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CodesterKing

CodesterKing

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CodesterKing
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  • All the time. Even though I main Unknown and Vecna, ive been absolutely loving the changes they're doing to some of the weaker killers. I've also been playing a lot of dredge, same with knight and nemmy due to the updates. Hard killers like Singularity and Billy also got buffed, so they feel a lot less punishing to play now, so I'm enjoying them more because of it. Definitely love the direction devs are going with these killer updates, I really hope they keep it up.

    Unrelated to recent buffs, spirit and pinhead have also been really fun for me lately. And oddly enough… clown? I always found clown to be meh to play, but I decided to try him for a couple games again and had a lot of fun, surprisingly.

  • After a good amount of matches, I can't agree more. This mode is like normal DBD minus the downtime of hooking and finding people. Constant chases and the immense amount of options during a match make games super intense and fun.

    Another aspect worth mentioning is the removal of hook notifications. You can't easily tunnel a dude out anymore, plus it gives survivors opportunities to reset during the match.

    Loving this gamemode and I'll struggle getting back to 1v4 lol

  • Very balanced map and is my favourite out of the autohaven realm.

    The generator spread is good, the loops are balanced and feel fair to both sides, the rng is mostly stable regarding pallet spawns, but theres one small problem.

    This map can be a little unforgiving against certain killers good at protecting the basement (Bubba, trickster, huntress, etc.) due to how accessible it is. Less of a problem regarding the map itself but it might be worth noting.

    Not really sure how you'd fix that last part, or bother at all. Feel like its more of a problem with those killers rather than the map. Not much else to say, fantastic map.

  • This map is great, definitely one of my favourities out of the macmillan realm.

    Although it can be a little rough for low mobility killers due to the size. I think trimming it down a little would help those killers create pressure.

    One particular window by the main building in the tent area is also a little too long. It's fine as is, but a breakable wall would be a really smart decision here.

    Overall, good map. Not much else to say.

  • A map with too many line of sight breakers and too many pallets, albeit unsafe pallets, makes this a balanced map, but in the worst way possible.

    Stealth killers have too much of an edge on this map, with a lot of the generators being very easy to approach without being seen. Theres just too many walls and unsafe generators, overall making it a little too oppressive for stealth killers.

    These multiple walls and common unsafe pallets also make a lot of killer powers barely usable. Wesker, huntress, blight, singularity, Oni, Bubba, amongst MANY others feel terrible to play on due to a lot of the map having too many walls to effectively use movement abilities (Wesker Blight, Oni) or have unsafe pallets, when predropped, can outright deny power usage (Huntress, Bubba, Deathslinger).

    The top floor is also pretty awful for survivor. There's pallets and windows up there, but they lead to unfavourable positions on the survivor side, so theres no real reason to use them unless its a last ditch effort which doesn't feel good.

    Remove a bunch of the walls to both weaken stealth killers, while also incentivising chase killers to use their power, overhaul the second floor and it could be a much better map. In it's current state, its probably one of my least favourite indoor maps.

  • Amazing map with very interactive loops, super fun and balanced to play on for both roles. It's also a pretty small map which is great for low mobility killers. However, it has a couple of glaring flaws.

    One, theres a three gen that can be extremely favoured towards the killer in the gallows area by shack. It can feel impossible to get anything done there if the killer decides to protect those three. Not only are they close together, but the loops there also pretty killer sided. Add stronger loops there and split up the gens a bit, and it'll fix the problem.

    Two, main building. For strong chase killers such as wesker, huntress, chucky, etc. this place isn't a problem. However it IS a problem for m1 killers due to the strong setups it can have. The three windows can be pretty oppressive and aren't very hard to loop. Additionally, theres a section on the top floor with a bunch of breakable walls that don't serve much of a purpose. If a survivor vaults there, its a deadend. There's no incentive to interact with that section at all for either side.

    So, heres an idea. Make that area a bit more accessible by removing the breakable walls there, and then add a breakable wall on one of the walls facing the corner of the map, right above the wooden pathway and next to the two staircases.

    This way, the oppressive window on the top floor isn't as good, as the killer could take a different path to cut them off. It could keep survivors on their toes and generally make the building a lot more fair for killers lacking a chase power.

    Apart from those two issues, great map.

  • Good map, although main building (specifically the second floor) is a bit of a problem.

    Certain builds including boil over can be super oppressive against the right killers, so adding a hook or two up there may solve the issue. It's also really easy to prerun towards it as a survivor, wasting a ton of time for the killer to actually chase them.

    To fix this, I'd say shorten the stairway and path, OR

    Add a possible generator spawn on the upstairs floor that can replace the one on the first. This way, killers have more of a purpose and incentive to actually go up there instead of it feeling like a giant waste of time.

    Apart from that, amazing map.

