pallets all with can connect with each other making zones where its almost in possible to chase. Make the map small and lowering the strength of the filler pallets would be good start
  • I really want to like this map as both killer and survivor but cant. I love the shape of it having that middle choke point. ARP and Suffo Pit 1 are two of my favorite maps because it has those choke points. The choke points allow for the killer to make and create map pressure with out the need to perks or powers and…
  • Very strong map for swf's which why its the map offering I see survivors bring the most when I play killer. Wayyy too big. The killer can spawn in one corner of the map to walk straight to the other corner as a 4.6 killer takes roughly 30 secs. Of course in a real match the killer will be checking gens on their way there…
  • A tad too large of a map, pallet spread can be weird, leaving random deadzones. Main building can also be very rng dependent. Sometimes giving very strong windows, other times giving very weak windows.
  • This is super lame so I started playing Iri blight tag Blight and kill them before they can even get near a locker. Normally I feel dirty using that addon but it feels good to kill dirty abusers.
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