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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I’m honestly more excited for the changes to existing killers than I am about the new chapter. I like Sable and she has interesting perks, but Unknown isn’t really the killer for me I don’t think. I’m not saying he’s badly designed or anything, his design is fine, he’s just not my type is all. And he only has 1 good perk imo (Unforeseen).

    I’m still mildly annoyed that Huntress is getting buffed, but the rest of the killer changes seem promising especially since they reverted the portion of the Pig nerf that was the primary issue. I’m very excited for the Clown buffs in particular, he felt so much nicer to play on the PTB and 6 bottles is a significant improvement. The faster yellow cloud activation is good too - it’s one of those things that seems relatively minor on paper at first, but it’s actually kinda a big deal.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672873#Comment_3672873

    My issue with this list of changes is that it kind of guts everything that makes Skull Merchant who she is, and also what makes her actually better than similar killers.

    With your Lock On changes, she now can't build up stacks over time, instead of it being possible if survivors neglect to manage their new secondary objective. With my changes, she becomes a killer with a small amount of built-in slowdown; if you're somehow in a position where someone's running around with one or two stacks and you're not in chase with them (which shouldn't really be happening anyway, but real games are messy, fair enough), you can leverage one of two things. They're either ignoring those stacks, which you can capitalise on later for a shorter chase, or they're finding and hacking a drone, which keeps them off generators for a bit longer.

    With your changes, she needs to commit way harder to every individual chase, which actually reduces the potency of setting drones up ahead of time. She has to get her scans in that chase, and any drone she set down earlier could be hacked, so she might as well keep them on hand to force stacks however she can mid-chase.

    There's also drones taking longer to arm, which removes part of her skill ceiling in an attempt to fix something that isn't currently broken. Survivors only don't have time to react if the Skull Merchant hits them dead-on with the beam, something that takes good aim and good timing. Otherwise, the beam just starts rotating, and they absolutely have time to react to that.

    Moving onto the removal of Haste, that just makes the drones completely non-threatening until the third stack onwards. There's absolutely zero incentive to play around the beams and dodge individual scans if they just don't do anything beyond let the Skull Merchant see you on her scanner, meaning that the entire mechanical depth of that minigame is - at best - cut down to a third of the importance it had before. In my opinion, that is Skull Merchant's identity as a killer, especially from the survivor side of things, and I am extremely opposed to it being removed. Dodging beams is the thing that sets her apart from other killers, and making that basically unnecessary for a majority of the match isn't a good direction to go in.

    Which sort of brings me to the big overall complaint, which is... what exactly do her drones do after all these changes? She gets barely anything for individual scans, so she's now building towards a ranged injure and a worse Clown slow. The Broken would help set her apart from other killers in this regard, but she's still gone from a comparable jack of all trades to just being flat worse without much in the way of an identity or appeal.

    She gets Hindered in chase, but it's worse than Clown's and takes far far longer to actually affect anyone.

    She gets Broken on survivors, but it's on a timer, and it takes longer to build up than Plague's without any of the potential passive gain via infecting generators and other objects.

    She gets stealth, but it's also on a timer, so she's not a good pick for a pure stealth killer either.

    Right now, she has an edge over those other killers because of individual scans affecting the flow of a chase, and that effect pushing both parties to play around each beam as though it's individually important, because it is. This is both a purely mechanical advantage, and also an experiential one, because actually playing as and against her feels very different from playing as and against those other killers due to playing around individual beams.

    (Hypothetically, anyway. I know survivors mostly give up against her, but we're talking about the overall idea rather than the grim reality.)

    Sure, keeping the Deep Wound makes sense if we're cutting out much more important parts of her identity and making her worse in the process, but I don't agree with that direction, somewhat obviously. I don't mean to come down on you too hard here, I'm just chronically wordy and passionate, so it comes out this way sometimes.

    You do have a point about the first 2 scans not really being a threat in chase if the haste is gone, you’re right.

