OniWantsYourMacaroni
OniWantsYourMacaroni
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- OniWantsYourMacaroni
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@Faethor01 said:
Its been to difficult to achieve merciless victory for The Nurse, The Hag, The Doctor, The Shape, The Pig, and The Clown. I say this because with every other killer I would kill all survivers and make the last surviver repair the generators or close the hatch than make the last surviver open the exit gate before I kill them and it still doesn't work. I did this with The Plauge and 1 surviver escaped and I still got merciless victory. Thet should change it to get merciless victory you have to kill all survivers not get the perfect score. Survivers dont need the perfect score and you can get adept surviver easily.
I would absolutely love for them to change the conditions for adept killer throphys to just get a 4k as a certain killer with his perks.Trying to get these achievements in red ranks with the current emblem system is way to hard considering survivors only need to escape .
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I don't see what is too strong about static blast.It's just a tracking ability with a long cooldown.
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I also don't really like the concept of breakable walls.They are either mandatory to break or useless.
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@Lexilogo said:
I don't mind the idea of a Key nerf and I think tuning down their potential as actual keys and tuning up their aura reading abilities is a fine suggestion, but the Hatch only spawning if all gens are done and you're the last person standing is IMO not a good idea.
If you're the last one standing, the Hatch is open anyway. If all gens are done, you've essentially won the match already, so why bother opening the Hatch when the Exit Gates should be just as easy if not easier because you know where they are?
This also removes the skill-based element I've always liked of memorising where the Hatch is, if you stumble across it after it spawns as a Survivor or Killer you might be able to use that information later in the match.
The change to how the hatch spawns is to prevent multiple survivors from escaping before all gens are done.
Which is the main problem people have with keys
There was never any skill involved in finding the hatch.It's always based on pure luck.
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@Traslogan said:
We all know DS is an extremely useful perk, but it's also a perk that has obliterated an entire game-mechanic: Unsafe Unhooking.
The whole point of unsafe unhook is that survivors are punished for blatantly unhooking people when the killer is right nearby, instead of distracting or dealing with them or even simply saving themselves. Whether you face randoms or SWF teams, the vast majority of people use DS now as it's critically overpowered meta.
Obviously DS has its place, it's good to discourage tunneling en-masse from the killer, but please bring back a meaningful unsafe-unhooking mechanic by preventing DS from firing during the period where an unhook counts as unsafe if the hooked survivor gets hit again. DS hurts killer's score due to losing a survivor from your grasp hitting the pips, and we literally can do nothing anymore to stop people blatantly unhooking, sometimes even just doing it instantly once we've hooked, and we're forced to just take it because everyone has DS and often even the unhooking survivor has DS active and you're just unable to do anything at all now.
In my opinion the only change to DS that needs to be made is that only the most recent unhooked survivor gets DS and is disabled as soon as another survivor gets rescued.
MAYBE it should also be disabled when you get fully healed or start to work on a gen but i guess that seems more unlikely and a bit too confusing, so the change i mentioned above would be already perfectly fine.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1191572#Comment_1191572
This sounds like what Freddy can do with Snares and Pallets. Some of Clown's less useful or bad addons can be replaced to offer alternate Tonics with different effects, and the cloud's color can change depending on what Tonic it is (similar to Plague's Vile vs Corrupt Purges).
That sound like a really interesting idea to be honest!
Different tonics with different kind of uses.
Maybe one tonic that wouldn't slow down survivors when walking through them but increases action speed and or movement speed of the Clown walking through that?
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@Kai6864 said:
https://forum.deadbydaylight.com/en/discussion/comment/1192456#Comment_1192456
I don't believe it is reportable. The killer is doing their job defending the gens and the survivors are not forcing the gens to be done. If you have more than one survivor, then a 3 gen should be no problem. You may rarely have to sacrifice a person or two but ultimately, a 3 gen is definitely possible to beat.
Forcing a 3 gen is a tactic I use all the time for more end game killers like Hag and Trapper where I can build my web or make a certain section of the map lethal. It is a perfect tactic for that one map - the Autohaven one where the map is segregated into 2 sections with a connecting path in the middle.
If anything, it shouldn't be reportable for the killer - what should they do? Let the gens get done? If the survivors are being immersive and not doing anything, its on them.
