Based on the maps they came with, what do you reckon is the INTENDED counterplay to original killers

Minus Blight, Twins and Trickster, as they have no maps, so [Insert No Counterplay Jokes Here].


From the start maps where more or less created around their respective player. So, what do you think was the intended counter to certain killers, looking at specific features of their maps?

Comments

  • Well, clearly the counterplay to Pig was intended to be drop pallets every five seconds.

  • @Altarf said:

    Well, clearly the counterplay to Pig was intended to be drop pallets every five seconds.

    hehehe. i mean, to be fair, there weren't that many pallets before the remodel

  • as for the original 3, i feel like their maps were specifically designed to compliment their abilities.

    MacMillan Estate has a lot of grass and a dark floor, allowing traps to be hidden well (before they made the grass so super shallow that is)

    Autohaven Wreckers has a lot of open areas with few hiding places, allowing Wraith to spot his prey from longer distances

    Coldwind Farm has many open fields allowing Hillbilly to quickly traverse them with his chainsaw without having much trouble doing so


    as for the others, i feel like they were mostly designed trying to make them look good. they dont really strike me as maps that were specifically build for the mechanics their respective Killers came with tbh.

  • @MeltingPenguins said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290057#Comment_2290057

    hehehe. i mean, to be fair, there weren't that many pallets before the remodel

    There were about 16-20 and they were just as safe as they are now. As in, there's a peak to maximum safety and anything beyond that doesn't matter.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2290217#Comment_2290217

    There were about 16-20 and they were just as safe as they are now. As in, there's a peak to maximum safety and anything beyond that doesn't matter.

    i admittedly never noticed. then again, you get lost so easily on the map before and after that it doesn't really register. but... thinking about it it makes sense:

    you are buying yourself time to get to the boxes.


    @Mister_xD said:

    as for the original 3, i feel like their maps were specifically designed to compliment their abilities.

    MacMillan Estate has a lot of grass and a dark floor, allowing traps to be hidden well (before they made the grass so super shallow that is)

    Autohaven Wreckers has a lot of open areas with few hiding places, allowing Wraith to spot his prey from longer distances

    Coldwind Farm has many open fields allowing Hillbilly to quickly traverse them with his chainsaw without having much trouble doing so

    as for the others, i feel like they were mostly designed trying to make them look good. they dont really strike me as maps that were specifically build for the mechanics their respective Killers came with tbh.

    I think the trend continues even after the original three:

    Huntress has a high vantage point to snipe around the map, but plenty of obstacles to dodge behind.

    Doctor has narrow rooms and corridors which are great for shocking people, but also a hindrance in terms of getting TO them.

    Even Spirit has all these nooks and crannies and bushes to hide and change direction in, which... on paper could work.