    I just feel like the haste is a little too much for something that is passively obtained and for how often it’s active. Maybe it could be reduced a little instead of removing it entirely. The reason I wanted it to change doesn’t actually have anything to do with her having a bunch of status effects in her kit, I know that gets brought up sometimes but that by itself is not actually a good reason to change it.

    No worries btw, I didn’t take your comment as being harsh or anything. I can be wordy sometimes too so I get it.

  • While I agree there needs to be a way to remove Lock On without surviving a claw trap, I don’t think tying it to drone hacking is the best way to do it since that would heavily discourage setting up drones outside of chase. If anything I feel like placing drones outside of chase should be encouraged more than just placing drones mid-chase. Placing drones mid-chase feels too easy and doesn’t have enough drawbacks since she isn’t slowed down at all for doing it unlike a lot of other killers with similar abilities (eg. Artist placing a crow) and drones initialize very quickly after being placed so survivors often don’t have any time to react to drone placement. I'm not saying she necessarily should get slowed down for it (that may feel too clunky at this point), but making drones take slightly longer to initialize after being placed may give survivors a little more counterplay.

    As for lock-on removal, I think a better idea for it that wouldn't discourage setting up drones ahead of time would just be reverting it to a timer-based system like it was originally. For example, let’s go back to the old lock-on visual with the circular gauge on the survivor’s portrait (what used to take 10 seconds to fill up in active zones) but rework it a bit:

    -Getting scanned once (or failing a drone hack) fills up the gauge by 40%. So after 3 scans it will be full and the survivor gets a claw trap/becomes broken.

    -After getting scanned, lock on doesn’t regress for up to 30 seconds (this timer resets if scanned again).

    -After that 30 seconds of not being scanned, lock on will regress at 1% per second. So if you get scanned once and then never again, lock on would be back to zero after 70 seconds. 2 scans would be fully removed after 110 seconds.

    -Exact lock-on progress is now visible to the Skull Merchant at all times.

    The numbers on this system could be tweaked but this is a starting point at least. Since there’s a 30 second delay on regression, you can still get a survivor claw trapped with 3 scans if you are actively chasing them. Making the per-scan amount 40% means you still need at least 3 scans to get a claw trap, but adds a bit more leeway for the Skull Merchant since you can lose up to 20% to regression without needing a 4th scan to make up for it.

    As for her having a lot of status effects in her kit, the deep wound isn’t what bothers me at all. I feel it’s an appropriate penalty for getting a claw trap while already injured. What I think needs to go is her haste status. It’s too frequent and too easy to get for how strong haste is in general and it just doesn’t feel necessary anymore, it feels like the only reason it exists is because it’s a leftover from her old power. Furthermore if this is removed then it adds an additional reason why the deep wound should stay since otherwise without the haste it may become a good idea for injured survivors with 2 scans to just intentionally take a claw trap to get rid of their lock on faster, if they know the Skull Merchant is busy or won’t be interested in chasing them. So being forced to mend in that situation would add a necessary drawback to that strategy imo.

    -Removed the Haste status effect from the Skull Merchant's basekit.

    In return for removing haste and adding lock-on regression, I feel the following buffs would be appropriate:

    -Tracking duration when being scanned without getting a claw trap is increased from 12 seconds to 15 seconds.

    -Claw Trap battery life (and the associated Broken effect) is increased from 45 seconds to 60 seconds.

    -The Hindered effect on claw trapped survivors is increased from 10% to 12%. This is intended to partially make up for removing the haste effect, to make this less of a nerf when chasing a claw-trapped survivor and to keep claw traps rewarding for the killer.

    I agree with your suggestions for making drone rotation more obvious to survivors when switching the direction and in regards to overlapping drones. Your suggestion for drone rotation was perfect imo:

    -Drones now make a beep sound when their rotation direction is switched.

    As for overlapping drones, the current drone radius is 10 meters and the minimum distance between 2 drones is 12 meters. I think this would work:

    -Increased the minimum distance between 2 drones from 12m to 18m.

