How did they manage to make coldwind loops worse for killers?

I know this is a little late to the party, but jesus.

When old coldwind was still there we had ye old tree/rock loops. which took the tile space for the edges of the map that didn't have corn, harvesters, cowtrees, or jungle gyms in them.

With Coldwind's rework we got those replaced with hay loops. Which to anyone who remembers old coldwind, is a straight buff compared to the tree/rock loops. Not only is the hay bale short enough for survivors to see over, but there is no way for your average killer to mindgame it.

On top of that the loops are usually on the medium to longer side. So killers can't mindgame, and can't see the survivor. But the survivor can easily see the average killer over the loop. Those loops have to be brute forced.

At least the tree/rock loops had some mindgame potential, and were semi - short. But the hay loops make coldwind an even more survivor dominated realm than it already was.

Which is a damn shame because I love what the art team did with it. 10/10 job as usual for art team, but balance team as usual leaves MUCH to be desired.

Comments

  • Same reason why they turned The Game into Pallet Town 2.0, arguably worse than Blood Lodge once was.

    Same reason why they've managed to ruin Chapel's position as the most balanced map in the game.

    It is all because that stupid ######### annoying Realm Beyond always destroys what we love, at the same time failing to solve actual problems.

  • We can only speculate, because they aren't forthcoming about map balance decisions. They really don't talk about it all except in the most general terms possible.

    My guess would be that it's purely data driven. The Game had a very high kill rate and got buffed. It certainly didn't need that, as every pallet on the map was already completely safe. I don't think these are mechanically driven decisions. Kill rates happen for a variety of reasons, especially in solo queue. And it often has nothing to do with how safe tiles are.

  • @GeneralV said:

    Same reason why they turned The Game into Pallet Town 2.0, arguably worse than Blood Lodge once was.

    Same reason why they've managed to ruin Chapel's position as the most balanced map in the game.

    It is all because that stupid ######### annoying Realm Beyond always destroys what we love, at the same time failing to solve actual problems.

    Also, due to the smoke effects, Chapel runs like ######### on my Xbox.

  • @[Deleted User] said:

    We can only speculate, because they aren't forthcoming about map balance decisions. They really don't talk about it all except in the most general terms possible.

    My guess would be that it's purely data driven. The Game had a very high kill rate and got buffed. It certainly didn't need that, as every pallet on the map was already completely safe. I don't think these are mechanically driven decisions. Kill rates happen for a variety of reasons, especially in solo queue. And it often has nothing to do with how safe tiles are.

    Given the crap decisions BHVR has made before on data alone, in all likelihood it is a purely data driven decision.

    If so, they need to stop. They of all people should know raw data is hardly useful when it comes to the variables in DBD.

  • @GeneralV said:

    Same reason why they turned The Game into Pallet Town 2.0, arguably worse than Blood Lodge once was.

    Same reason why they've managed to ruin Chapel's position as the most balanced map in the game.

    It is all because that stupid ######### annoying Realm Beyond always destroys what we love, at the same time failing to solve actual problems.

    sigh what they did to chapel's main building and how a thick layer of extremely ugly and unpleasant fog was pooped all over the map will never be forgotten.

    ######### breakable walls and ######### ugly fog.

    also, can we talk about how they did NOTHING to asylum's atrocius map size and gen spread, but just added some breakable wall openings in the main building? on top of that, ADDED AN AWFUL, UGLY, THICK LAYER OF FOG? sigh. they just ######### up both crotus penns so badly.

  • @Haddix said:

    https://forum.deadbydaylight.com/en/discussion/comment/2411253#Comment_2411253

    sigh what they did to chapel's main building and how a thick layer of extremely ugly and unpleasant fog was pooped all over the map will never be forgotten.

    ######### breakable walls and ######### ugly fog.

    also, can we talk about how they did NOTHING to asylum's atrocius map size and gen spread, but just added some breakable wall openings in the main building? on top of that, ADDED AN AWFUL, UGLY, THICK LAYER OF FOG? sigh. they just ######### up both crotus penns so badly.

    And another thing I've noticed they love to do on the reworked maps. Is place objects around corners in loops that were already decent.

    It's a small thing, but still so annoying regardless.

  • @BrokenSouI said:

    Oh. I thought we were going to talk about the bullshit buffed long walls EVERY jungle gym has now. On top of a god pallet. Good luck mind gaming on coldwind folks ๐Ÿ‘Œ

    Coldwind already sucked pre rework, but now it feels downright awful for killers. Not to mention how you can barely slam into anything as Blight on coldwind.

  • I think its the same reason for why other maps are bad after the rework. They keep focusing on how the maps looks and not enough on how the balanced the map is.

    Imo the maps looks great visually but the balance of the maps I what make it irrelevant.

  • @dspaceman20 said:

    I think its the same reason for why other maps are bad after the rework. They keep focusing on how the maps looks and not enough on how the balanced the map is.

    Imo the maps looks great visually but the balance of the maps I what make it irrelevant.

    Not to mention how they keep managing to make environmental hitboxes wierd when they rework maps. Huntress and deathslinger are still screwed over by stupid hitboxes on autohaven loops.

