Thompson House Stairs need to be wider
Just got camped in Thompson House cause Nemesis body blocked the stairs up. Design flaw. Needs 2 ways up or wider stairs
Just got camped in Thompson House cause Nemesis body blocked the stairs up. Design flaw. Needs 2 ways up or wider stairs
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The distance from the stairs and the hook is pretty far. He could have easily punched you twice and then slugged you while the hooked survivor died upstairs.
Thompson House needs a rework to make the map smaller.
In this game, level design and work with metrics suffers a lot, almost every staircase has such a problem + there are places where killers do not break doors and dead ends are created where the killer can pinch you (map "saw" of her toilet or near each iron door) (map "dead saloon" on the second floor where the killer will close the window or near the stones in the corner) a map of the school from "silent hill" where there are passages to the second floor at all, but many players did not even see them because they are closed by a door that break the killer.
You need to remove these doors or make a solid wall and not give the illusion that your level design does not suffer, or let the survivors open the doors and close it will be another tool and at least some interaction with the environment. Nothing will change for the killer, he still can breaking doors even though he will have an additional incentive as if there are doors left on the maps it will slow down the chase as the survivor will run through the door and the killer will spend time breaking
Letting survivors break doors would ruin the breakable wall aspect of maps like The Game. Maps like Dead Dawg Saloon would be even more survivor favored because breaking the wrong wall can create a stronger loop for survivors.
"even more survivor sided"....
https://youtu.be/lIzwuFOOYiI?t=6022nd most killer sided map according to well know killer main that plays all killers...
I wish that house in general was better designed when it comes to hooks. Like, on one hand there needs to be an upstairs hook because it can become nearly impossible to hook from up there otherwise if basement isn’t there, but on the other hand it’s basically a second basement with only one way to get up.
They could either make another way to reach the top of the house or they could remove the upstairs hook and put it downstairs (but the ceiling might be too low then, I’m not sure). Might have to just place it directly outside the building. But it would need to be reachable from the farthest point upstairs (where the chest spawns next to the window) with Boil Over in mind.
Dead Dawg is killer sided IF the killer knows what walls to break and which ones not to. If they break the wrong ones it becomes survivor sided.
Really though, breakable walls which never benefit the killer to break just shouldn’t exist in the first place, all it does is punish new and inexperienced killers who don’t know not to break them and killers who know what they’re doing just ignore them.
-"If they break the wrong ones it becomes survivor sided."
And that is what my quote out of context was referencing - survivors being able to break killer only breakable walls.
Otz also claims the Game is killer sided because he won that map with Clown after kicking no pallets. Anyone care to bet 1000$ that you can play a swf of people from my friends list with clown (no pinky) and we all KNOW you are not allowed to break pallets?
Most of the map becomes an infinite loop.
Otz is a great player but sometimes he has some really goofy ideas about balance. As other people have noted : OTZ has much easier players than some of the same streamers in his region who are not fog whisperers.
So maybe he has a skewed perspective because he has easier games (either through luck or a result of rigged match making because he is a fog whisperer).
Tons of stairs need to be wider unfortunately. I don't think unless they get tons of video evidence of it being a problem leading to people being camped to death they'll do anything though :( I guess all people can do now when people do this is gens. No more time for heroes.
He played the map many times and explained reasons and conditions. With current meta where killers can postpone the game a lot AND you play pub matches - this map offers nothing but pallets. Meaning once they run out because eruption and call of brine prolonged the game, you have literally nothing to work with but a single LT in one corner. Also people can't really orient on that map so 3gen is very much common on the map.
I suggest you track your overall winrate on the map. You might be surprised what comes out of your own experience (but sure, the map would be very different against comp squads that know everyone will be super efficient on gens so they can predrop only).
And this all ignores nurse on this map. Getting nurse here is almost like a death sentence (if she knows at least a little how to blink). Arguably 2nd best map for her (right after midwitch)
-"once they run out because eruption and call of brine prolonged the game, you have literally nothing to work with but a single LT in one corner."
You say this as if it were something new. I've been doing this for years with Michael (playing the slowdown attrition game). And with Bamboozle he can ruin T/L walls so you cant even use them.
-"I suggest you track your overall winrate on the map."
My win rate on The Game is something like 95% with my best killer - who also ignores the pallet mechanic. So that's not really a fair test. I have a 95% lose rate on Torment Creek. There's nothing really special about the map itself but it's just not possible to defend vs smart players.
The game/Midwich are the only offerings I allow survivors to play against me (sometimes I allow Mcmillan/Wreckers). In the past people would pick Saloon with multiple flashlights and you knew exactly what they were going to do. Being able to pick the map would be "ok" if you lost something in exchange. Being able to tell your SWF you are picking map XYZ is just stupid.
As I have said before map offerings should give the opposing side a choice. Imagine for example if the Survivors use a Crotus Penn offering. The killer could either pick Disturbed Ward or Father Campbell's Chapel. The killer would always pick Father Campbell's Chapel because that is a much more fair map. That would negate the point of the offering for most people : being able to pick a completely one sided map wile bringing the perfect strategy for that map.
