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theMasafe

theMasafe

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theMasafe
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  • Worst event for killers in history being the 10th anniversary is something… Not only cakes being very rare in the bloodweb we also have to accept the fact that survivors have free cheats and there's nothing you can do about it. I spent almost 5 million bp on Jake and got like 38/39 cakes and in some matches I feel like I'm not getting as many bps I used to get. Survivors can easily abuse their infinite powers while you wait a long time to get at 1 poison and decide if it's worth to keep it to use in chase or poison the food (if you can because they added like 200 dining carts everywhere). I also noticed survivors are abusing the portals A LOT connecting loops to portals and vice versa and some of them go down on purpose under the portals so killers will have a difficult time trying to get the pickup prompt because it's the same prompt to use the portals. Idk man… I actually lost hope and I don't feel like playing this event at all even as survivor…

  • I main Spirit and tbh using equalizer to change certain frequencies is a torture for me due how distorted the audio sounds. Since I stopped using it my tracking got significantly better and I don't have headaches anymore, buuuuut I also could notice a lot of audio bugs this game has, like SO MANY AUDIO BUGS that playing this killer sometimes is pure hell. So I kinda understand why some people use it.

    In my opinion the true issue is the lack of acessibility, like no sound indicator on the screen, no changes to Cherry Blossom, the phase sound effect distance being confusing sometimes and like I said, the audio bugs. I wouldn't even mind if Spirit blinks a few times while phasing or survivors being able to see Spirit footsteps with a little delay like Chucky for potential mindgame.

    I hardly believe they are going to do something with equalizers and I hardly believe they are ever fixing this game audio too. I think it's funny banning people for using Dolby Atmos for example and good Spirits don't really need eq because they will hear your breathing and footsteps with or without equalizers (at least I can hear breathing really well without eqs).

  • I usually don't dc against any killer but I feel hopeless playing against Ghoul. I like the idea of his power but the bite is simply bad. They made it "better" and I'm still getting hits through walls. I wish his animations were clearer and he had new or better audio queues when he is using or cancelling his power so survivors can have an idea of what to do. I try to play the best against Kaneki but it's just not fun at all…

  • @The_Count said:

    She needs a partial rework to blink occasionally while phasing instead of the audio thing.
    I keep thinking about deaf players who desperately need the Heartbeat Visuals to play the game like non deaf ones. What the F are they suppose to do when playing against Spirit?

    I was thinking the same this week. I'd love to see she reappearing for a brieft moment while phasing (like 0.5 second). The blinking and some duration would make her scarier and so much cooler imo. She only needs a few tweaks and addons changes and she's perfect.

  • She definitely needs flute partially basekit like 15% or 20% but also some addons reworks. All you'll see is Cap, MDR with Rusty Flute because these are her best addons. Some Spirit mains like duration instead of speed because it gives you time to correct your position while phasing but only the green version is decent (Kaiun Talisman). I wish they nerf the purple duration addon from +3.5s to 2s and remove the speed debuff (Yakuyoke Amulet). Cherry Blossom is broken and needs to go. Furin is loud and will be forever bugged. Juniper Bonsai is just useless. Katana Tsuba you barely notice a difference and needs a new effect. Senko Hanabi is laughably bad. I also would love they give Wakizazashi some camera adjustments because it can be confusing to use. The rest are just variations and decent addons to play in interesting builds.

  • Well, they tried to fix the fov sound bug but it's not 100% fixed. I'm still playing 95 fov. For me only footsteps sounds off but breathing sounds amazing. The only survivor I'm having trouble to pinpoint is Vee. It's also kinda bad when survivors doubleback but this bug is staying forever in the game and I have no hope they're fixing that. Idk if it's only me, but after the update Spirit chase music got louder? Still not sure…

  • Ngl, I'm enjoying what I'm seeing so far. I think now they're getting this right but I noticed a weird thing. If you look closely, you'll see they used the same filler pallet in different locations in some maps like Autohaven and honestly it's not a bad thing just kinda funny. Swamp and Yamaoka still feels off but I don't know exactly what it is (I think I need more time to analyze both of these maps). Crotus sometimes pallets can spawn close to each other but it's not something super crazy since they're kinda unsafe and lead to stronger loops (maybe now we might see mindgames a bit more on both sides). It's challenging but interesting at the same time and the only thing that worries me is Blight shredding all these pallets but this is not part of the topic.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017633#Comment_4017633