  • For me, it's just the yellow on yellow on orange yellow, the color scheme that obfuscates scratch marks that makes it worse.

  • @[Deleted User] said:

    We can only speculate, because they aren't forthcoming about map balance decisions. They really don't talk about it all except in the most general terms possible.

    My guess would be that it's purely data driven. The Game had a very high kill rate and got buffed. It certainly didn't need that, as every pallet on the map was already completely safe. I don't think these are mechanically driven decisions. Kill rates happen for a variety of reasons, especially in solo queue. And it often has nothing to do with how safe tiles are.

    I personally think they just changed these for the sake of visuals, because a bunch of hay looks prettier on a farm than rock loops. If it was purely data driven they'd have to nerf Coldwind a ton, because before the rework these maps had some of the highest escape rates in the game (sorry for crappy image):

    uhGr0wX.png


  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2411271#Comment_2411271

    I personally think they just changed these for the sake of visuals, because a bunch of hay looks prettier on a farm than rock loops. If it was purely data driven they'd have to nerf Coldwind a ton, because before the rework these maps had some of the highest escape rates in the game (sorry for crappy image):

    https://us.v-cdn.net/6030815/uploads/SA0NWY41DA8L/uhgr0wx.png

    I am confused now. So you think they have to nerf coldwind farm because of high escape rate? 45-35% escape rate is high? In my Book of Ballancing, this is highly favourable for the killer. You are not telling us that killer should have a higher killrate then 50%, do you?

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2411388#Comment_2411388

    I am confused now. So you think they have to nerf coldwind farm because of high escape rate? 45-35% escape rate is high? In my Book of Ballancing, this is highly favourable for the killer. You are not telling us that killer should have a higher killrate then 50%, do you?

    Can you pinpoint where I SAID that Coldwind should be nerfed? I never put my personal opinion on my comment. I said that if the devs were to take purely driven data to make decisions, Coldwind wouldn't be buffed (or nerfed) before, let's say, Shelter Woods.

    Jeez, incredible annoying how people on this forum must turn every post into us vs them.

  • This map gives me cancer in four different parts of my body.

  • @GrimoireWeiss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2411397#Comment_2411397

    Can you pinpoint where I SAID that Coldwind should be nerfed? I never put my personal opinion on my comment. I said that if the devs were to take purely driven data to make decisions, Coldwind wouldn't be buffed (or nerfed) before, let's say, Shelter Woods.

    Jeez, incredible annoying how people on this forum must turn every post into us vs them.

    If it was purely data driven they'd have to nerf Coldwind a ton, because before the rework these maps had some of the highest escape rates in the game

    Welp, the only side i am on is the ballance ;) I dont see how this is ballanced according to data at all, but maybe i missread your message there.

  • @BingBongMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2411362#Comment_2411362

    Not to mention how they keep managing to make environmental hitboxes wierd when they rework maps. Huntress and deathslinger are still screwed over by stupid hitboxes on autohaven loops.

    Yeah. I think it effects survivors too. Sometimes i get stuck on random things when running from the killer. One time on the new chaple map I was looping a doctor by shack and somehow I got stuck on the wall and I got hit.

  • Problem with these Escape Rate and Kill rate graphs, or any sort of Big Data analysis, is that it's a sumarization of the full spectrum of people playing and that is a problem since the game is a casual party game designed for casual players therefore the skill ceiling is much lower so the chances for survivors to die are higher and you have to take into account that BHVR believes the 2 die 2 escape philosophy, therefore Survivors are already expected to die. Meaning 4k and 4 escape are NOT NORMAL MATCHES, those are matches where either the killer skill level was higher or the survivor skill level was higher. The more one of these scenarios happen the more the game is unbalanced.

  • @BingBongMan said:

    I know this is a little late to the party, but jesus.

    When old coldwind was still there we had ye old tree/rock loops. which took the tile space for the edges of the map that didn't have corn, harvesters, cowtrees, or jungle gyms in them.

    With Coldwind's rework we got those replaced with hay loops. Which to anyone who remembers old coldwind, is a straight buff compared to the tree/rock loops. Not only is the hay bale short enough for survivors to see over, but there is no way for your average killer to mindgame it.

    On top of that the loops are usually on the medium to longer side. So killers can't mindgame, and can't see the survivor. But the survivor can easily see the average killer over the loop. Those loops have to be brute forced.

    At least the tree/rock loops had some mindgame potential, and were semi - short. But the hay loops make coldwind an even more survivor dominated realm than it already was.

    Which is a damn shame because I love what the art team did with it. 10/10 job as usual for art team, but balance team as usual leaves MUCH to be desired.

    I swear, it's seems like they fired the level design team since the Game rework.

  • Not only this, but regular jungle gyms are longer on coldwind. Which is better for survivors

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2411398#Comment_2411398

    If it was purely data driven they'd have to nerf Coldwind a ton, because before the rework these maps had some of the highest escape rates in the game

    Welp, the only side i am on is the ballance ;) I dont see how this is ballanced according to data at all, but maybe i missread your message there.

    Yeah, it's pretty easy to tell coldwind isn't balanced.