  • Love this rework. Feels pretty fair to both sides with a couple of small issues.

    First off, the 3 gen spawns can be rough at times. Specifically the main building + the generators in the jungle gym tile and corn is a pretty oppressive one.

    Certain loop spawns near shack can be rough. If a loop spawns right next to it, it's still pretty easy to chain both together and makes it a bit of a nightmare for m1 killers.

    Great map.

  • Very balanced map and easily one of my favourites with little issues.

    Main building is very well designed and has one of my favourite layouts. The good pallets inside are somewhat hard to reach too, making it feel pretty fair for both sides.

    People are saying the map has too many deadzones/is too big, and I can sort of agree. I think the jungle gym tiles, specifically the ones in the corner, are a little too close to the edge and could probably be brought closer to the middle. To compensate, trim the edges and maybe remove a couple of the filler pallets.

    Overall, cool aesthetic, fun and mostly balanced gameplay for both sides.

  • This map is kinda balanced, more so favouring the survivors due to a couple of reasons.

    Main building is a little bit too strong, specifically the window can be looped in multiple different directions. The breakable wall don't really do much for the killer in terms of weakening the loop, and can even be a bad move depending if the generator inside was done or not.

    Map is a little too big, so it's difficult for low mobility killers to get around and pressure generators.

    Also the map has too much line of sight. This makes certain killers such as trickster and huntress a little oppressive, and makes stealth killers such as ghostface or wraith have trouble sneaking up. Maybe adding a couple of the car walls that are usually near the edges to the middle would help solve this issue.

    Apart from these complaints, great map.

  • Least favourite autohaven map, entirely due to the layout.

    It's hourglass-like shape means that a killer can choose to protect one section of the map, often having 3-4 generators on it. This makes it very easy for the killer to patrol those 3-4 generators and easily win the game. The map is actually quite fun as survivor when the killer doesn't go for this patrol strategy, but it's objectively worse to do this in terms of getting kills.

    The actual loops themselves are fine, but it's layout is problematic and leads to matches heavily swayed to the killers side.

  • Grim pantry is a fun and somewhat balanced map, leaning more towards survivors. It suffers from a lot of the same issues as Pale Rose, but definitely isn't one of the worst maps out there.

    Much like Pale Rose, map rng can feel volatile at times, specifically in the outer edges of the map. Generators can spawn a little too close to one another, creating pretty rough three gen scenarios. Certain loops such as the log loop (the one that spawns on the outer edge with the window) are a little too strong unless you have a chase power and could be shortened down a bit. They can also be very powerful depending on how close it spawns to another structure.

    Conversely, the log loop may not spawn at all, and you'll be left with a lot of open space with a generator in a very unsafe area, making it greatly advantageous for the killer at times. These factors make the map feel very oppressive as survivor, but also unfair as killer depending on the rng on the outer edges.

    Additionally the pier and main building are a little too survivor sided. They have very strong resources available and could likely be tweaked a little to make it feel a bit more fair for killers without a chase power. The side of the main building facing the edge of the map lacks a lot of loops and generators. To fix it, maybe it could be a little smaller and brought closer to the middle of the map to make it feel less of a deadzone if a survivor is caught there.

    Because Grim Pantry uses the same props from Pale Rose, they both suffer from the same issue; weird collision. Specifically the trees and trunks have a thin hitbox for their collision, so killers like blight can struggle to bounce off of them.

    Shortening/removing the outer edges could help this map's rng generation (and maybe to compensate, make the map a tiny bit bigger?)

    Overall, a good map with a lot of potential, but is really held back by it's volatile nature through rng as well as the structures (primarily pier and main building.)

  • Pale rose I feel is a pretty balanced map. It features one of my favourite main buildings and feels pretty fun for both sides at times, but it has a couple of issues.

    I feel like it's core issues lie in killer prop placements as well as some certain generator/loop spawns. They can feel a little too volatile at times, spawning at the edge of the map or nothing spawning at all. This spawning logic can create very good three gens for the killer or can create vast deadzones depending on the rng.

    For example, pig traps can spawn really far away from each other, and if you get unlucky as well as the pig interrupting you now and then, it can feel like a guaranteed death at times.

    The log loop (the one with the window that spawns at the edges of the map) is a little too strong and could be shortened a little. Unless you have a chase power to deal with it, the loop is pretty strong against certain killers.

    This is a small complaint but a complaint nonetheless, the trees and some of the objects have some wonky collision. So killers like blight can struggle using their power due to the hitboxes being a little inconsistent.

    Overall, I'd say remove/shorten the outer edges of the map, (maybe make the map a bit bigger to compensate?) tweak a couple of loops, make the rng and collision of objects and loops feel a little consistent, and I think the Pale Rose will be in a very good spot.