    This doesn't eliminate drone overlapping entirely but makes it less common and significantly reduces the amount of drone area that can overlap, without restricting drone placement as much as the original Skull Merchant (old Skull Merchant had a 22 meter minimum distance between drones).

    Regarding how long drones stay hacked: I agree the current 45 seconds is too short and doesn't feel impactful enough (hacking often feels like a waste of time as survivor), but I also feel your suggestion of 90 seconds may be too long. I would try something around 60-70 seconds.

    Then finally a few adjustments for addons:

    -High-Current Upgrade: Removing the haste from the basekit is a significant nerf to an already not very good addon, so it should be buffed to increase tracking duration by 3 seconds (was 1 second).

    -Vital Targeting Processor: This is one of her best addons and the above changes make a large portion of it basekit, so I feel it should get a new effect. New effect: Increases the delay after being scanned before lock-on begins to regress by 20%.

    -Expired Batteries: I don't have an idea for this addon right now but since the haste is gone from her basekit this addon needs a new effect.

  • Whether this map is survivor or killer sided honestly depends on the killer. Some killers (especially stealth killers) do really well on this map, while some other killers can barely use their power. This map is really good for stealthy survivors too though.

  • @Peanits said:

    Those stats do exist. 👀

    As you can imagine, there isn't a significant difference in escape rates between Survivors. But I'd love to share some weird stats like these in the future if that's something y'all would be interested in.

    Please do! It would be fun

  • Mother's Dwelling's size is a lot better than it used to be, but this map is still survivor sided because of the main building. And the reason is because 2 of the downstairs windows are too strong; specifically these 2 windows are problematic:

    mothers dwelling godwindow11.PNG mothers dwelling godwindow12.PNG

    There is one more downstairs window but that one is perfectly fair.

  • Temple I feel like is anywhere from balanced to slightly killer sided depending on RNG, definitely killer sided if you get bad mazetile RNG since there are only 2 on this map. In best case scenario you can get 2 strong jungle gyms, in worst case you can get a TL and a pallet-only tile.

    Also (and this applies to both maps in this realm) please revisit a few totem spawns in this realm, I very often see totems on this map that are not hidden at all and are directly next to generators (and easily visible from them). For example, this one on the hill:

    red forest hill totem lit.PNG

    And this one:

    red forest bad gen totem.PNG

    And also this one:

    red forest really bad totem.PNG
  • Basekit Windows and basekit Zanshin would not really be equal. The info they provide is far more valuable for survivors than it is for killers. While those perks can help both sides locate where resources are, Windows also helps survivors know which pallets/walls have already been dropped or broken. Killers don't need this information because they participate in every chase in the game, so they should already know what pallets have been used already, whereas survivors don't see every chase and their teammates can use pallets without them knowing. And generally speaking, survivors have more control over where a chase goes as they are the ones running away from the killer, so having info on what areas have resources and what areas to avoid is more useful for them.

    This is why Windows is a meta perk and Zanshin Tactics is not.

  • Points from rank reset and points from redeeming codes in the store can go over the cap.

    Points from buying already owned perks in the Shrine of Secrets (converting shards to bloodpoints), as well as points from daily rituals, do NOT let you go over the cap. You can however store 3 daily rituals you've already completed without claiming them (and then claim them later on another date) so you can effectively save the points from those for when you want them, you just won't be able to get any new rituals until you claim one.

    Luckily, this chapter is coming out 1 day before rank reset so that's going to be fairly convenient for quickly leveling the new characters.

  • It's completely fine. It rarely matters and is usually only relevant if they're close enough to the exit to crawl out after you hit the survivor trying to heal them. It's not a big deal at all imo.

  • Teamwork Collective Stealth. Only reason I'm not putting Power of Two equally with it is because Power of Two at least has a niche with Blood Pact for 12% haste. Collective Stealth is just completely worthless and too difficult to use while also having an absurdly long cooldown for some reason.

  • Really any healing perk or other altruistic perks like Mettle of Man (though Empathy might be better with MoM specifically), or perks like Prove Thyself where you want to be near others.

