Ithiria
Ithiria
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@BrownEncrustedBoxers said:
In most horror movies, the last survivor barely escapes but not before doing something that appears to KILL the killer. Wouldn't it be great if the survivor had the option to close the hatch themselves, but by doing so, is allowed to set a trap somewhere on the map to presumably kill the killer? A flame trap, a spear trap, an electrocution trap, something that provides a really cool "death" animation that automatically opens up the doors so the final survivor can escape.
Thoughts?
A trap would be a really lame way to do it imo
At least in F13 it requires a lot of setup and cooperation from the team to do. And even then it's more of an easter egg I think? I didn't play the game but it seemed like a really inefficient way to "win."
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Does this apply to survivor perks too or are only killers going to be given incentives for suffering and not playing meta?
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It's actually quite a huge map too, it's larger than Ormond, Cowshed, and the Rotten Fields to give a few examples. Not larger than Red Forest tho.
I just loaded it up in a custom game and counted 15 pallets, that's a decent amount and it'll vary of course, but not unusual for a map of this size. A lot of them are decently safe though, that might be where your problem is.
It's not all bad at least. If you're a high mobility killer the map is actually great for you because there's so much visibility, you can basically see people working on gens from across the map because a lot of them are super exposed. If you're ranged too then a lot of the loops have low walls meaning you can hit survivors over them.
Of course, if you're playing a basic killer that applies in reverse. You can't get anywhere without being spotted, and you can't mindgame at most loops because they can see over them. M1 killers suffer basically.
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Yeah I have no idea how the algorithm works, I own everything and almost never get survivor dailies.
I wish they'd pay more too, or were weekly with matching payouts. The 30000 is too low for me to be willing to go out of my way to play a killer I don't want to play.
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@Gibberish said:
It's really crazy how Myers has been left in the dust. He's received barely any updates since his release, despite being so underpowered. Why is such an iconic killer so bad.
Even his model hasnt been updated, despite looking like ass. Laurie and Haddonfield got visual overhauls, why not Mikey?
Is his model really so bad? Seems fine to me if a bit antiquated.
The only killer model that's really awful to me is Freddy's.
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When it comes to actual live weather like snow, yeah, BHVR might struggle to do that in a performant manner. It could get quite annoying too, frankly.
But I would love varying times for a few maps. I miss the old coldwind farm a lot, if you look up videos/screenshots of it you'll see just how dark it was which gave it a great aesthetic. The new assets are much better, but the overall tone of the old was superior imo.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333789#Comment_3333789
what is wrong with lower skill-cap character being effective? lower skill-cap killer already over-perform because their opponent is playing the game poorly. Do note that there will always be hierarchy in video games in term of prefer characters because some character are always going to be that 1% better. There is always going to be that meta-killer so to speak but generally the idea of balance is revolves around making killer as close as possible to each other. You always look to shorten gaps but not necessary entirely remove them. I do not know how to explain this topic.
Imo it's not even a lower skill-cap thing
Tier lists in most games actually tend to be topped by relatively simple characters with super high skill-cap ones being mid-tier because people generally agree that they aren't worth it. It's why no one plays Billy, if you mastered billy he'd probably be a good A-tier killer. But it's just not worth it.
You cannot look me in the eyes and honestly tell me that nurse, blight, spirit, plague, PH, etc. are particularly hard. In fact, they're vastly easier than the low tier killers to do well with at a high level.
Although I actually disagree on the idea that games need to make it so that every character is close in balance with eachother. In my opinion, games first-and-foremost should provide a *fun meta,* which is not synonymous with a balanced meta. Basically, the strongest options should be those that are both fun to play and fun to play against. Like people didn't mind Crack Billy back when he was S-tier (instasaw was messed up tho.)
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Honestly why not just make it actually a team-game when it comes to rewards to make tunneling sting less
Right now if you loop a bubba for 5 gens and then get facecamped to death you're considered a terrible player by the game. You lose MMR cause you didn't escape, and you get terrible points too.
Duplicate points being earned by other players onto the one who's engaged in chase with the killer as an extra reward for occupying a bunch of the killer's time, make the MMR adjustment based on how many survivors escape, and have survive points work on a similar basis.