    Would you be able to share examples or screenshots of which double pallets you're not liking here?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017835#Comment_4017835

    Thanks for the detailed feedback! If you don't mind me asking, would you be able to provide an example of these devil tiles you're referring to?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017903#Comment_4017903

    If you'd be able to provide a screenshot of one of the tree loops you're referring to, that would be immensely helpful!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017910#Comment_4017910

    Really appreciate you attaching a screenshot for this. Thanks!!

    ex1.png ex2.png ex3.png

    Like what is this? And they usually chain into more pallets, jungle gyms and even shack. Sometimes I feel like playing on Garden of Joy where survivors can connect one entire side of the street from shack to the parking lot. This is not normal.

  • I like Temple of Purgation but Mother's Dwelling feels weird and the double pallets are stupid here.

  • Idk why this was changed. Yamaoka was fine.

  • The new Coldwind feels nice. Torment Creek is still strong for survivors.

  • Too many safe loops and the double pallets are stupid here.

  • This one we can clearly see the changes but I don't mind tbh. I think the distance between pallets need a small change.

  • Too many pallets. Idk why this realm was touched. It was strong before and now it's miserable for m1 killers.

  • This map feels nice and balanced now.

  • Idk why Coal Tower was changed tbh. It was the most balanced map in the game.

  • This realm feels bugged idk. Before we had the doubt if one pallet would spawn or not and after this update, all pallets spawn in all possible locations. It's crazy the amount of pallets and they're like right in front of each other exactly like 2x8.

  • @Triplehoo said:

    Aaaaaaaand it seems it's broken again! Can't find a match

    same. It doesn't allow me to create or join a party

  • That sounds good. I wish they shared a little bit of what they have in mind but it's better than nothing. I hope now we can actually see the game getting better and not be worried about future releases.

  • Tomie also breathes so loud. I made a report and they fixed half of this issue. Audio occlusion and doubleback audio are so bad too. Playing this killer sometimes is a test to discover bugs and more bugs.

  • Welcome back Syringes and BNPs.

  • It's just sad. I love this game but wth are they doing? The fact that the solution was right there and they didn't give a f… is insane. Even the Entity is starving because everyone is losing hope.

  • This game has so many bugs that is really frusting to play killer sometimes. Survivors also are getting better and better and if they are just too good, I feel bad for myself because I can't really do anything in the match. Some survivors are not nice so they kinda make it worse imo.

    This happens to me especially when I try to play my main, Spirit. I'm P52 on her and I only get swfs or really good solo survivors, so I get this feeling that I must do well otherwise they will mock me? (I'll P100 her later).

    I know I shouldn't feel like this at all but it just happens. A thing that has helped me particularly is to play killer talking with a friend on discord while sharing my screen and they watch me play. It feels different at the beginning but trust me, they won't judge you and playing a different character with fun builds is indeed fun.

    I feel like I'm getting better. I don't play sweaty and still get really nice results and the feeling of playing casual while talking to a friend is so nice. Ofc some updates are terrible because one thing or another is broken but we really can't let these things affect us at all. Play the game, learn new techs, new mechanics, new builds, improve and have fun.

  • Spirit. She is so hard to change tbh because what makes her frustrating to play imo is the many audio bugs this game has and the lack of an acessibility option for her and the survivors (I have no idea what they can do here to not make her too op or too weak). Spirit's chase music is too loud and her phase sound sometimes is confusing in the survivor POV.

    Also Spirit has some really bad addons, especially Cherry Blossom that needs to go because it's unhealthy. Rusty Flute needs to be partially basekit like 15% or 20% and nerf the addon accordingly.

  • @HeroLives said:

    #justiceforlightweight

    #justiceforlightweight

  • Lightweight was so cool and underrated. I used to run this perk before the scratchmarks update and it was really fun to confuse the killers. I tested it a few days ago with Fixated and saw my scratchmarks being the same as normal scratchmarks, literally no difference. I hope they fix it soon so I can use my build again.

  • I asked myself the same thing when I first read the rework and then I remembered Languid Touch exists. Imagine the free aura reading all the time lol.