Now, the keys. I like your idea of keys, its like bringing a Bond into every game! The Blood Amber stacking with it may be an issue however. If you have ever played Object of Obsession again Freddy, your idea is like that, but with the bonus of the killer not being able to see you. The issue is that this can be used on every killer except those afflicted with Undetectable. Ghostface is the only who could chase effectively while undetectable (Tinkerer, Beast of Prey and Dark Devotion notwithstanding) so some may complain it is too strong. Huntress, Deathslinger, Hag, Trapper and Demogorgon would struggle with their movement speed and trap placements. Huntress and Deathslinger wouldn't be able to catch you on pallet gyms and jungle gyms unless you seriously messed up. To a degree, Nurse would struggle as well.
A very good idea, but there needs to be some sort of downside for the addon in this case it works like you say it does. The range could be decreased whilst using the addon or it takes double the amount of charges to use would be sufficient.
To clarify,the blood amber Addon would remain the penalty in form of more charges consumed per second to use it's aura reading.The normal range of it is 32m and could simply be increased by using using the perl/token addons.
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@ChirpingCat said:
https://forum.deadbydaylight.com/en/discussion/141486/some-ideas-how-to-change-keys
It's a false dichotomy to suggest that Mori has no relation to Keys and that you can discuss one without discussing the other; They are essentially opposite sides of the same coin. Moris persistently allow situations where games end faster then they should have, to use your own words justifying this thread. Being completely realistic: Politics is the art of the possible and no Killer-main will take a Mori nerf without a Key nerf, and visa versa. Hence we really need to be discussing both else any proposal will easilly be shot down
Personally, I wouldn't mind seeing your restriction for "Last surv or all gens complete" applied to both Mori and Keys.
Of course,if Keys would be changed then moris should aswell.I just thought it would be better to focus on one thing at a time.
If i had to propose a change to Moris then it would be to change the requirement from just hooking the person to mori them to have them hooked either twice before or just when they entered struggle state before.
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@Mistikus said:
i like your idea, but i can see many killers would do 3 gen strat at the begining of the match and it possibly could go into helding a game hostage,
Sadly we have many players here who like to abuse everything they can
Honestly,i don't think that would happen.I have never seen people trying to force a 3 gen right at the start of the match and even then only a few killer can actually capitalize on it.
And it is reportable when a killer is forcing a 3 gen after a certain amount of time.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1192273#Comment_1192273
What skill does ds require what skill does bt require all the best survivor perks require no skill flashlights are bugged out most of the time so they require no skill the only things that require any skill from survivors is looping and skill checks
Almost no perk in the game requires skill except maybe whispers or dead hard.
Flashlight saves require preciscion and timing.I've seen soooo many failed flashlight saves because the survivor didn't have the right timing or angle.
Unfortunately almost everything a survivor can show his skill in is more or less related to chases.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1191446#Comment_1191446
https://forum.deadbydaylight.com/en/discussion/comment/1191458#Comment_1191458
I had a game recently as Ghostface on Iron Works with at least a 3 man SWF (they all had the same clan tag). The Ash was trying very hard all game to get my attention, and he was a VERY good looper, but I still got the 3k almost a 4k because I played smart. I went for the other 3 survivors, who were not nearly as good as Ash was at loops. I would also not chase him around the god loop. I did once only because all 4 of them were there so I knew I could do at least 1 loop before they all found a gen, and I ended up catching Kate who wasn't paying attention. I slowly widdled them down and kill both Kate and Jake when they had 1 gen left. They finished the last gen, and I chased Ash around shack. I played it smart and forced him around the one side before I broke the pallet, he made it to another nearby pallet which I did the same thing and tricked him into back tracking enough then breaking the pallet so he couldn't get distance. I ended up killing him and almost caught Steve before he ran out the gate.
I played smart, avoided the god loop all game, went for the weaker targets, and walked out with a 3k. Had I chased Ash all game like most killers would, I wouldn't have even gotten one kill. Had I not forced him to vault the god loop window to get him away from a gen, I wouldn't have had time to catch Kate and kill her.
@designator is completely correct. Knowing when to break chase and do something else is a HUGE part of being a good killer, and it will win you games.