  • Wretched Shop is decent, though maybe just a tiny bit too big (but not a lot). Sometimes an area behind the building can be a fairly large deadzone so perhaps that could be cleaned up a bit. But overall I like this map.

    Since this is the last Autohaven map I have to comment on, here's one piece of feedback for the Autohaven realm as a whole (except Gas Heaven which doesn't spawn this structure): This specific variant of the bus where the window is in the center should either be removed, or adjusted to have more mindgame potential. It is significantly stronger than the other 2 bus variants (where the window appears in the other location at the end of the bus) and doesn't have as much mindgame potential as the other 2 variants, so M1 killers can have a hard time dealing with this center window.

    autohaven strong fun bus.PNG
  • This map is a lot better now that the giant car walls are gone. The main things I would say about it are the main building window is a little strong especially once the generator in there is completed (since that opens up the garage door and makes it easy to just run a full circle through there back to the window, but even if it's not completed you can just run around the outside of the building instead through the back doorway near the gen that's open and make it back to the window again) and there aren't enough lockers towards the center of the map or on the side furthest away from the killer shack. Otherwise it's an alright map imo.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670773#Comment_3670773

    Do you think slippers is worth it for comboing? I feel on most maps i dont see the 2 seconds and if i do im already undetectable or hidden from other means. Wish theyd combine them. Personally i use apex with the spiked boots.

    Honestly, no, I don't think Slippers is worth it. I mostly just used it since it does combo with Muffler, but it rarely actually did anything noticeable, and half the time it didn't matter anyway if the survivor was already oblivious. I'll probably try switching it out for something else next time.

  • Good map overall, though I'm gonna agree with @Andro0020 and say that the downstairs building window should be slightly weaker and it'd be nice if there was something more to the upstairs so it isn't just useless without Balanced Landing. Other than that I think this map is fine.

  • I really like this map, it's one of the best imo. While it doesn't have a main building, it has enough resources and other things on the map that it doesn't really need one. Don't think this map needs any changes.

  • It's pretty fun, here's another build with it I've used a few times:

    image_2024-03-08_112926270.png

    The idea is that every time you hook the obsession and FTTE makes a new obsession, they also become oblivious (due to Nemesis) and don't hear you coming/don't hear your chainsaw, then anyone hooked has Plaything on them and can't hear your chainsaw, and even if they do cleanse it they stay oblivious for longer with Retribution (therefore they can't hear your chainsaw) and then you can see where everyone is for a while.

  • Exact same problem as Suffocation Pit 1 except the center isn’t as strong and much narrower so it’s hard for survivors to sneak through, so overall Resting Place leans killer sided imo. But it should get a complete layout rework for the same reasons as Suffocation Pit 1 - map is naturally split in half so the killer is encouraged to just defend one side, and going from one side of the map to the other takes too long/the map is too big overall. Center bottleneck is too narrow.

    Make the center a lot wider and then make the map not be as long of a rectangle (ie. get it closer to a square shape).

  • The part with all the detailed stuff on the right side was really nice, I hope that’s still planned for the future.

  • It’s 1 second per token consumed, not just 1 second total. So if you have 30 tokens you get 30% regression and then 30 seconds of the gen being blocked.

  • Because on the PTB you could have 5 instadown bottles if you also used the purple addon for 2 extra bottles, and we already know that was overpowered because you used to be able to have that many bottles and it already got nerfed previously when it had that many bottles. The PTB wasn't even necessary to know that it would be a problem since it's already been a thing in the past.

    But also, that addon is bad design anyways regardless of whether they changed Clown's basekit or not. Though ideally I would like to see Pinky Finger reworked into a brand new effect that is strong but more fair, rather than just continuing to nerf it.

  • Not sure, I felt like it was already pretty good on the PTB and didn't feel that it needed a buff. While basement is a bad place to get caught in if you do actually get caught, most of the time killers don't actually check in there unless they have a very good reason to believe someone is actually there. You also have enough time to react to a terror radius and get away from the basement if you actually think the killer is coming there, since you don't need to go that far into the basement to use it, only about halfway down the steps. I don't think it's actually that risky to use unless it's a stealth killer.