  • I agree it's quite strong but killers don't have many options tbh. I personally use chase perks and get some really nice results but sometimes perks like DMS is needed to slow the game a little bit and DMS is good, so why not use it?

    Good survivors know how to counter DMS by tapping another gen with less progress or just by leaving the gen for a few seconds the moment they realize the killer has Pain Res too. If you are paying attention, you can use DMS in your favor to 'protect' the gen against other regression perks.

    Imo the problem is when the killer is using Grim Embrace with DMS because there's nothing the survivor on the gen can do to avoid it. Maybe the only acceptable nerf is to make it 40s/45s. If they ever change this perk to only work when survivors leave the gen by themselves, they are just nerfing killers perks even more.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973047#Comment_3973047

    Agreed. I would rather have some people who want to go next and run up to the Killer constantly be unpunished than having people who get tunneled out being punished.

    Personally I think the removal of Unhook attempts was already good enough and made it significantly better.

    This. They should've kept like that with the dc penalty the way it was before when someone dcs. It was nice imo and some people actually tried to play the game.

  • Ghoul - Pure misery. I don''t need to explain because everyone knows his problems already.

    Knight - I just don't like his power at all. I feel stupid running tiles with a guard doing nothing. I also hate the sandwich scenario in chases.

    Nemesis - Probably skill issue but I swear I get so many weird hits that I always pause for a sec just to look at the ping. I try to crouch behind tall structures to avoid the tentacle and I still get hit. Sometimes Nemesis has no animation while using his power and the zombies are just annoying.

  • I thought I was the only one who noticed this. This also happens on the new map too (FNAF map).

  • Idk if answering here makes a difference. But the skin is still bugged months later.

    She still breathes so loud when she's walking… BHVR help

  • I wish they would at least give us an update on changes to some problematic maps. This map is so beautiful but so bad. The size, the resources and the placement of the portals. Literally everything is terrible.

  • Another tip and nice detail: If you are camping a pallet, all you need to do is to be patient and pay attention to the bell while he is 'uncloaking'. If the bell disappears immediately it means he is faking the uncloak, but if you see him lower his arm and the bell goes down a bit slow, you drop the pallet and get the stun.

  • Dropping your item makes you lose collision for a few seconds. It helps a lot when he is bodyblocking shack for example

  • @jmwjmw27 said:

    I love that Kaneki is so bugged that there’s actually a different bug in the scenario 2 clip where he’s not visually charging his power despite charging it…

    This also happens when he is too close to you and have to 'respect' the pallet to see if he is charging his power or not. Sometimes he cancels his power so fast you don't even notice he can M1 you and the sound is pretty much the same.

  • Alert. Not only helps you in chase but it's a really good information perk. If the killer is not stealthy, you'll know where the killer is almost all the time.

    An honorable mention is Lightweight before the scratchmarks update. I used to run Lightweight and Fixated every single game because was really funny to confuse the killers with the old scratchmarks.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968476#Comment_3968476

    Please don't encourage the devs to touch Spirit anymore. Every time they touch her, she gets MASSIVELY nerfed.

    Tbh I kinda regret posting this because of that reason and the downvotes lol

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968301#Comment_3968301

    Even as killer theyre terrible bc you can forget seeing scratchmarks and auras (make the realm dark again i beg you. Same goes for making eyrie dark. Light maps dont belong in DEAD by DAYLIGHT

    I started playing DBD in 2023 and a friend showed me images of the old Coldwind and I never understood why they removed the old atmosphere from the game. The map was so much better dark. I only hated the old cornfield though

  • @LockerLurk said:

    Maps that still badly need looking at:

