The_Count
The_Count
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@Rickprado said:
Although this build can be quite strong i think its more a high risk, reward build than anything else. You can lose all of your perks very fast and then having to play the match with no perks until the end.
I remember back in 2021 when Nemesis was released i've run a build with 3 totem perks and they were destroyed within the first minute of the match. Since then i'm very scared to run Hex builds again 🤣🤣🤣
Just dodge lobbies with people using maps and you're good. XD
Seriously. -
@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027200#Comment_4027200
Yeah, just by existing they're already gutting repair times.
Exactly.
That's the beauty of it.
BHVR doesn't give survs a 2nd objective and/or stop gen perks stacking, so we give you something else to do. -
In my experience so far since the mode returned last Thursday I've noticed the following:
1-Survs seems to have smartened up. Sometimes they are rushing gens so hard they don't even heal.
2-EVERY SINGLE LOBBY there's ALWAYS FOUR Escapists which is as braindead as Legion.
3-They have doubled the map size, number of players and resources, but in this mode you have to just do 6 1v4 gens to escape (yeah, I've never stopped to think about this before). 8x70 charge gens = 560 while 5x90 charge gens from 1v4 = 540.
I've switched strategies with my friend and it only improved our odds of winning by a little.
We already got the mindset that we'll not be able to win half our matches anymore until they fix all this crap.
The lack of new content for survs is the real issue here. You don't need to make killers experience so damn miserable so the lobbies are filled with crybaby survs that want to play in auto-pilot. -
They added this crap as a way to "compensate" for Legion, then removed the braindead killer without reverting the braindead class.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026782#Comment_4026782
Because there is a design limitation for every killer. Look at Clown's case: he was A tier for some short time recently, but at what cost? Braindead easy to pick up, braindead easy to be good with, very strong. And that's the good example of how you can't just tweak numbers for low tier killers without making them stupid at some aspect of their power. To some degree, of course.
Like, let's take Legion and give him 1s fatigue instead of current 2.5s. And make his Frenzy start with 6.0m/s. He will be A tier for sure, but, once again, at what cost? Once again, braindead easy to pick up, braindead easy to be good with, very strong.
But, honestly, it's the way the game goes anyway. Survivors become easier with almost every patch and it's strange to ask killers to be very time and skill investings to perform well, while other role slowly becomes an auto-pilot.Beautiful words S2
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026785#Comment_4026785
If Devs released the Stats I Guarantee the Escape/Kill ratio would 70%/30%
Agreed.
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@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026767#Comment_4026767
It still doesn't change the fact that the killer role has only lost content. First they lost the unique killer coop powers from the first 2v8. Then out of the 4 classes, Shadow was the most fun one and it got nerfed. And finally they removed a killer from the roster. All this while giving survivor the strongest tools they ever got in any game mode like mid chase healing or rebuilding pallets.
And as all of that was happening, queue times never got better. Its been a whole year since 2v8 v2. Making killer miserable won't help queue times as clearly shown from the lackluster updates.Exactly.
Pretty bad matches today for me and my friend today. We only won 2 out of 7.
This never happened before and now we "leveled up our kits" for this 2v8 (went from a Wesker-Nemesis duo to Dracula-Blight).
ALWAYS 4 SB on command and the fact you need to only do 6 normal 1v4 gens to escape on top of the accursed anti-snowball… god damn it! -
@BorisDDAA said:
I dislike the hooking makes gens go faster mechanic. It promotes killing someone asap and not spreading hooks.
Precisely.
Just lost 3 in a row here because we didn't tunnel enough to bypass this crap.
EDIT: 5 now and in the last one I and a random Pyramid scored 16 and 15K respectively on how fast the match was.
7E and for some reason all survs started to insult each other for some reason. -
@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/460257/2v8-gen-speed-is-a-massive-problem
that’s because 2v8 has adaptive difficulty, if one side is doing better then the other side will get a buff
Exactly. This crap is the reason gens fly in this mode.
It's the same stupidity present in almost any fighting game that punishes the winner for winning and in other games like RE4 and RE4R makes things easy if you're having a hard time. How am I supposed to improve if the damn game keeps making things easier?!