    We'll see next week though, though it might be weaker at first because I think for the first few days at least a few killers will start using Territorial Imperative just to counter the new perks.

  • Blight being 4.6 has never been the issue.

  • It does not count as a conspicuous action (or at least it didn't on the PTB). It probably should become one though.

  • @MikaelaWantsYourBoon said:

    I am curious if it is working with No Mither. If it does, then it will be fairly decent combo. High risk but high reward.

    It does, I did this on the PTB. Since you're already broken from the start of the match, getting broken again from the invocation basically does nothing.

  • Because solos can't see the meter and don't know that it's working or close to being full. So they come in to try to save, and in doing so they shut the system down because they're too close to the hook. Or pop the last gen right before it would fill up.

    It needs to be visible on the HUD to all survivors.

  • I'm disappointed they're going through with this. We need more lockers, not more hatchets. It's not going to feel like there's any reward for dodging hatchets now when she has so many without having to reload. Sure, you could have 8 hatchets before, but that required 2 addon slots, now you get 7 basekit along with faster wind-up and you still have 2 addon slots. Or you can just have 10 hatchets.

    At least the faster movement speed while holding a hatchet is gone, that was even more obnoxious.

  • I disagree that it's a nerf. This is a buff. Making it permanent like a BNP makes it a lot better and the shift to 10 charges was warranted because of that imo. It's like having pre-6.1 generators again, that's huge.

    On the PTB it only took one generator kick from the killer to just instantly remove 5% and then you were pretty much right back to 10 charges anyway, if not less than that if the regression wasn't stopped quickly.

  • It should just be changed to something totally different. There's no good way to balance this addon. It's either not worth it because it's too hard to use with 1 bottle, or it's completely overpowered with anything more than 1 bottle because you could slow them down first and then go for the direct hit. There is no in between.

  • These maps are mostly fine, however, Boil Over in the upstairs room can be rough sometimes if there isn't a hook on the lower level of the building (if there is then you can make it to that one, but if there's not then it can be difficult to reach a hook).

  • I dislike Groaning Storehouse 1 for one of the same reasons as Disturbed Ward - the two long cul de sacs protruding from the edges of the map. These again are unfun for both sides for the exact same reasons - generators there are time-consuming for the killer to patrol, survivors who get found there are cornered, too good of an area for the killer to camp, and very good for sabotage plays. As survivor I usually try to save those gens for last since that makes it more time-consuming for the killer to patrol. I enjoy Groaning Storehouse 2 more on both sides because it doesn't have those.

    The building can be a little rough for m1 killers, but it's not as bad as some other maps.

  • Coal Tower 1 is one of my favorite maps on both sides, as long as the generator distribution is good and the RNG lands somewhere in the middle. Occasionally the gen spawns can be a bit bad/there can be a tight 3-gen on the main building side, and sometimes the map can randomly be significantly weaker or stronger than usual. But usually I really like this map.

    Coal Tower 2 honestly is just kinda boring, but it's a balanced map.

  • These maps (both versions) are too big. This used to be kinda offset by the old version of the map having a lot of deadzones back when it didn't have a main building (which was bad for survivors), but now that it has a main building it's just a survivor sided map because of the size. It's good that it has a building now, but the map size should be reduced.

    Both versions of this map also need more lockers too.

  • Suffocation Pit 1 is a map that just needs a total layout rework imo. It takes too long to get from one side of the map to the other, so previously the killer was incentivized to just defend one side of the map/try to hold a 3-gen on that side. Now that this strategy is weakened (and rightfully so), it’s too easy for the survivors to just turn the map shape into an advantage if they complete key generators on different sides of the map and force the killer to patrol gens on both sides. Chasing in the center of the map can often be undesirable depending on RNG since it is a cluster of 5 maze tiles all next to each other and they can often spawn pretty strong setups depending on which tiles spawn next to each other and the direction they're facing, so this further encourages the killer to defend one side of the map. It's not as bad as it used to be now that maze tiles on this map don't ever repeat the same type of tile more than once (ie. each of the 5 maze tiles will be different), but it can still be a problem. If survivors get bad RNG in the center though then they lose a lot of their advantage they otherwise usually have.