    • ALL MacMillan's Estate maps should have had their second iteration be the one that was seen on live, not their first iteration. The original iterations aren't great, especially Groaning Storehouse and Suffocation Pit. That Main in Suffo is a war crime, and Storehouse is too large with too many resources. I'd also like to see Shelter Woods get a quick pass through just because some of the resources are a little weak while that main can be too strong. The rest are balanced to slightly Survivor-sided.
    • Gas Heaven and Wrecker's Yard. Gas Heaven is too large and too Survivor-sided, while Wrecker's Yard frankly doesn't have a whole lot going for it. Many of the tiles in the Auto Haven maps also feel like they are missing the plot with too many strong tiles and not enough fillers, or sometimes too many fillers and not enough strong tiles. Not a priority realm to balance save for the two maps listed.
    • All Coldwind Maps. These maps are currently Killer-Sided since the lack of resources makes them abysmal for Survivors, especially Rotten Fields. Frankly, can we please just delete Rotten Fields from the game? I promise you nobody will miss it. It's an absolute barren wasteland of NOTHING that you can't do anything in either side most of the time except Hold W. All of these maps also are too bright, making it very hard for Killers to track scratch marks in. You basically have to track blood trails and pray. Adjust the brightness of this Realm and give a FEW more resources, maybe some junk tiles, and it's fine.
    • Disturbed Ward: Weirdly shaped and too big with too many resources. Somewhat Survivor-Sided for that reason. Adjust the size down - I suggest making two new realms out of it a little larger each than Crotus Prenn is - The Asylum and the Carnival. Cut out the Carnival from Crotus Prenn entirely and reduce resources to balance it, then Expand the Carnival into its own creepy spooky Evil Circus map in the same realm as Crotus Prenn. And readjust the sizing so neither map has such a wonky shape.
    • Haddonfield: This entire map has been a problem child from day one. Currently, it's heavily Killer-Sided. I think the tiles themselves are fine, specifically all the houses. But the size needs to go up a bit, and those bush tiles should be extended into their own tile. Space out the houses and replace with a playground tile set or some bush maze tiles. House of Pain and the Myers House should be the only strong tiles. You will never be able to fix that street, so just remove the tiles there and focus on either side. Make it a "resource guarding" map the way Shrine of Wrath or Azarov's Resting Place are.
    • Backwater Swamp: The whole realm is a wet fart. Whole realm has to be darker, what is this nonsense we have now? It looks awful. Pale Rose is probably too big for what it should be, and the elevation is kinda bad. Grim Pantry is Survivor-sided, that double window on its main is again, a war crime. Weaken the Main like you did to the Haddonfield buildings and bring the number of filler tiles down. Shrink the size of both maps slightly. Stop making all the hooks and generators and the Hatch spawn in the corner, WHAT is this spawn logic?
    • Red Forest: Generally OK, but definitely needs less filler tiles. This is less obnoxious on Temple of Purgation than it is on Mother's Dwelling. Both need a slight reduction in fillers. The amount of collision blockers feels kinda bad, but it's tolerable.
    • Badham: Still too Survivor-Sided and really deserves a rework. Just remove some breakable walls in some buildings and weaken the dropoffs in those buildings. Rework the Main. Change those things and the map will be fine. NEVER BRING THE OTHER VARIANTS BESIDES WHAT WE CURRENTLY HAVE BACK TO THE GAME AGAIN. I'd argue you could merge Badham and Haddonfield into a new Realm called Dark Streets, maybe whenever we get another urban map again. Such a realm could have a lot of potential! You could put a theoretical All-Kill, Scream, or other such urban map there, instead of having three different realms for them.
    • The Game: This has always been another problem child map nobody really has any fun on. There's nothing for Survivors to use up top, and downstairs is too strong for Survivors. Meanwhile Killer can guard one half of the map depending on who they are if many of the generators Spawn in that area. Very cool map packed with Easter Eggs for SAW, yes, but really feels bad to play on. Especially for Killer, since there's approximately 9 billion pallets every square inch and no vaults. Reduce the number of pallets on both floors to about half of what we have now, and add some vaults topside. You could even have some generators change things and create vaults where ones did not previously exist. Whole map needs a redo.
    • Ormond: My big issue is that one map is too Survivor Sided while the other is slightly too Killer sided. Ormond Resort probably needs a reduction in fillers and reduction in size a little, and some slight changes to weaken the main. Maybe just don't spawn some breakable doors. Ormand Lake Mine deadass doesn't need that entire lowest section you can drop into, and could probably get a slight increase in size if you removed it. The snow also tends to muffle footsteps, making it too hard to track in - adjust the sound levels.
    • Hawkins: This map is mostly okay, my issue is that maybe some of those dropoffs are a bit too strong and there may not be enough resources for Survivors to use. The map is also extremely confusing to navigate similarly to the Treatment Theatre. Change that and the map is OK.