Anyway, only way to win in 2v8 as killers is:
A: Getting a team of bad survs.
B: Hard tunnel one or two out of the match ASAP. As soon as you hook someone triangulate the position you hook and where is your partner or simply go to the directly oppose diagonal where you hooked and you'll find this surv 85% of the time. Since gens start to go faster by the number of hooks if you 1 hook each of the 8 survs before anyone dies you'll certainly lose the match. And if one surv disconnects your priority shifts to tunnel out the bot FAST. -
@Dokta_Carter said:
It doesnt help that they have both the ptb and 2v8 on at the same time, which splits a lot of pc players from the event
That's what I'm hoping for. Queues should indeed get better after this lackluster, disastrous PTB ends this Tuesday.
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@CLHL said:
The biggest problem with the game is that being a good survivor requires a lot of practice and a high level of knowledge of the game. But we don't have decent tutorials or adequate practice modes to reach that level.
The developers have been mitigating this situation for years thanks to the genrush, which allows players with limited skills to escape from games where they don't last 10 seconds in chase. Those survivors would probably never escape if the game were truly balanced. It's not that we need new objectives, the objective needs to be completely reworked into something that isn't a race against time, the pace of the matches must be slowed down and move toward something more interactive between both sides.
You're being downvoted by these exact survs who want to escape by gen rushing and refusing to get better at chase.
Great take man :) -
No
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@Rokku_Rorru said:
Hi,
Even my steam deck has better input speed, no it's not my TV as I used an OLED lmao. I've tested on several monitors and its much harder to hit great skill checks on PS5, even with a wired controller and i think it's something to do with the games optimisation? it seems a little less impactful when I look at the ground.
Is anyone else having this issue? It really puts me off playing the console version and I really would like to play it on there.
Unless someone else knows a fix for this? Help would be amazing, if not then hopefully the feedback gets through.Based on personal experience:
The culprit for your issue is your HDMI cable, specially if it's the one that came with the console.
Buy a fantastic cable and your issue is fixed (if your TV is indeed as good as you claim). -
@thrive2survive said:
Let's be honest with ourselves. The model in Smash Bros is better simply because the skill of those working on it is astronomically higher than anything BHVR has ever done..
True.
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@dbdiskillersided said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025354#Comment_4025354
Yeah as he is my third main i can give a vid or 2 of both but insane since there release castlevania chars have cloths bugs forever even drac sometimes bugs out.
Crap…
Alucard is my main and it still bugs me to this day. -
@Royval said:
he looks so bad compared to smash bros
Everything in his model EXCEPT the face is great IMO.
But yeah. Smash Bros is better.@thrive2survive said:
He looks feminine. He really shouldn't have an ounce of whatever it is they gave him in his facial expression. It really makes me question who worked on the model and why'd they leave it the way it is... Respectfully, please make him look like a man not a femboy. We have other characters that can easily fit that. Not Richter the vampire slayer from Castlevania.. <3 Richter and Trevor look night and day different. Just goes to show that bigger companies like Konami don't really look closely at the work that's being put out. They just smile and nod.
EXACTLY!
God damn it! A man with a girl's face in a weird way like they cut a face from a woman and glued on a man's head.@MashedBroccoli said:
they really did richter dirty, i will gladly keep my money. Hell alucard’s cape is still buggy. Symphony of the Night is one of my favorite games of all time and I do not feel like bhvr has respected the license when it comes to the legendary skins.
I have Alucard and this cape bug is still in the game more than a year later.
Also SoTN is also one of my fav games FOR LIFE too S2.@dbdiskillersided said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025333#Comment_4025333
Leon Belmont and even default Trevor is bugged forever where the default he loses his slit part and Leon the slit rolls up like a cheer leaders tutu.
Never noticed these two bugs TBH.
BUT I still can't believe Leon and Simon are cosplays instead of legendary. -
@Rickprado said:
Well, although i understand from where this thought comes from, to BHVR killers like Sadako and Legion are far more problematic than Blight and Nurse. And if BHVR had to balance accordingly to their data, we would probably see C tier killers being nerfed instead of the S tiers (with exception of the Ghoul, probably).
