Tile fairness for m1 killers

As some of you know, i main pig. I played this killer for a very long time.

What can i say. I love m1 killer mindgames and the typical survivor vs killer gameplay. Pig gives me enough time to play that. But thats just one of the reasons i love this killer so much.

Now to the topic at hand.

Now that we have made for this in game and lots of bloodlust discussions have popped up in relation to this perk, i think it might be time to discuss the fairness of most tiles in the game against pure m1 killers. I have also seen lots of people saying that maps are fine and that maps are more fair now.

I will speak from my experience as pig, which true, is a better m11 killer than most (small ccharacter + very quiet + dark cosmetics) but i play a lot of trapper as well and perform relatively similar with him in terms of m1 killer gameplay.

Now the "hot" take: in my opinion, around 60% of the tiles and structures in dbd are very unfair, yes unfair, against m1 killers and most killers are completely reliant on their power to get any form of hit IF the survivor is good (chaining loops and know where to stand and wait to haver an advantage in distance).


As for some examples and i know im gonna get chased with pitchforks for it.

Killer shack.

I developed 4 different mindgames around that tile over the years of playing this game. None of them work if the survivor waits around the corners. There is a spot in the middle of the shack, where the survivor can literally stand still. If the killer enters the shackl, the survivor has enough room to vault the window and not get hit. If the killer doesnt enter the shack, the survivor doesnt vault and makes another loop around the longer side of the tile. I know that not every survivor plays this good and that most at least vault the window if you (the killer) pretent VERY heavily to enter the shack and then mov out again. What happens in chase that the survivor loses this mindgame? They have enough time to get to the pallet, only take a hit when healthy or even get the window from the other side (possible thanks to made for this + resilience + new vaults). What ever the killer does, it takes extremely much time, can be done over ad over again throughout the match and get much worse if made for this is envolved.

Now you might say: "not every survivor makes it to shack all the time." This is true. If any survivor would make it to shack at any time in the match, i think the game had serious problems. Sadly this is not even that impossible with good planning, pathing and the right perks to back it up. Made for this, overcome, sprint burst, lithe and some others that are less common all let the survivor get to shack or any other loop they would love to play. Sadly getting to shack is not that hard as it seems.

Next you could say: "Well, if a survivor makes it to shack, just leave them alone and chasee others." This is sometimes not really the best play. If i find a healthy survivor in the beginning of the match and io know where the others would have spawned, then yes, I dont have to follow then there. However, when they are injured, whioch means i have invested a lot of time to get them injured OR i need my first down (very important as pig) im in a lose - lose situation there. I commit to the survivor and play shack or i leave to take my chances with another survivor. (Which could have a callout from where i come (stealth vs discord), has two health states, might also make it to shack or another unfair tile / structure. This is not the best option and more of a gamble most of the time.

There is a lot else one could say about the fairness of shack. I didnt even get into the situation when the window is connected to another loop or even another window (possible on a lot of maps but i see it very commonly on father campbells chapel). I hope that some of you can share your experiences and opinions as well.

This is just one tile. Sadly a very common one.

Other tiles i find unfair against m1 killers are:

  • Jungle gyms

Main buildings like:

  • Garden of joy house
  • Father campbells chapel
  • Asylum
  • Storehouse on groaning storehouse
  • Hotel on the Mount ormond resort
  • Saloon on dead dawg ( why does the killer HAVE to break two breakable walls to have a fair chase?)
  • Pre-school on badham
  • Main building on Erie of crows (similar to saloon)
  • Huntes's lodge on Mothers dwelling
  • Grim pantry on lol Grim pantry

These are only in my opinio. Feel free to share you opinions as well.


I sometimes get the message "bot killer" after some matches from survivors that are not the best sports. However, on some maps i literally feel like a bot running after a survivor that uses tiles, where i have literally no counter other than to leave the tile or brute force a pallet. In these chases it doesnt matter if a human or a computer is playing. the outcome is the same.

Tiles like these are for example the

  • long tiles on coldwind (mostly seen on cowshed or torment creek)
  • Snowmachine on Ormond
  • Crane on Autohaven
  • Most of the loops on the game (Saw map)

Again, these are only the ones that i can remember right now. Please chare your thoughts.


I would love to create a 20 page essay on all the tiles in the game, but i sadly dont have the time to do that.

As killer i want to have counterplay. Same as survivors want to have counterplay.

A tile that enables this, in my opinion is the classic L-T-wall. Both the killer and the survivor has a decent chance of playing it right and therfore getting a hit or avoiding it. One of the best tiles in my opinion.

Please keep the discussion fair and objective.

I sincerely hope we are at a point where we can talk about this topic without someone being called out for a skill issue or just "git good". I play Pig. I cant start flying. I think the local Trapper main can relate.

And because in this game one needs prove to backup their opinions: I played and mained Pig for around 2000h now and mostly play m1 based killers.

Thanks for reading.

Comments

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512895#Comment_3512895

    this is not about struggling to get hooks. it is that interaction of those loops is unfair for m1 killers. it does not matter that the pallets can be broken because pallet are designed to waste time and if the 3-4 of pallets have no gameplay for killer then you can lose 3 gens in first chase for those pallets existing without any control in changing outcome in the first chase. The more pallets that have low-gameplay, the less killer can chase because every chase is just a bad chase. you can lose games solely on those pallets if you do not understand where to chase. you have to play so tactically careful with detaching chases to remove the unfairness. I do not see how you can defend an entire map full of strong safe loops and say that is a balanced experience for m1 killers with poor chase powers.

    I have never disagreed with the map being unfair for killers with a ton of strong loops together, I said that pretty much at the start. But that is a map tile spawning issue not an issue with individual tiles.

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