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This combo really only works on a couple maps in a couple spots
And frankly, those spots should get fixed by the devs imo. Like bottom floor midwich is ???
Also petrified oaks don't do as much as you think they do. Stacking 4 of them only increases the distance between hooks by up to 4 meters, and iirc, in some situations it won't even do that.
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I swear BHVR once said said that they do not intend to ever buff the perk, and are happy keeping it as a "hard mode" thing.
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The killers are really only that far from eachother at a top level, and I'm not even talking top 5%, I mean top 1%.
In the stats BHVR did release, for all mmrs, and top 5% MMRs, the killers weren't that far off from eachother. Ironically, nurse actually is the worst killer if we use all MMRs for statistics, because you can't not use her power and it's hard to aim on console.
If you ask me, the reason they're so close is because the average killer plays pretty dirty and tunnels and proxy camps a lot. When you do that, even killers like trapper become extremely effective. Otzdarva even did a perkless challenge demonstrating this, where he still achieved a good kill-rate overall due to playing like a war criminal. The actual average survivor is awful at looping too, so them being basic m1 killers doesn't hurt THAT much.
I think that's why really good killers lean towards using the best killers, because they're powerful enough that you can win while still playing fair and not stacking slowdown.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333039#Comment_3333039
Skybilly was Billy's ability to gain momentum while airborne. That did not allow you to leave the map. It did however allow you to use his power in creative ways to try and maybe get a hit on a harvester (which is now impossible without engravings and very inconsistent with engravings) or get a little boost to his mobility by jumping over certain tiles blocking your path.
What you are referring to is "Spacebilly". Nobody is upset that this was fixed. It's a bug that somehow glitches dbd's physics in a way that changes the vector of Billy's momentum when bumping while falling of a ledge, catapulting him to absurd hights.
Again I 100% agree that CJ techs are easily countered. But that is beside the point. It is an exploit. The killer can prevent it but the keybinds can not be changed to different keys.
Imo if we start fixing techs for the sake of fixing techs, then they should ALL be addressed.
How do you fix one without the other? As far as I knew they were effectively the same bug.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332956#Comment_3332956
Remember Skybilly? The reasoning behind removing that was because it was unintended. It wasn't broken. You got no advantage by doing that. It was just fun. They removed it anyway and made him feel even more clunky than he already was. If the sole purpose of removing techs is to remove unintended things, then they should remove all of them without exceptions.
Skybilly wasn't just unintended, it was an exploit that let you straight up leave the map with ease. And there were a few gen spots you could memorize to catch people by surprise too.
They try to stop you from doing stuff like skybilly on other killers too, like victor will die if you're on top of something. Leaving the map is pretty clearly something they don't like, as cool as I think it is to get on top of things or fly as demo.
Most techs are just very basic movement mechanics that don't do anything particularly unintended. The ones that actually are pretty broken like locker saves, shmock techs, and hook teching do get removed. Most other techs are easy to counter. Like if you fall for a CJ tech then I dunno what to tell you.
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@ShiniGamiKron said:
I don't know if this is a hot take or a controversial opinion but the matchmaking feels very bad for both survivors and killers. I have around 100-150 hours in the game mostly as killer since i hate playing as a survivor and playing against survivors that have 1000 hours+ makes my experience in the game feel extremely bad to the point i want to quit. I love everything about the game but the matchmaking feels extremely bad. People (mostly survivor mains) will argue and say "oh get better" and things like that. I disagree, I think that the matchmaking should be with or against player with same skill level/hours in the game. It feels unfair as a killer to play against players with almost 1000 hours more than me.
I'm sorry if this post comes around as toxic but that's how I feel about the matchmaking.
And one small thing. Please make it so that i don't play the same map over over unless someone makes an offering. Playing farm for 2 or 3 times in a row is very discouraging to play the game entirely
The "no repeat maps" is already coming they said.
Hours don't really correlate that closely to skill. I could probably coach a survivor into being on the level of a 1000 hr+ survivor in less than 20 hours. This game is genuinely not THAT difficult to be like, 90th percentile in.
So clearly the game thinks that you're about equal to these players MMR-wise, unless you've hit the MMR cap in which case the players you're getting will vary heavily. Assuming the system's working you've clearly hit your equals, and genuinely do need to get better to move on.