I really dislike the idea of some killers having a rougher map just because of how strong they are since not everyone quite agree on killer strength. I rather that those killer are balanced in a healthy way than just adding pallets to compensate their powers.
Also, we need to remind the game is quite buggy. Imagine playing Ghostface, loading in Wreckers Yard and the having 30+ pallets because the game thinks its a Blight game?
@Reinami said:
I see this suggestion a lot. But here is my question for you.
If the devs already can't seem to balance killers, how does them balancing it by changing pallets change how unbalanced the game is? What i mean by that is, why would you trust the devs to do this right if they already can't balance the game properly? All this does is add yet another variable that the devs need to account for in balancing decisions and makes their job harder.
On top of tha,t they'd probably do it based on their data, and if they did that, nurse probably would have 0 pallets on the map since she's often the worst killer in the game. Guess sadako will have tons of pallets since she's usually one of the best.
After the last stream… can't say you guys are wrong. :(
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Best thing in this evt is p100 being screwed over with Bloodwebs that only have the useless offering guarantee and 10% of them can still come without a mistery box/only the offering and this trash can also be found in the boxes.
Aside from that is another bad evt with minimal changes to gameplay where the offering is FAR inferior than cakes like any other besides anniversary. -
A Kpopper who throw knifes.
Wow…
There were Trickster mains who never reloaded at lockers when he was 4.4 and etc (release) because they were dedicated players who got good at a characters that demanded skill.
Now since they removed the recoil, made him 4.6 and made Main Evt being available a lot of times during a match any noob (myself included) can do well with him.
Also doesn't help that his chase music is pretty PRETTY BAD. Feels like someone scratching a blackboard with crooked nails. -
What is indeed bad is the bald guy (sorry, I don't know his name) having no idea why The Game has the most slugs and even being told "PALLETS" over and over he still didn't understood.
Sadly there's no way to take this in another way than some of the guys at BHVR literally have no idea what they are doing. -
EVERY evt that is not Anniversary is bad.
ALL of them introduce minimal changes to gameplay and the specific offering is ALWAYS far inferior to a cake.
Also even the Anniversary is not the same anymore. p100 got screwed with bloodwebs basically not generating anything related to the evt. For this anniversary they did something, but for this Halloween sometimes the bloodweb only has the useless offering and the Mysterious Box can also sometimes give you this crappy offering.
Surely the Winter evt and all of them from now on will screw p100 characters.
Oh, forgot to say that also starting this anniversary the evt nodes are taking the spot of iridescent ones, so even less incentive to play and farm BP. -
Only after some videos from content creators that I've realized the handheld devs were talking about were for killers regarding basekit Pop and BBQ. Damn!
If this is handheld, then what is being given to survs is what? Autopilot? Anti Stupid Decisions (like heal under the hook) system? -
@JimbusCrimbus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019402#Comment_4019402
Let's start with 80% of the killer roster being bugged to hell. Some killers being bugged to damn near unplayable. But the second Decisive Strike has a bug, or flashlights…HOTFIX.
I gave up playing my main, Wesker, for the time being exactly because of that.
I'm running in A LOT of situations that my grabs don't confirm and most of them are ridiculous instances like passing through survs while they are right at the pallet. There's no way a surv can avoid being grabbed in such tiny space.
In 2v8 you pass right through survs build pallets. -
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020779#Comment_4020779
Nor does it ask why survivor players uninstalled.
It asks why you uninstalled, irrespective of role.
So if you are a killer player, you can tell them why you uninstalled.
Exactly!
People keep forgetting that you can be hard tunneled PLAYING AS the killer, so obviously this kind of question doesn't need to specify the role.
Oh, eh… wait… -
@CLHL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019537#Comment_4019537
Genrush will never disappear; they are perfectly aware that it's the only thing that allows the vast majority of players to achieve a win as survivor. If the game was more skill-oriented, the kill rate would skyrocket.