    • RCPD, both Wings: My ONLY issue with this map is that the extended loop in Main is much too strong and too easy to chain with the Welcome Leon room, the Safe Room, or the rooms adjacent to it. That desk AND the stairs both deadass don't need to both spawn pallets, it's already huge and hard for some Killers to keep up on. I promise you that loop is strong enough if you only had ONE of those pallets spawn at a time. Or, you could add a dropoff from that upper balcony next to the statues to break the loop into being less strong, and keep both pallets. The rest of the map is okay.
    • Forsaken Boneyards: Another issue realm, one is still Survivor-Sided while the other is Killer-Sided. This isn't balance, BHVR. Eyrie of Crows STILL has too many resources, often ones that are strong loops or lead into other strong loops. It needs more filler pallets and less of the kind of loops we see between the mausoleums. Why does that pallet on the little plaza even exist? Why can you chain from Main into a few semi-strong fillers into a tile into shack? That feels like too much. Dead Sands has the opposite problem - no real tiles, not enough resources. It feels like Rotten Fields. It really needs more for Survivors to use, there's nothing here. That feels really bad especially if the Killer tunnels. And BOTH maps have the awful issue of muffling footsteps, making it hard to track Survivors and sometimes Killers in - adjust the sound levels.
    • Garden of Joy: Garden. Of. Joy. This map has been THE most Survivor-Sided map since its inception. The whole map is just awful, it has the same problems Haddonfield has but in reverse. That Main is TOO STRONG and those dropoffs need addressing. Having it easily chain into strong tiles either side is a war crime. The other side isn't much better, chaining shack into strong tile into strong loop. Then you add a bunch of fillers as resources to extend it. I'm gonna say it - remove the Shack entirely, and space out the tiles on that one side with a dead zone and some fillers in between, not every map NEEDS to have a Killer Shack. As for the Main, add more dropoffs and weaken some of the vaults, there's too many exit points for Survivor and too many loops the Killer can waste time on. Plus it has two strong pallets in it. Maybe weaken those somehow, the house shouldn't be a guaranteed safety zone. Then remove one of the maze tiles on that side and put fillers there. There, fixed, balanced, even. Also, rework the lighting to match the other two Withered Isle maps - it should be dark like Fazbear's and Greenville. Looks cooler, is cooler, do it.
    • Forgotten Ruins: Killer-sided for some Killers, Survivor-Sided otherwise. Has the same issue as The Game - the underground is too Survivor sided but the topside is too Killer-Sided. Weaken some vaults in the dungeons and add some resources or a maze tile topside.
    • Toba Landing and Nostromo Wreckage: Let's be honest here, these two do not need their own map offerings. Make the Spaceship Door send you to one of these two maps, not one for one and another for another. Nostromo Wreckage is currently too big with too few resources. It SHOULD have been an indoor map with a small outside, but since BHVR won't do that here's a better solution: split it into two - an outdoors map, and an indoor map - and then expand both. We have NEVER seen a realm give you either an outdoors OR indoors map, that would be new and interesting. I am not sure why BHVR is so damn averse to making more indoors maps when we haven't had one in ages, it's like they're afraid after the disaster RPD was at launch. As for Toba Landing, it's STILL too red and hides scratch marks too well, plus that Main probably needs a slight look at. It's quite a strong structure. I am also not sure why on earth they put two shacks on Toba Landing, it seems pointless. Map is otherwise fine.
    • Fazbear's Pizza: Should. Have. Been. An. Indoor. Map. The FNAF games are indoors games. They have always occurred indoors. it's baffling you didn't make this map also occur mostly indoors with a small outdoors. You could have blended multiple games' locations into one bigger reality-bending indoors map - the FNAF 1 security room, the FNAF 2 big open area, the FNAF 3 Fazbear's Frights room, the Sister Location galleries. You could then have added the party room, the arcade, and the kitchen as areas. It could have been another Lery's, which is still IMHO peak indoor map design. Instead you chickened out, played it safe, and gave us another "cool main in a barren field" map like Greenville that you have no real reason to go explore in because it's strong and there's nothing for anyone there after its one generator is finished. Please stop designing every map like this or like Rotten Fields, it gets old, give us something new. Give us more interesting Indoor maps at least! Not every damn map has to be outdoors!
    • New Walking Dead Map: OK, if any map deserved better, it's this one. It shouldn't be in Withered Isles to start with, it should be in Lery's Memorial - and it should be a fully indoors map. WHAT is this "cool Main in a barren field" design philosophy that BHVR can't seem to shake? The coloring doesn't even match Withered Isles! Please, for the love of everything, just make it a more open but fully indoors Lery's Memorial with a Walking Dead coat of paint, it would fit there so so so much better.