Knowing when to break a chase is a very imortant skill that's for sure.I accept breaking a chase because someone is a good looper or a nearby objective has to be protected but being forced to leave a chase because someone is using a certain window just doesn't feel right.
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I understand what you mean but that whole killer mains vs survivor mains thinking is so pointless.
Both sides experience frustrating things and we should work together to fix those.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1192250#Comment_1192250
Im so tired of survivors always demanding this insane amount of skill from everything killers do yet all your best requires no skill
I'm not asking for insane skill from every killer.I just find it more fun for both sides when everybody has chances to outplay each other.
And survivor need skill to do good.I'm pretty sure you see the difference between a good and a bad survivor immediatly.
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@elvangulley said:
https://forum.deadbydaylight.com/en/discussion/comment/1192255#Comment_1192255
But its fun to bring toolboxes and keys to gen rush 5 minute games moria are fine
Well toolboxes got nerfed really hard and keys are definitely in need of a change as well
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@Hazz1123 said:
Note: I play Killer and Survivor so I'm not biased to one particular side.
I personally rarely use moris because I find them boring, but when I play survivor it really isn't fun to get farmed off a hook or tunnelled and only get to play for less than five minutes.
I know a lot of people enjoy moris because of how they look, which is why I think Killers should always be able to mori the last survivor (basically a yellow mori inbuilt every match).
Then, instead of having mori offerings, introduce more perks which allow Killers to mori multiple survivors under certain conditions, like Devour Hope. With Devour, you have to work to meet the condition, then mori to your heart's content, as long as you protect your totem.
More mori perks would make moris more common but in a healthy way. Maybe it can change the goal of the Killer in a way, so they strategise according to the mori conditions rather than protecting gens as much, or something like that... Whatever.
tldr: Introduce more ways to mori, not be able to mori so early in a game.
Even Tombstone isn't that bad, as long as you don't play stupid and let Michael feed off you like nuts. He is at least disadvantaged because he has to stalk way more, which is technically an extra condition.
I would love to see more ways to earn a Mori.
But they definetely need a change.Offerings shouldn't give you free wins like that.Super frustrating to wait 10-15 minutes for a game just to get killed in a few minutes.
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@irageinforums said:
While there are more powerful killers like hillbilly nurse or spirit freddy stands out because of how little skill required to win and how powerful he is. If you cant play freddy let me some it up if the survivor starts looping you press m2 and set a speed trap. Now dont worry cause this doesnt slow you down at all. Now just loop thiem and force a wasted pallet or them to run and likely get hit. his gameplay is braindead and his gen slowing skill is also probably only second to hillbilly(how actually takes skill) He needs a rework or a major nerf.
Freddy is by no means overpowered,but i do agree that he's very easy to play and get good result as and very very boring to play against just like clown.
Wouldn't mind if they would change something so there's more skill involved on his part,but it's highly unlikely that he's going to receive major changes to his power any time soon anyway because there are way more killers currently that would need some buffs/reworks.
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@Splitsecond27 said:
So I have around 500 hours on the game and I’m missing 2 killers and finally started to get around to buying one with shards, I’m an Xbox player and I would’ve instantly bought oni but I’m thinking what if the next rift has some focus on legion, any thoughts and tips would be helpful!😁
I'm playing a lot of Oni and like many people already said he's easily the stronger killer.
BBQ,Monitor & Abuse,Infectious Fright + another Perk is what i can recommend to you.With that setup you have serious snowball potential.
His ability isn't hard to use with a controller.It takes some time to get used to his ability and what you can do with it but it's extremely worth it and satisfying once you mastered it.
Legion on the other side has pretty much nothing going for him.His power is way easier to use than Onis but in comparison to other abilities it's really weak.And picking him because there might be like 4 or 5 Archive Challenges with him in the next tome that probably will come out at the end of april doesn't seem worth as well.
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@ELECTRIK_VISION said:
https://forum.deadbydaylight.com/en/discussion/141282/question-regarding-god-loops-infinites
Well there isn’t any “infinite’s” anymore but even though this is a god loop the devs are working on them, they’ve been experimenting with breakable walls so it’s only a matter of time before these get sorted instead of just adding a door or removing the window.