Same as tunnel.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019558#Comment_4019558
It’s actually really nice to use cages for controlling zones. Or for saving time if you don't have it for hook. After survivor uncage, I get info about position of two survivors at least. Even can understand if it happened close to the gen, that person was actively working on it. And since the logic of send is further point, I can be sure that at least one person have to leave (if all of them are close to me), and go really far far away to rescue, so I can save time
I’m not tunneling at last possible moment, and I know many spawns so this risky 50/50 now haven't done anything for me in terms of can I tunnel survivor or not. But that fact they killed my fair play way of using cages… wow, that is really telling me a lot about BHVR
Yeah.
The lacking of information is the real issue here for sure.
Pretty similar to the discarded changes to tunnel from last PTB. -
@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019548#Comment_4019548
Less people see him, less people actually can dodge him in my lobbies. More I see boring shift w + predrop and stomp matches
I started to play him less after finishing my challenge, because people rarely can handle this killer in lobby, THAT much my style for them is confusing. People surprised killer can use m2 not for zoning only or using cages for info and forcing change of position. And devs now gutted the way how I played games on him before, removing noticicafions. Am I really supposed to use cages now only for dodging DS or for Mori…
Seems the way.
He is the only killer I don't bring a Ebony Mori. I just make survs get Torment so I can mori them after the 2nd hook.
If I send them to the cage there's a risk I'll not be able to reapply Torment to them again, another surv will be cleansed of this status if they rescue the caged surv (which in this scenario make two survs that are not Tormented anymore) and now I don't get a notification when they are rescued from them. -
@GeordieKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019542#Comment_4019542
i just given up on devs actually thinking what is needed for killer side they are so focused on survivors issues which are symptoms of killer issue that are the root cause just no point in playing atm i do hope either new devs come in that actually balance the game fairly or a asym game comes in to kick them into being better like Rivals did for OW2 but im just done with these devs
I gave up of making sense of their actions too. :(
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019539#Comment_4019539
I assume they will ignore it and it continue to be like this forever, because this killer don’t have high pickrage anyway :/
Probably. :(
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For a lot of people these days using their brain hurts because they barely use theirs.
They want things made easier instead of the good old combo dedication+thinking+learning = improvement.
With that being said I too think tunnel will never die because it will always be the most braindead way a killer can win a match.
BUT there are a lot of killer players, like myself, that recognize this and don't do it because we want to earn our victory through the combo I've mentioned above. Much more satisfying.
The few times survs force my hand to tunnel some of them hard or else I would lose, in 85% of these matches I have to because a surv that don't want to improve in chase, doesn't want to learn the counterplay for the killer I'm playing and even predict what I'm about to do based of studying my behavior during the match brought the equivalent of tunnel as their build/strategy: Gen Rush.
And if this is still not clear enough:
Turbo tunnel (tunnel someone as soon as the match starts no mater the number of gens ) = Most efficient way for the killer to achieve his objective.
Gen Rush = Most efficient way for survs to achieve their objective.
Both are braindead and both need to die. -
@GeordieKiller said:
they had it almost right with the 1st version with the gen damage and aura all they had to do was make it gen damage map wide not kick and total damage not current damage instead they took 10 whole steps back and once again in a sense stick a middle finger at the killer community once again.
to say 15 seconds of bloodlust and BP bonuses is strong enough incentive they are clearly not getting what killers truly need to be incentives not to tunnel
I still don't know why they thought original Pop basekit was good.
What good it does for killers with no mobility?
Current Pain Res should've been made basekit and the perk reworked. -
@tes said:
I just want to get answer. I get why it was implemented in anti tunnel ptb. Here? It’s just a picky thing. And his actual issues wasn’t fixed. I mean, bug on Lerry is still a thing. Random trail of torments and even invisible one as well. I just want reasonable clarification and that they will address his actual issues as well. Maybe some info compensation in his base kit
It's the same excuse they used in Nick Cage's patch to try and push another handheld for survs.
"Fixed a bug that prevented killers to look down after an M1".
A SEVEN YEARS BUG?! ARE YOU KIDDING ME?!
Yes, this happened and was in Nick's PTB. When you M1 a surv the camera of the killer went all the way down similar to Nurse's fatigue and they even said this was suppose to give survs better chances of escaping a chase.