If you play Trapper on The Game you're in for a not fun time. There's no way I'm going to sit here and agree with you that the map favors all the killers. It favors the ones that ignore god pallets. Guess what - most maps do.
Nurse is way more fair with the new update. Her crazy stupid addon got nerfed and all the old addons got nerfed. Even "buffing" one addon but making it ultra rare is a pretty significant nerf.
I really don't think we need to be nerfing Nurse and Blight too much unless we are also going to nerf SWF. It would be enough to make it so that there can be no item, prek, character or offering repeats inside a SWF.
For meyers case - bamboozle makes no sense. There's literally just one small corner it can be efficiently used. There's no point in bringing the perk. Even enduring on it's own would have higher value (not to mention any slowdown perks).
You bring up trapper (who is not as bad specifically on this map as you make him to be) but disregard nurse... Well guess what. Some killers always have an advantage (as seen by your win stats) but this levels out. In fact it's a bit worse as nurse is by far played much much more then trapper (at least in my MMR) or non-pallet Freddy (the actual killer that struggles the most on this map) - but on the other hand you have killers/build that totally dominate this map (nemesis, C33 blight, Julie's mixtape + iri button legion, ...).
For the nurse topic - we will see how she perfoms once people get used to her now. But for now my point of view is - sure. The nerf was good. They actually also listened to the PTB feedback and removed 7 blinks. That's very welcome change. She is still S-tier killer, she still has some very good addons (like the lounge and immediate blink are insane), but at least there's some counterplay now - same as blight. Now she overperfoms above all the other killers, but at least she's not from a different game strong (so cudos to developers).
So let the developers add a solid wall why don't the killers break down these doors? In the same school, silent hill has an alternative path to the 2nd floor and I want to run there as a survivor, but they never break it
-"silent hill has an alternative path to the 2nd floor and I want to run there as a survivor, but they never break it"
If the silent hill path could only be used by killers then I would regularly open it. That map has 2 access points naturally to the upstairs portion. This means if I hook someone near a corner upstairs then survivors have to go all the way to the far side of the map to use the other stairs and then come all the way back to the far corner. This creates pressure.
Some of the breakable walls in DBD are well done; the wall upstairs in Iron Works of Misery is a perfect example. Once upon a time there were 2 windows near that door that were a literal infinite loop (in part due to outdated and broken game mechanics). Before the wall is broken it lets you drop a chase once per game. Once it is gone it is a trap to go upstairs.
You might not have been playing DBD long enough but once upon a time there were no drops in the Thompson house or Iron Works of Misery. Both buildings could be "controlled" by a killer watching the stairs. This was pressure in a similar way because it was possible to keep someone upstairs and unable to do anything while they were up there.
Dead dawg is def a very killer-sided map but some of the breakable walls do create infinites if broken. Like the one in the back side of the saloon by the basement, fortunately no one ever breaks that one.
People do break them sometimes. And many survivors don't know they can abuse created infinite (and some killers are immune - like wesker or spirit).
But this one is not a real problem so long as survivors have no means to open breakable walls (which they don't). So I don't see any real issue
What a joy it is to hold someone hostage at the top yeeeeeeeeee what an interesting gameplay.
Doors should be randomly generated and there should not be such words that only the killer should use this passage.
As I said, it is necessary that both teams can interact with the doors or let them make walls there since no one wants to break these passages
-"What a joy it is to hold someone hostage at the top yeeeeeeeeee what an interesting gameplay."
When you play killers that are not Nurse/Blight the game devolves to I have to tunnel or 3/4 people get away every time if they are efficient.
-"there should not be such words that only the killer should use this passage."
Sorry but hard disagree unless you want to make all maps smaller than 9000m² or you want to make a "killer only path/teleport" for every map larger than 9000m².
"you stand near the hooks toxic and nod spoiling the game for everyone."
I don't stand near hooks to be toxic. I stand near hooks to apply pressure esepcially when I am defending my 3 gen.
Last night I played a game on coal tower - which is a very survivor sided map despite its small size. There was a 4 gen around main and the middle of the map. Any time a chase started everyone automatically went towards shack. Everyone knew this was a literal get out of jail free card.
But at one point I had everyone hurt and two people on death hook. At great risk tried to finish one generator and this let me get one person slugged. Then I kicked the gen that was ~80% and no one dared touch it. I got a quick chase on someone with 1 hook already while I did a full reset. Then I found the obsession who got to use DS on me since I had been tunneling them. At that point the game was over. Then I found the other person I had tunneled and it was a 3v2 match (I was playing Nemesis).
Had I played the way that you find acceptable would have ended with 5 hooks and most likely 1 kill. No thank you. The survivors played with the goal to break my 3 gen setup so I had to play with the goal to remove one of them from the game.
This is not a toxic response. It is both a tactical and a logical one. The removal of my 3 gen setup is just as detrimental as the removal of one of their players.