Thats why i put the infinite in quotation marks.They aren't infinites anymore it's just another term that is popular for those kind of loops.
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/141282/question-regarding-god-loops-infinites
Killers also get bloodlust.
Use bamboozle then survivors can’t go through the window.
If god loops get fixed,then bloodlust should be fixed as well obviously
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1191258#Comment_1191258
Sure, if you can tell me a reason why bloodlust is fair. You may not like certain things in the game and even if things the devs implement doesn't work as planned (I've said before that some of their concepts are good, but the executions are terrible), there are counters to everything that you believe is unfair and in other cases, you just got to have good skill to get the advantage. Complaining only shows your weaknesses.
Yeah bloodlust is unfair and often times is abused just like god loops.Both needs to go
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@MrTbagFace said:
People who enjoy using infinites>Killers that cries about everything.
Tbh i enjoy using infinites and playing against them.The infinites aren't that powerful as u think they are,in my case i can use them max 2 times before killer catches up to me.The bloodlust,killer power,entity blocker AND the great ,,hitboxes'' are helping the killer to catch to the survivor faster.The breakable walls are crap.
Well, entity blocker and blood lust pretty much exist because of god loops and are nothing more than band aid "fixes" for them.
Those great "hitboxes" are also something that needs to be fixed.There's no skill involed in either getting a hit although the survivor is already a few meters away from the window or using god loops.
Killers like Leatherface or Legion don't have anything to help them with that.
Plus fixing god loops might be the first step for more and different killer player.
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@w_sohl said:
https://forum.deadbydaylight.com/en/discussion/comment/1191423#Comment_1191423
Or like saying survivors should have to run Calm Spirit to counter Static Blast, oh wait....
How can you compare god loops with static blast?
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@designator said:
https://forum.deadbydaylight.com/en/discussion/comment/1191378#Comment_1191378
Yes because there wasn't enough counterplay between entity blocker, bloodlust, learning when to drop a chase, mindgames, bamboozle, and maybe USING YOUR POWER. There are killers who unironically believe that killer shack is an infinite as well and maybe they should not be leading the balance discussion.
I have never seen or heard from someone calling the shack an infinite.
Sure there are some killer that can combat god loops,but what about killers like legion or Leatherface?
Nothing that you listed was a direct counter to god loops except maybe bamboozle and certain killer powers.
Then again why is the killer supposed to run a certain perk to combat bad map design?
It's like saying survivors are supposed to use Spine Chill and Resilience to not get hit through windows.
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@designator said:
https://forum.deadbydaylight.com/en/discussion/comment/1191367#Comment_1191367
If you truly believe that Nurse and Spirit didn't need a rework I invite you to get past rank 12 as a survivor and learn to play the other side :)
Just like God loops needed a nerf as well after all that time.
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Like i said,maps with god loops already have more than enough strong paletts and windows for survivors to work with
Tell me a valid reason why those loops are fair.
@Deadman316 said:
Listen, if a killer chases a survivor and they start to use the "God loops", then that's on the killer. They should go find an easier target. Just because things don't go your way as a killer, it should be taken away. Why don't the devs just make a wide open space map and let you killers slug everybody so you can stop whining and shut up. The game offers environments that are taken advantage of by both survivor and killer and in the games I play, I win and I lose. If you're constantly losing as killer, either get better or play survivor. Enough of the whining because you can't adjust to make your skill better.
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@Ihatelife said:
@Peanits Should we expect that bloodlust will be removed soon?
I'm pretty sure that that wouldn't happen until all maps are reworked
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I'm certain PC has a lot of boosted high rank survivors as well 🤔
@Yamaoka said:
PC players are better than console players by the way haha
EDIT: I can't read 😂
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@AsePlayer said:
https://us.v-cdn.net/6030815/uploads/582/TCJQJ3BIO1IF.png
Double self-care while they are literally right next to each other against Legion. Yes, this is red ranks. Yes, I want to game end myself.
Please do yourself a favor and just never play solo survivor again.It's straight up horrible.I can count the amount of games where teammates were actually decent on one hand.
High Rank feels like it's 99% Rank 20 survivors and 1% is actually high rank.
Hope the upcomming MMR System they talked about will improve the situation.