More specific advice depends on what killer/perks you're running. Some people play a meta character with 4x slowdowns and then hit a peak where they become completely unable to play anything else because they've got garbage fundamentals.
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@DrFrozen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332998#Comment_3332998
So maybe make killer offering 100% to get particular map and survivors will have to bring at least 2 offerings to chave 50% chance to get other map when killer also brought the offering
If survivors could see eachother's offerings to make coordinating simpler then maybe this would work.
I think it'd still be a weird system that would make people upset though. I'm very much in the "just delete map offerings" camp even if that still has its own drawbacks like killing a couple builds and would be even more unpopular lmao.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333001#Comment_3333001
At that point just don’t play killer.
Why not?
I'm not saying do it all the time, just if you're genuinely having as bad a game as OP describes you may as well do that to get it over with.
People will swarm you and not do gens if you go afk because they can, if you forcibly progress the game they've got no choice but to do the same.
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Have you never watched a competitive game...?
Basically all of those killers tunnel heavily. It works very well even against good teams when done right.
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Honestly? Just tunnel and facecamp in that situation. Practice your power/looping skills.
They'll either throw the game saving or they'll just slam gens and leave. In either case, your torment will end.
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Any offering less than 100% kind of sucks for the killer, since all a team needs is 2 for 100%.
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@appleas said:
DH just has to be changed to prevent lose lose situations at pallets for the Killer.
I would go one step further to say that using it “offensively” to get hook saves or bodyblock might need some balancing too.
Using it offensively for hooksaves and body blocks is SUPER high risk, if you call it then you have a hooked guy and a downed guy at his feet. This can single-handedly win you the game if you choose to camp both (which you should, since they handed you the opportunity on a platter.)
Tbh my consideration in wanting dead hard gone isn't even balance. It's just that I don't think it's a fun thing to have. Similar as to how gen kick perks are more about being anti-fun rather than being imbalanced. If it really was about balance to me I'd only play deathslinger because that just deletes dead hard from the game lol.
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@Xaggy said:
Hello
What if Ruin regression increased with every injured survivor. If there was no injured survivor it would have current regression. It would be like Thanatophobia. Also devs should remove the thing when Ruin disappear after you kill a survivor. Don't like that idea considering it's a Hex perk.
"Every Injured Survivor" perks are a bad idea because of legion and plague unless it only works on injuries caused by m1s.
Either it'll be garbo on most killers because the numbers have to balanced for legion/plague, or it'll be horrifyingly oppressive because of legion/plague.
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@Entitled_survivor said:
Every blue moon EAC will ban a person for changing game files ( icons for perks fall into this category) and the devs won't be able to unban you
There's no reason to believe that EAC has done this yet. Those people probably got banned for something else and blamed it on icon changes, or installed them incorrectly. Anti-cheats don't just ban random people for one thing while allowing others to do the exact same thing.
If EAC actually does update and bans people for it, it'll probably be in a wide wave where everyone using icon packs gets banned/can't launch the game at once.
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This completely throws out the anti-tunneling function of basekit BT and OTR for a lot of killers.
Also, while I hate dead hard and would love to see it buried, making it not work against like 8-9 killers isn't the way to fix it.
Most of the killers that would benefit from this change are already really strong and don't need the help, while the guys who truly get destroyed by DH like basic m1 killers are left hanging.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332015#Comment_3332015
That is not how it works at all, if you have great thumping terror radius music on, windows is not manipulating the games audio to make footsteps hidden in that music louder it's just not a thing.
I never said it did?
All I referenced was compressing the dynamic range of the game.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332015#Comment_3332015
That is not how it works at all, if you have great thumping terror radius music on, windows is not manipulating the games audio to make footsteps hidden in that music louder it's just not a thing.
Windows doesn't do it by default, it's an option called Loudness Equalization. (Also I never said it hid anything? The information is always there, it is simplify magnified or reduced when the software is used.) There's heaps of third party apps that can do it much better too.
The main thing it does is that it reduces the dynamic range, meaning the distance between the quietest sound and the loudest sound is much shorter. That's why it's an advantage, because the chase music isn't that much louder compared to footsteps and pain grunts anymore.