The only reason it didn't got through was because it was a huge accessibility issue (motion sickness). -
I just want something minimal like morse signal saying they'll kill gen rush (make so anything that speed up gens don't stack and rework skill checks) and bully squads. Is that too much to ask?
The former is also the number 1 reason killers turbo tunnel. Two stupid strategies that go hand to hand with each other. -
I think in some part in this video the guy does it in 34s.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019276#Comment_4019276
People are doing gens SOLO in 30sec and nothing is brought up about it
Source?
20s gen in co op
https://www.youtube.com/watch?v=sp-EYRGbpcU
39s gen solo
https://www.youtube.com/watch?v=SoXEjRB2dL0&t=578s
There's indeed a video of a guy doing it in 34s, but I wasn't able to find it now.
Still, 39s is pretty stupid. -
@Nazzzak said:
Keeping survivors busy keeps them off gens. The ideal gameplay is one on hook, one in chase, one going for the unhook/heal, and only one on a gen. This makes the first chase and hook important (because the other 3 have nothing else to do but sit on a gen until you get the down). If you're struggling in this area then use an early game perk to help out, for me i like Corrupt Intervention. Knowing when a chase has gone on for too long is another necessary skill to develop as a killer. Overcommiting to one survivor can easily cost you gens and the game.
As for bully squads, well theyre the opposite side of the coin. They're more concerned with frustrating you than doing anything else. They're not very common at all though, and usually if i see 3+ flashlights I'll slap on Lightborn. That tends to take the wind out of their sails.
Thanks for the tips. :)
Don't get me wrong tough, but this is well know by veterans like you, myself and a lot of other players.
The thing is in this same scenario you presented the one surv on gens could be the one with a build dedicated to rush them.
Like Ragna_Rock said above people are doing gens SOLO in 1/3 of the time, specially now with Vee's perk.
You can macro and micro managing like "3 gens are already done and I just checked the other 4 and they are all with zero progress" and then start a chase, stay in it for 20s, use 10s more to get to a gen and be surprised that it is about to pop.
This needs to stop. BHVR reverted the non stack for haste and hinder perks and it's kinda understandable, but we need that things that accelerate gen repairs DO NOT stack at all and a rework on how skill checks can broke certain actions. -
@Ragna_Rock said:
People are doing gens SOLO in 30sec and nothing is brought up about it but killer kills too fast and now we need to add more layers of base-kit protection because the ultra-casual who refuse to learn the game cant last more than 10 secs.
Meanwhile competent people can bring perks and toolboxes that cut gen times by a third making OG Ruin look fair at this point.
THANK YOU (read this in Michael Scott's voice)!
That's the point!
Please take my upvote because we are going to be downvoted to hell. -
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019252#Comment_4019252
Maybe elaborate on what you disagree on? You'd rather everyone have Made for This, DH, DS, Background Player, and a medkit with a syptic than a toolbox and gen perks?
I'm so tired of this bully squad stuff. I got tunneled about four times in my last batch of survivor matches but, as far as I can tell, I last saw a bully squad when I was new. They're a noob problem and barely even exist. Put on Lightborn and Awakened Awareness and they're done. I say "as far as I can tell" because if I did encounter them, I'd probably steam roll them without even noticing.
I kinda feel, the more constant references I hear to bully squads, that people don't know what they are. Aggressive and coodrinated team players who sabo and body block and don't run from you in terror just becuase you're the killler aren't bully squads—they're just good.
Yes, I do.
These things are strong, but I can deal with them, my chases also get more interesting and I end up having good laughs when survs fall for DH baits and end up going down looking like fools.
It's pretty frustrating losing because survs did the most unskilled thing possible which is just complete gens way before they should.
Also it's pretty clear the difference between good survs and bully squads. I just emphasized that because I didn't saw you say anything about it before. -
@UnicornMedal said:
The whataboutism is exhausting.
Tell me about it…
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Awesome that Legion is removed!
Next 2v8 could be the best yet with faster queues by having more survs playing knowing they won't face the embodiment of boringness.