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@brokedownpalace said:
I think breakable walls are a good compromise between "god loops" and making a loop completely useless. If that new spot in Ironworks is a breakable wall you can simply break it while you're doing your first patrol of gens and not even wait for a chase.
I'm honestly sick of people saying changes are pointless when they are blatantly better than things were before. Unfortunately for you people, the devs try to strike a balance between the two sides instead of ripping the rug out from underneath one side or the other.
But the thing is where do you want to place good breakable walls except at god loops?
They shouldn't start to design around that mechanic and do maps just without it.I can't really imagine any survivor saying that the tiles that involve breakable walls are good.
I love that the devs are trying out new mechanics to change the gameplay a bit but i just don't see the purpose of those walls.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1191114#Comment_1191114
In my opinion the Killer should not have to spend 2.6 seconds (if I am not mistaken, this is the time to break the wall) to actually play the game. Because I think it is a bad use of breakable Walls when they are mandatory to be broken, and this is the case for almost all the Killers when this is a breakable wall.
I mean, a breakable Wall would still be better than the current loop, this is for sure. But why let the Killer spend time to break it, when he will 100% be doing that? There is no real option to keep the wall intact.
I think they should just scrap the idea of breakable walls.It seems so useless.Either the wall has to be broken or it's useless.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1190997#Comment_1190997
Honestly, the way this game is headed.....you just die in 20~ seconds whenever the killer finds you. That's already how it is for many of the current killers and new maps. Even the shack is nerfed on new maps because baby killers can't handle it. It's kinda sad.
They can balance the game around M1 killers but just ignore how incredibly overpowered it will make the killers who already counter looping.
I honestly don't think so.
I often times get downed quite quickly but that's because i also make a lot of mistakes.So that's something one hasto work on
Sanctum of Wrath is pretty ok (better than the other version of yamaoka estate)
But i do agree that Hawkins and the Saloon are quite hard to work with as survivor (although i don't understand how the shack is nerfed on saloon)
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But that's more the fault of your team then.Deathslinger doesn't have snowball potential unless he has enough tokens on Save the best for last and even then it would be your teams fault for being grouped up so much for whatever reason.
Also i highly recommend Unbreakable and DS.It's a really strong Combo.
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If he needs like 10 shots to finally hit you then he already lost quite a lot of his time anyway.There is no extra punishment needed.
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Billy is in a perfect spot in my opinion.Great for starters because even if you don't down survivors with your chainsaw you can use it to travel around the map very quickly.
And a really good billy with good control of his chainsaw is nothing to underestimate.
I don't think he's OP at all if you find yourself out in the open to much then that's on you.
The only nerf he needs is is his insta chainsaw addons.Those are pretty unfair but thats already it.
BBQ has plenty of counter play to it and Hex Ruin won't do a thing most of time anyways.
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Definetely Oni.Great visual Design,great power and very fun and scary to play against with enough ways to outplay each other.
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I see this perk more like a beginner type of perk.An easier form of whispers so to say.
If you're more experienced in the game then you know how to keep an eye on the crows.
And the inconsistency of the spawns from crows also hinders it's usefullness
I guess if they made the spawns from crows more consistent across all maps it would be an alright tracking perk.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1190987#Comment_1190987
How many maps are going to have breakable walls?
I think they said they wanted to implement them in every map over time.
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/281/GHCD1URVAQ84.png
Oops, I dropped my mid-chapter screenshot. Well shucks, so much for revealing it next week. Guess we'll have to reveal some other changes instead.
Changes to God Loops?Finally
Thank you Peanits ^^
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1190879#Comment_1190879
Half the killers in the game counter them. At red ranks most people are running killers that hard counter looping. Any M1 killer can also run bamboozle. Four years of playing and you still don't realize that?
I mean telling killers to use a perk to counter bad map design would be like survivors getting told to run resilience and spine chill to not get hit through windows,right?
Both things are incredible frustrating for each side.
Many people are frustrated with these kind of loops because there is no counter play to them (unless you use certain killers or perks)
Each side should have the chance to outplay their opponent.
And nobody is asking for maps with only deadzones.I would love to have more maps like Coal Tower or Father Campells Church.Both Maps are smaller than the rest and have pallets and windows that are not too strong or too weak.