It basically exists because of movies that have a very high dynamic range which can be torturous without either equalization or subtitles.
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My problem with using stuff like chase music to make things hard to hear is the same as my problem with trying to use darkness to make things difficult to see, or having no crosshair available.
You're giving a huge advantage to people willing to use external software, which isn't available at all for console players, and isn't practically bannable either.
Everyone already knows about NVIDIA filters for visuals. But Windows itself has a volume normalization option that makes footsteps and the like much easier to hear, and lowers the volume of the chase music. If you're truly sweaty, you can even use an equalizer and tune it to boost those sounds even further or use a compressor (the only ppl ive ever heard of doing this are spirit mains though.) All of this is super common in other FPS games like PUBG.
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I really doubt they'd do this, it's probably a decent driver of sales to say "well, guess its time to buy knight."
Also I thought rifts always gave alternative routes if you didn't own the character?
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/362546/can-we-nerf-windows-of-opportunity
Then try using Zanshin tactics and maybe you'll be better in chase because you know where all the pallets, vaults, and breakable walls are. Fair=Fair.
Zanshin's unironically pretty good on pyramid head, because survivors running windows run like NPCs. I get quite a lot of hits on windows I didn't know were there until it was too late to hit them during the animation lock.
Ofc you could get around this by memorizing maps, but most tiles have several variations so it's a lot of work.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331145#Comment_3331145
-"The problem with SWF isn't even really SWF"
That's not true sorry. The problem with SWF is that you get free perks worth of information. What does the killer get to compesnate? Do they get more bloodpoints? No they get less because the team plays better against the killer. Does the killer get any extra perks? No.
Why should I play against a SWF as killer when I can just shop around and get a mostly solo lobby?
Because that's not what wins SWF games
I guarantee you see a lot more SWFs than you think you do
They win games by having 4 good loopers and slamming objectives
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The problem with SWF isn't even really SWF, it's when you get a sweaty team in a situation where you haven't come prepared to play a sweaty game, effectively being caught with your pants down resulting in getting absolutely destroyed. If I'm playing nurse with good perks and cross paths with one of these squads, then I'm not upset at all, it's actually good that im getting opponents that match my intensity. In contrast it can feel pretty bad to be playing ghostie with goofy perks and to get insulted after a bad game.
Sweaty teams though are very far from the majority of SWFs, so nerfing SWFs would just hurt ordinary people who aren't sweating.
Honestly I don't mind bully teams, they're just kind of goofy and they're almost always throwing games to have a giggle. It's honestly fun for me? BHVR even removed locker flashlight saves which was a great change to make maps less exploitable. That's just my personal experience tho, they're really rare too, if they were more common I might dislike them more.
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Out of all things to complain about blight for
This is lowest, it's always his addons being a problem to me. Stock blight feels pretty fair.
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The problem is screens can vary HEAVILY, especially depending on light conditions.
If you have kind of a crappy TV and are in the light, then yeah I wouldn't be surprised if you became unable to see basically anything. Which isn't the purpose of nightfall, it's mostly just to deprive you of seeing things more than a few meters away.
Some TVs have pretty bad brightness settings too, so you can't even always tell people to just fix it themselves. This is why most console-focused games have you choose the brightness when you launch it for the first time.
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Is it not your fault for doing it in his face?
Especially when the killer would like to use it too.
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BHVR have refused to do things like make the chase music quieter
So I think they're pretty intent on making it rough for killers who are hard of hearing. It sucks, but you just have to play killers who don't engage in time-expensive mindgames.
Edit: although it's worth mentioning, the audio indicator in fortnite only became meta once they let you use stereo sound with it. Beforehand, it forced your sound to mono to force you to rely on it.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330637#Comment_3330637
Just let Incapacitated not block everything. Repairing + Healing blocked, Cleansing Totems, Opening Chests or Blessing Totems should work.
A copy of DMS is no idea, its still just a copy.
twins nerf
if anything incapacitated needs a buff to force survivors to get rid of victor, with eruption losing the effect
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Instead of having a basekit shattered hope just make re-blessing take longer if a totem's already been used. The pain with boons is when they keep re-blessing in an inconvenient spot for you to deal with.
