Farm maps need rework!
1) Either reduce the amount of safe pallets and switch them to unsafe pallets OR keep them as they are but make the walls massive so you can't see through them to keep the possibility of mindgames. You can't keep both devs, why don't you realize that? Every pallet is safe und have to break it.
2) corn. F*cking corn. Especially on rotten fields, give it thick mist offerings and it's gg, especially for slow movement speed killers or nurse. You lose them like ninjas.
My idea: reduce the corn, don't make it so thick and compensate that with jungle gyms, T walls or simple pallet tiles in the middle. Unfun as a killer if you have thick mist + slow movement and constantly lose then midchase. And as survivor it's a dead zone if you verse fast Killer without thick mist. It's for both sides annoying.
3) add more hills so survivors can use balanced landing more and killers can use it as a "sniper spot" to find survivors. Sometimes RNG gives me 0 tiles with hills or harvesters to use balanced (only shack basement stairs) or to look for survivors.
4) Myers and huntress need some special treatment. Myers can't really stalk in corn. If you look at my second point this would help him out.
Huntress can get F-ed with all the tall wall loops. Change them a bit to low walls so she can use the M2 button lol
5) totems placements are the worst on this map. It's so damn easy to find them, sometimes they spawn just in the middle of the corn field without anything to hide.
6) short killers need some help, it can be insanely hard
2) corn. F*cking corn. Especially on rotten fields, give it thick mist offerings and it's gg, especially for slow movement speed killers or nurse. You lose them like ninjas.
My idea: reduce the corn, don't make it so thick and compensate that with jungle gyms, T walls or simple pallet tiles in the middle. Unfun as a killer if you have thick mist + slow movement and constantly lose then midchase. And as survivor it's a dead zone if you verse fast Killer without thick mist. It's for both sides annoying.
3) add more hills so survivors can use balanced landing more and killers can use it as a "sniper spot" to find survivors. Sometimes RNG gives me 0 tiles with hills or harvesters to use balanced (only shack basement stairs) or to look for survivors.
4) Myers and huntress need some special treatment. Myers can't really stalk in corn. If you look at my second point this would help him out.
Huntress can get F-ed with all the tall wall loops. Change them a bit to low walls so she can use the M2 button lol
5) totems placements are the worst on this map. It's so damn easy to find them, sometimes they spawn just in the middle of the corn field without anything to hide.
6) short killers need some help, it can be insanely hard
Comments
1.I do like the idea of higher walls for mindgames both sides but you'd absolutely kill off certain killers like Nurse who needs to be able to see, Amanda who's already really low to the ground. Then you have huntress who can't try and be sneaky with her hatchets.
Also pallets are fine since they're spread out and already got reduced oh and did I forget Billy on corn with reduced pallets or Wraith or Spirit.
2.Yes but there's maps where slow movement killers have an advantage.
Did I mention Billy on cornfield and if you add in more jungle gyms you just add in more frustration for the killers that have a hard time with that already. Which is why they reduced and or removed several jungle gyms to help said killers.
Yes it's annoying for both sides the dead zones so perhaps split the difference some may'be take 1 or 2 pallets out and put 1 or 2 jungle gyms in wide open spaces. That way less pallets but more jungle gyms with more mind game potential.
But a compromise of some sorts would be beneficial to both sides while not favoring or hurting any particular killer.
3.Yeah that one's annoying since someone brings it and poof it's an all flat map or 1 hill cough Gas Lodge cough. I'd like to see perhaps 2 small hills and one King Of The Hill type hill in the middle on the more open maps.
It'd of course have a great view, put a chest up there perhaps with rare loot in it to entice survivors to play risky for it. The ramp would of course face the most open part of the map. With a very nice hook at the top always guaranteed to spawn there and also it could be indestructible like a basement hook.
The chest would respawn with new loot every 3 minutes which would also make survivors want to try and raid it for loot.
4.Yeah that's annoying and perhaps changing it so his stalk distance in the corn has a longer view tunnel so to speak. that or it just ignores the corn to a certain range say 12 meters since 16 is the distance between hooks.
At 12 meters that'd give survivors a chance to run off while Myers also gets a chance still stalk like normal without having it too easy.
Well this is why I mentioned her in the above part about walls getting higher for mind gaming, you'd help some killers but she'd be gutted.
5.This one's tough and about 6 months or so ago i proposed having each totem on larger maps having 10-20 possible spawn locations each. The response I got from some of the killer mains on here was pretty funny saying it was a nerf, wasn't possible coding wise etc.
But that way even if you memorize all the possible spawns that's still 100 in total and you'd still have to look a lot longer than you do now. They also need to be lower to the ground and take 30 seconds to cleanse perhaps with a skillcheck.
Now it's been suggested they not light up until active which is all fine and dandy but then Haunted Ground becomes worthless. You also wouldn't have as much use for TOTH because hey if nothing's active why cleanse.
As far as spawning in the middle of the corn that's an unfortunate side effect since there's nothing in the middle but then putting in sme smaller jungle gyms like you said would give it 2 more locations.
@DwightsLifeMatters Me being a legion main, I feel your pain on corn field maps
exception to pig