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Devildove

Devildove

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Devildove
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  • Yes, that corresponds to the 'pipping' system I mentioned in my earlier comment. Entity Displeased = depip, Brutal Killer = safety pip, Ruthless Killer = 1 pip up, Merciless Killer = 2 pips up.

  • I too find SWF extremely tough to play against when they're well-coordinated. However, instead of nerfing SWF, what needs to happen is that solo queuers get a bit of a buff so that they're receiving similar info - in my opinion, icons next to each person's portrait indicating what they're doing (gens, totems, running from the killer, etc.) so that they can coordinate better with their teams.

    Then we can buff killers accordingly, since survivors will be more consistent in their knowledge across the board. Otherwise, nerfing survivor knowledge is making solo queue unfairly difficult, and the fact of the matter is that a lot of people queue as solo. Let's be fair and reasonable here

  • You decide for yourself what you consider a 'win' or 'loss'. In my opinion, if you had fun, you should consider that a win regardless of how many hooks/kills you got. Personally, when I'm learning unfamiliar killers, I also consider having half the possible total hooks (so 6 or more) decent performance and a personal victory. On killers I'm more familiar with, I consider 2 kills and 2 escapes a 'tie' and 3 or more kills a win.

    Others might use the pipping (ranking) system as an indicator of win/loss, with pipping up indicating a victory, pipping down indicating a loss, and no change ('safety pipping') as more of a tie - however this system is a bit dodgy and you can definitely safety pip or even depip when you've done a very commendable job as killer.

  • This map is truly godawful. Extremely and intolerably un-fun to play on as either side, but especially as killer when it's impossible to pressure gens with such a wide spread and so few ways to easily traverse between floors. It's like two Mother's Dwellings stacked on top of each other in terms of size, plus a roof and basement level if I remember correctly, but with the claustrophobic maze-like quality of Lery's, with much worse line-of-sight problems.

    Killers which are countered by sharp corners (e.g. Blight, Oni, Hillbilly) and poor sightlines (Huntress, Deathslinger, Trickster, even Executioner and Plague) are effectively nullified on this map. And killers with trapping powers are never going to have enough time, trap charges or ability to remain close to their traps to be useful on RPD unless. I genuinely feel powerless as killer on this map unless survivors severely and consistently mess up and after many miserable experiences that felt like a waste of my time I am not going to play on it any more. I will be DCing when I see this map. I know that my feelings are shared by others because inevitably when I play on RPD the post-game chat is full of lamentation from multiple players about how awful and unbalanced it is.

    It's impressively faithful to the original and very visually appealing, but please Behavior, you should not be prioritising aesthetics over gameplay in a game like this. In the future, if a map inherently can't provide a reasonably balanced experience for both teams, please don't release it, especially if it's licensed and can't easily be changed. The inappropriateness of such a map for DBD should have been immediately apparent as soon as it was proposed as a possibility for the RE chapter.