Buff shattered hope's effect though, it's not worth it. I've heard one idea to make it block all totems for 60 seconds, including hexes, this would give one justification to bring it as it'd prevent "oh they purged my devour 20 seconds in." For its primary effect you could make it show everyone in the totem radius and the person who placed the totem for 10-15 seconds. When I think of an anti-boon perk I think of something that will make you almost regret booning.
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Could I throw in a couple more?
Resilience should apply hemorrhage. If you 99 a heal it is a pretty low-risk gen speed bonus.
You could buff its effect a bit if you'd like to help it out, like make it affect mending and locker animations so that it genuinely does buff almost every action speed. That wouldn't be terribly OP imo as being stuck in the injured state is something you would not like to be in, and it'd be novel to have a perk that affects mending.
Calm Spirit should have its 30% slower totem time removed. It doesn't need this downside due to how absolutely niche of a perk it is.
Revert the self-care nerf, it wasn't necessary.
Windows might deserve a nerf... if I were to do it I would return it disabling on fast vaults for a bit. This leaves it a really good scouting perk while making it not play the game for you. This perk could also be left alone too, I don't think it's much of a problem in itself, any problems with it are more because it exposes how badly the map design punishes certain killers.
Oppression: Instead of reducing the cooldown as many suggest, they could consider having it reveal every gen it affects. Currently, you only know what gens it hits if someone on it fails a skillcheck. This would make it a neat info perk, in addition to its current role of being like a super diet ruin that regresses inactive gens.
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@Canas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327929#Comment_3327929
Judging by the way they handle map reworks these last couple of years they will definitely turn swamp and forest into the next Garden of Joy. Their map balancing has objectively gotten a lot worse, it's like they didn't learn anything at all from their past mistakes. Maps are getting more and more survivor sided with every single release.
Are you sure about this for map reworks though?
Coldwind: Most of these are relatively fair, if still a bit survivor-sided, it's only cowshed I'm afraid of as killer.
Macmillan: These are relatively balanced, a couple very killer-sided though.
Autohaven: Ditto. Gas heaven is very survivor-sided though.
Haddonfield: Really depends on what killer and build you're running, but it's undoubtedly more balanced than before.
Gideon: Miserable for both sides. Killer-sided on average imo, a good team can really make you suffer though unless you can ignore pallets.
RPD: Somewhat killer sided post-rework.
Ormond: Ormond used to be a nightmare for killers. Now it's not so bad.
Badham: Yeah these are pretty painful for killer both pre and post rework.
Yamaoka: These are pretty fair.
Eyrie: Much more fair, although it's still an utter nightmare on Bubba and Billy. It just needs a couple more hooks and less collision and I'll be happy.
Edit: Turns out asylum did get a rework. Disturbed ward is still pain for killers.
Like yeah their last 3 maps I dislike, but when it comes to reworks they've had a lot more hits than misses imo.
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@[Deleted User] said:
Forest & swamp are the only realms left that haven't been graphically updated yet so they will be changed eventually,
As to what those changes will look like (other than a couple of obligatory breakable walls) is anyone's guess.
Personally I think while graphically better looking almost all changes have been overall less appealing.
Finally purely from personal experience as a killer & a survivor killers tend to do better on forest map than is generally noted on these forums.
I've started stat collections again with the new solo survivor hub changes so i'll be dropping reports on that after every round (game played with every survivor using adept perks) 20 games in though forest kill rate is 75%.
I think a lot of red forest's reputation comes from memories of bad RNG
It has absolutely massive amounts of variation, and it creates a dilemma for you if a decent survivor gets some good resources, because normally you'd probably just abandon them to pressure a gen if you don't have a strong chase power. On red forest, though, the large size penalizes this quite a bit.
That's just my guess though, I do agree though that the rework is likely coming due to this being an older map due for a graphical overhaul.
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The regression from his guards is pretty bad.
5% is less than 5 seconds of survivor time, you gain much more by just having a guard chase them off the gen.
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@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327249#Comment_3327249
You commented after I already said that's a thing. He can camp hooks better than a regular M1 killer; you're ignoring the potential for guards to chase survivors off the area before they can tap the hooked player.
Moreover, knight can pressure gens while facecamping.