    Suffocation Pit 2 is a lot better because it’s a completely different shape and has a totally different layout, so it doesn't have any of those same problems.

  • It's not a rumor, Sloppy (and Mangled in general) is getting a nerf in the next chapter release, this is the description from the PTB:

    sloppy tier 3 new.PNG

    Basically it just expires after 90 seconds now instead of lasting indefinitely until healed, but otherwise it is the same as the current version.

  • I like the change but maybe the aura reading should have a delay on it or last longer. If it’s just 5 seconds immediately when you get hit it’ll only be relevant vs. attacks where the killer can quickly follow up with another attack (ie. Blight basic attack into rush, or Artist crow hit into a basic attack). Against a lot of M1 killers like Trapper the aura reading will just show you the killer wiping their weapon and then continuing to walk which isn’t really useful.

  • If it’s an absolutely free save/killer isn’t camping the hook and is pursuing someone else so rescuing the bot is beneficial to the team as they can do things like healing me or other teammates, or if they can act as a distraction to the killer to help me or my other teammates, then yes I will save them.

    If all my other non-bot teammates are safe and the killer is just defending the hook with a bot, then no I never rescue them in endgame. I just leave and usually my teammates will quickly follow.

  • I like this map for the most part but it’s just a tiny bit too big. There are often areas near the edges of the map that don’t have much going on in them (especially around the edges behind the killer shack), maybe some of that extra space could be cut out.

    There could also be another filler loop in the area near the main building that’s often a large deadzone (shouldn’t be a strong loop though since it’s near the building).

  • Corrupt is fine, but the other meta slowdowns are too strong right now I feel.

  • While Cowshed got a good rework, I unfortunately cannot say the same about Abbatoir.

    The rework made this map a bit too killer sided. I like how the main building is more open now in that area that used to just be a dead-end, but the rest of the map has a few too many deadzones now and there just aren't enough pallets on this map either, usually only around 10 which is too few considering the main building isn't very strong. Add some extra loops to fill in the deadzones and also maybe turn this structure into an actual resource, there's basically no point in this other than as a LOS-blocker and locker spawns, even an unsafe resource is better than nothing at all and this thing existing certainly doesn't help the deadzone-issue either:

    coldwind useless structure.PNG
  • I would say balanced map overall, but kinda RNG-prone especially in the areas to the left and right of the main building. Those areas vary a lot in terms of strength and it has a pretty significant impact on which side has an advantage on this map, especially because there are often more generators on that side of the map than on the shack side (ie. generator distribution is often a little uneven). The corner of the map furthest away from the building and shack (closest to the harvester) is also very often a deadzone or has at most 1 filler pallet, maybe consider adding an extra pallet loop there.

    The main building I think is fine in terms of strength, except for the upstairs hook being kinda easy to defend since the killer can just stand on the stairs (defending the only way to get up there) and it doesn't allow the survivor to unhook themselves. So like if it's a Bubba just standing there on the stairs then you pretty much can't do anything.

  • This map isn't too bad but I do think it could be shrunk a little. It's fairly big and has a lot of open space with nothing but corn, while a lot of the loops are towards the outside edges, meaning the killer often goes far away from the rest of the action when trying to chase someone since most chases gravitate towards the edges of the map (or to the shack). Could also use a few more lockers closer to generators.

  • Cowshed feels so much better now after the rework. I have no complaints about this map

  • Survivor-sided, but it has problems for both sides.

    There aren’t enough resources in the street/center of the map. There are a couple pallets, but once they are used then the center of the map is just a big deadzone. So, this naturally pushes survivors towards running the houses instead, and several of the houses are too strong for survivors. I don’t even like running the houses as survivor because there’s little to no thought process that I have to put into it and it’s too easy to waste a lot of the killer’s time with minimal effort. But it's often the only place that makes sense to go to.