    Realms that need more maps or need to be combined:

    • Crotus Prenn: Has only two maps, splitting Disturbed Ward into The Asylum and The Carnival would give you a third, making a nicely balanced realm.
    • Haddonfield and Springwood: After nixing the other NOES maps, now Badham has just one map and Haddonfield has only had one map ever. I say either bring that "The Facility" map idea back as another callback to Halloween (the second one in this case), or merge the one Badham map with this realm to create a new Realm called The Dark Streets or The Urban Jungle. Then you can add say, an All-Kill city map or things like maps for urban Killers like Ghostface or Skull Merchant without repurposing other maps. How cool would it be to have a fully urban realm made up of classic horror locations like Badham and Haddonfield?
    • Backwater Swamp: Badly needs more maps as it has just two. How about bringing back any of the previously scrapped map ideas for this realm, such as The Mound? How about a deeply murky muddy forested map for this realm? How about a creepy otherworldly bog with much too big carnivorous plants and creepy reeds and a big wicker man like object or a big old tree you can loop inside of for a Main or something? Something cool!
    • Lery's Memorial: Put the new Walking Dead map here, and make that map fully indoors but more open space than the Treatment Theatre. Call it The Institute.
    • Red Forest: Could use another map as there are only two. What if we had a cool underground caverns map and it had a small outdoors section that is forested, connecting it to the Red Forest? Maybe with a new Killer this could be their lair. It'd give us another "big indoors small outdoors" map which we don't have very many of.
    • Springwood: As stated, blend this with Haddonfield and some new maps into a new Realm called The Dark Streets or The Urban Jungle.
    • The Game: I don't know how, but I'd like to see this realm become The Indoors Realm. Rename the realm to The Game and the map to Gideon Meat Plant, and then add maybe some more sci-fi type places to the realm. IDK, something, having it be its own thing feels kinda lonely when plenty of other licensed maps are being folded into realms that exist already. Maybe give it more SAW inspired maps?
    • Yamaoka Estate: Needs another map. Maybe add a Fatal Frame inspired creepy old house map to explore, there's a good map idea for an indoors map. How about an old Aokigahara inspired creepy Yokai Forest? You could do that. What about a Japanese seashore vacation house? How about a mass burial grounds for the Yamaoka family, with Tori Gates and spooky gravestones to hide behind and little shrines like that elevated one in this map?
    • Ormond: Needs another Map. How about the abandoned halls of the school that the Legion dropped out of? Solid indoor map. How about a cold frozen over lake at the height of a harsh blizzard with a crashed plane deep in the Canadian Mountains? Solid outdoors map idea. We already have "Ormond Lake" as a concept, show us the actual beautiful, crystal clear Canadian lake with mountains in the background! C'mon BHVR, you're a Canadian company… show us your country's natural beauty in map form, I know you're capable…
    • Hawkins National Laboratory: Probably could be merged with the Lery's Realm into a new Realm. Call it The Institute and have it be Hawkins National Lab, Treatment Theatre, and The Walking Dead Map. Bam. If you don't do that, what about adding The Upside Down, like the actual Upside Down, as a map? Could be really cool!
    • Grave of Glenvale: Dead Dawg could stand several more maps, why is it all alone? :( You could do a creepy abandoned gold mine. You could do a large scale canyon map. You could do a nighttime desert map. All of these would be really cool, but you haven't done them yet. This realm needs more maps!
    • Silent Hill: If you do another Silent Hill chapter or release, this realm needs more maps, and frankly it deserves to be its own realm. How about Alchemilla Hospital? How about the Hotel from SH2? How about the streets of Silent Hill itself? How about the carnival grounds?
    • Raccoon City: Fine as it is I think but if another map were added, why not add a creepy Las Plagas village or something? Or put the Walking Dead map here because it's "the zombie horror realm".
    • Forsaken Boneyard: STILL needs another map or two. Why not create a cool underground catacombs map, kinda based off Ossuaries and the Paris Catacombs? That would be a terrifying map to run around in! It baffles me you haven't done some kind of catacomb-maze map yet, like what are you waiting for, it's ripe for horror and this is the Scary Graveyard Realm.
    • Decimated Borgo: Could use one more map, probably in a future chapter. I would like to see perhaps a King's throne room or something. Make a genuine castle map. I bet people would love to see that.
    • Dvarka Deepwood: Could use another map. I feel like something involving cosmic horror in a future chapter could go here. Like, if you did a Rl'yeh or Carcosa or other cosmic horror inspired type weird trippy map. Put it here, perfection.