The reason bubba/billy powers still work near hooks, but characters like artist and twins can't, is because BHVR's line seems to be "you should have to leave to pressure gens at least." Unless the hook is right on top of a gen.
Knight doesn't feel that bad to play at least, the buffs don't "fix" anything but they're nice things to have.
Once the super-deadly 3-gen perks like overcharge COB Eruption are nerfed Knight will probably be ok. Survivors will never love him, but we can make conscientious knights identifying 3-gens possible to beat at least.
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I would genuinely rather they just tweak numbers and fix bugs
Very worried to see what rework they come up with lol
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Ormond really isn't that broken anymore
It's a bit of a pain on slow killers, but for others the tiles aren't amazing so they have a good chance to win.
Try Asylum, Garden of Joy, or Badham if you wanna use a mean map offering.
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Buffing sabotage is dangerous because a team that actually plays around it is obnoxious as hell
It's fine as is, imo.
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trade offer:
basekit unbreakable at 32 seconds
basekit corrupt at 45 seconds
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323408#Comment_3323408
No, it isn't. Any game mechanic that requires you to sit and do nothing is not a skill. This is bad as "Just wait it out" as an excuse for dealing with Dead Hard.
No one said do nothing?
When you find out the killer has starstruck, don't loiter near them carrying someone hoping to unhook right after.
Sit on gens, the new survivor icon system will make it easy for someone who's NOT affected to starstruck to go get the save.
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BHVR are not going to delete perks. You'd be better off asking for a broader boon nerf.
Trickster main event not decaying would be really bad, the reason it decays is because if he has main event up it's impossible to unhook. Trickster's only the weakest ranged killer, he's definitely not the weakest killer, a lot of his middling killrates is explained by consoles where he's virtually unplayable without a mouse. A good compromise would be for main event to not disappear completely when unused, if it dropped to like 50% charge that'd be a nice little buff.
Losing overheat on billy would be good but I'm not sure if it'd fix his predicament, overheat doesn't even come into play thaaat often. Billy's ultimate problem is that he's just WAY too much effort for what you can get out of him. Like if you want to curve at shack, you both need to A. be mechanically precise and B. win the mindgame, because the survivor will anticipate the curve and will move in a certain direction to try to dodge. If you fail, you're punished pretty heavily. The really good killers are much more guaranteed, and usually punished less for failing too. Lo pro chains base kit might do something, turning a lot of unsafe loops into guaranteed hits, giving him some more reliability, and the rest of his addons could get a makeover to make him more exciting to play, although his addons aren't THAT bad nowadays.
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I only see CoH as a problem on maps with amazing totem spots where they can just keep rebooning with it being a huge pain to go out of your way to snuff it.
I'd fix it by just making it so that subsequent boons take longer to place, you would genuinely be doing yourself harm wasting so much time to keep rebooning. I don't think even CoH has a strong enough effect to where it needs to work like a hex and be gone forever, and shattered hope baseline would probably make penti too strong since it'd be a perk that works on its own now.
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"Awakened Awareness: Return the few seconds of aura reading extension after carrying a survivor.
This was originally removed because of Nurse. However, we shouldn't be building/nerfing an entire game around 1 single killer, that isn't good design. Nurse needs changes separately."
It wasn't just the nurse, Pyramid Head was able to exploit this extremely well too.
Same with spirit.
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I can't think of a good rework to map offerings due to the asymmetric nature of the game
For example if they're made just into map bans, that would feel really weak, esp. for killer. It'd also kill jumpscare myers.
If they just give the map a 25% chance, does the killer get 100%? 50%? If 100% this would feel pretty bad for solos. It'd probably be super unsatisfying as both with 50% since there's a good chance your offering doesn't work.
Throw them in the trash? People would probably riot. And again, would kill certain builds and make certain challenges a pain.
Throw them in the trash and replace them with 2 offerings, one that sends you to an outdoor map and one that sends you to an indoors map? Iunno if people would like that. It's really just killers who care about the outdoor/indoor distinction depending on the killer they're playing too.
Could they at least make Sacrificial Wards a lot more common though? Perhaps Yellow or Brown? They really aren't worth taking unless you see a lobby with heavy SWF vibes, and even in that case have a decent chance to be worthless. For example my P3 PH has only.... one, and I'm fairly certain I never used any.