    This house in particular is a problem because of these double downstairs windows:

    image_2024-03-04_142638333.png

    The center of the map is also too open which means stealth killers struggle there (though the buildings are better for them), but adding more loops/obstacles in the street may fix that. I also feel like this map could use an extra hook or two, it sometimes feels like there aren’t enough of them.

    There are also often pallets near the edges of the map which just aren't very useful and are isolated, like this one for example since once the killer breaks this the survivor is just deadzoned:

    image_2024-03-04_142437369.png

    TL;DR: Above all else, certain houses need to be weakened/given more interesting gameplay, and survivors need more resources in the street/middle of the map.

  • Overall Chapel is a good and balanced map, but there are 2 things I would address:

    1) This doesn't spawn in every game (it usually doesn't appear), but this particular main building window should be changed or removed, it is far too safe against most killers:

    chapel good window.PNG

    2) It's usually not an issue, but occasionally if the shack is facing a certain direction and you get a certain maze-tile right next to it, the windows can be easily chained together and it's an obnoxiously strong setup for survivor. This is a prime example:

    image_2024-03-04_140737550.png

    As long as neither of these occur, this is a perfectly fine map. Size is good, loops are fair, perfect balance between not having too much clutter while also not being too open.

    And of course I had to say hi to Maurice while I was here :)

    image_2024-03-04_135802294.png
  • Disturbed Ward has a very strong main building and the map is too big, which together make the map survivor-sided.

    The main issue contributing to the map’s large size is these two sections circled here (the “cul-de-sacs”):

    DisturbedWardOutlinecds.png

    The map would feel so much nicer if these were removed. Cul de sacs like these are unfun for both sides because they are tedious for the killer to patrol (they are going far away from everything else), while survivors who try to do gens in these areas are cornered and don’t have a lot of places to go. This also makes them very strong for killers who proxycamp hooks at the ends of these areas (ie. getting a safe rescue can be near impossible), while at the same time making them very ideal places for sabotage plays - if the hook near the end of the area gets broken, it's very likely the killer will have nowhere else to go). Removing these areas would fix all of these issues while also reducing the map's size, something it definitely needs.

    The other reason the map is survivor sided is because the main building being too safe. Since the building is in the center of the map, it is often easily accessible for survivors from a lot of places around the map.

    This window is a little too safe:

    ward safe window.PNG

    Then, inside the building you always have a god pallet upstairs, a very safe pallet downstairs (basically god pallet vs. most killers), and then you either get a second god pallet downstairs (this one):

    image_2024-03-04_133744212.png

    Or you get a really unsafe pallet that the killer can just easily go around (this one):

    image_2024-03-04_133409422.png

    In the interest of reducing the building's safety, I would suggest making this unsafe pallet always spawn but increasing the distance between the 2 doorways just a little bit to make the pallet slightly safer but still mindgameable, and then removing the other downstairs god pallet spawn (the one 2 pictures above here), so the downstairs will always have 1 safe pallet and 1 unsafe pallet. And then nerf the window I showed in the picture a bit. The other downstairs window (the one by the breakable wall) and the upstairs of the building are fine the way they are. This is the other safe downstairs pallet (appears in 1 of 2 positions on this loop), this is a safe loop vs. most killers, but I think if the window is nerfed and the other downstairs god pallet is removed in favor of the unsafe one, then this loop can stay the way it is.

    image_2024-03-04_134550765.png

    There can also be really bad 3-gens in and around the building, with the upstairs building gen + either 2 generators just directly outside of and near the building, or 1 directly outside of the building and another one on the lower floor of the building (the one that sometimes appears in the greenhouse). That greenhouse gen should be removed, there should only ever be 1 generator inside the building.

    (And to clarify, what I mean by gens directly outside of the building, are gen spawns such as this one below. Having one of these + the main building gen is fine, but there shouldn't be 2 of these outside gens in the same match since this creates a tight 3-gen.)

    image_2024-03-04_134249564.png

    I think that about summarizes my thoughts on this map.

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