    Bro wrote a whole book lol. But I agree with the majority of things here. I really like the idea of Carnival having it's own map and the fact that you mentioned that not every map needs shack. I still don't know why Eyrie of Crows has the killer shack after the nerf and new variation. Also, the sound in Forsaken Boneyard and Ormond really suck.

  • @ThatRyanB said:

    While we don't have any to share, add-on passes are certainly considered where appropriate. If there are any Killers you feel would benefit from this (and if so, don't hesitate to let me know why you think this), I'd be more than happy to note this down as feedback for the team!

    I know she is already super strong, but some Spirit addons are simply not good.

    Juniper Bonsai literally nobody uses and needs a new effect.

    Katana Tsuba could honestly have another effect since it really doesn't change much and everyone uses cap for speed.

    Mother's Glasses is just… pointless?

    Senko Hanabi has a good effect but 4 meters makes it terrible and good Spirits use the husk to block windows.

    Dried Cherry Blossom needs to go. It's unhealthy.

    Furin is still bugged (for months). It's so loud in the killer's POV that my head hurts.

    Yakuyoke Amulet deserves a nerf in the duration and the speed penalty needs to be lower or removed. It makes your power worse.

    All the recharge addons are good but you can't play Spirit without them. If Rusty Flute was partially base kit and all recharge addons get nerf to compensate, it would be really nice.

  • @ShanoaLegendaryPlz said:

    What are some things they could do to those maps to start fixing them?

    Imo Badham has too many buildings, the killer shack and a ton of safe pallets. I think a good fix is to remove some houses depending on the variation you get, remove and adjust some fillers to replace the buildings and change the layout of the main building a little bit, especially the position of the breakable doors.

    Haddonfield just needs to be a little bit bigger and needs more pallets, good pallets btw. I'd change Michael's house to have a hole on the wall on the other side too and idk if it's a good idea but I'd also bring the yellow house back and make it similar to shack but less strong.

    In Forgotten Ruins, the tower NEEDS to be in the middle and more good pallets. I really don't have any idea on how to fix the portals since they can really hurt some killers (like Knight or Twins) but their position are not smart especially the one behind the tower that teleports you right next to the stairs for some reason.

    Toba is just horrendous to look at and I'd just change the visuals or lighting.

    Nostromo is way too big and has the weirdest tiles in the entire game.

    Swamp just need a rework. If you take a close look to the tiles, you will realize that they don't even have textures lol.

    Coldwind? Change these new stupid tiles and save Rotten Fields and Rancid Abattoir.

    Disturbed Yard is also way too big.

    Another one that I didn't mention but Midwich just needs a small buff. In the event I notice you could place a god pallet in a really nice spot and made me realize why that pallet was never there...

  • I hate when people DC and hate to DC but this killer is so miserable that I feel like dcing. First, he has a lot of bugs. Second, the first hit is way too easy and does not work properly because sometimes I'm literally behind a wall and he still gets me. Also the vault speed is a problem and can lock survivors in place, so he vaults right in front of you and if you have a little bit of distance it's just not enough to loop the same filler once or reach anything else. And WHY Centopede works for regular vaults while enraged? Yamori's mask is still a stupid idea even after the nerf.

  • @Dwight_Fairfield said:

    Haddonfield needs to be top priority. The current version brings a whole new meaning to unbalanced.

    It's the size of a shoe box with about two usable pallets on it if you're lucky.

    True. In Haddonfield you actually have to go down to keep a decent pallet for later and the pallets on the edge are just dumb. The event was fun in Haddonfield because of the party pallets but the moment I went to normal mode and got this map, I felt the pain again.