Also the wins for the killers will have more meaning since you can't get anymore easy wins with a killer that was never supposed to be in 2v8. He's ok for 1v4, but in 2v8 his main weakness (only being able to injury and not immediately down survs) is non existent by having another killer. -
@cogsturning said:
Gen rushing comes from when BNPs did the whole gen for you. You can only go so fast now, even with perks and items. Keep up your pressure and it's no issue. I bring a gen build as survivor and still lose more than I win. I barely even kick gens as killer and bring no gen regress perks and still win more than I lose.
If the gens were going "faster than their supposed to" the perks and items wouldn't exist. Choosing to bring a toolbox over a medkit is a potential danger. Using Deja Vu and Prove Thyself instead of second chance or exhaustion makes you more vulnerable in chase. I'd rather deal with gen perks and items as killler than endless Sprint Bursts and DHs.
I see your point and completely disagree, but let's forget about it for now.
What about bully squads? -
This one is like the Asylum realm where it seems 2v8 structures were added.
Temple is not that bad, but Mother's… DAMN!
Also, like in any other realm, the double pallets are the worst thing you guys could've cooked since Greenville Square was added and now it feels like a plague that's bleeding to the other realms. A lot of killers powers, like Wesker's, is completely useless on them. -
This realm was a little bit surv sided before, but now it's another one where you can mindlessly drop pallets and connect weaker loops with another week one, then a strong one…
A 50/50 is not a 50/50 if it connects to other loops.
Also the double pallets are the worst thing you guys could've cooked since Greenville Square was added and now it feels like a plague that's bleeding to the other realms. A lot of killers powers, like Wesker's, is completely useless on them. -
This realm was already monstrously survivor sided (specially the Gas Heaven map) like the asylum realm, but the issue here are also the structures aside from the number of pallets.
This realm should have it's pallet density restored to what was before, but you guys also need to take a look in it's structures. -
This realm needs more structures on them (Thompson's House being the worst because there's a gigantic dead zone in the middle), not more exactly more pallets.
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The issue with this realm is the damn rework that never came.
The damn ramps messes up with a lot of killer powers.
Also it was another one well balanced realm with it's pallet quantity and now have almost the same issues as the other problematic realms.
The double pallets are the worst thing you guys could've cooked since Greenville Square was added and now it feels like a plague that's bleeding to the other realms. A lot of killers powers, like Wesker's, is completely useless on them.
This realm have something unique now that is sometimes two pallets can be next to each other and 2 meters from a window in the pier that's close to the Pale Rose ship. -
This realm was already well balanced with it's pallet quantity.
Now it's another one where you can mindlessly drop pallets and connect weaker loops with another week one, then a strong one…
A 50/50 is not a 50/50 if it connects to other loops.
Also the double pallets are the worst thing you guys could've cooked since Greenville Square was added and now it feels like a plague that's bleeding to the other realms. A lot of killers powers, like Wesker's, is completely useless on them. -
Shattered Square was already well balanced with it's pallet quantity.
Now it's another one where you can mindlessly drop pallets and connect weaker loops with another week one, then a strong one…
A 50/50 is not a 50/50 if it connects to other loops.
Also the double pallets are the worst thing you guys could've cooked since Greenville Square was added and now it feels like a plague that's bleeding to the other realms. A lot of killers powers, like Wesker's, is completely useless on them.To finish the real issue with this realm is Forgotten Ruins.
It's cool to have a vertical map like that, but always having the gates at the exactly same spots, always 4 gens in the open and 3 in the dudgeon… damn!
This map doesn't needed more pallets, but a fix for the two issues presented above. -
This realm was already well balanced with it's pallet quantity.
Now it's another one where you can mindlessly drop pallets and connect weaker loops with another week one, then a strong one…
A 50/50 is not a 50/50 if it connects to other loops.
Also the double pallets are the worst thing you guys could've cooked since Greenville Square was added and now it feels like a plague that's bleeding to the other realms. A lot of killers powers, like Wesker's, is completely useless on them. -
Nevermind.
This one is also another topic where I'll not be copy/pasting the same text because both maps now feels like 2v8 without the extra killer. They were already surv sided and needed LESS pallets, not more.