MeepLessThan3
MeepLessThan3
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- MeepLessThan3
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This map has several problems with it in its current state. The first is finding generators. Yes I know there are the tiny signs that glow and turn on indicating generators are in or around the room they're in, however for a newer or less experienced player it is still not well known. For this map, create doors that open on this map similar to The Game that are easy to find and identify as well as open up some of the long rooms. Second, the actual operating theater. It is too loud to exist in its current state. It's fine to have TV static or some rusted metal moving, but the sound should not be blasting at all times. Third, the number of doorways in each room is a bit silly when some of them have more than 4 entrances when some of them are right next to each other along an adjacent wall. Back2back windows spawning together still can plague this map.
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Since this map was updated with the layout being changed and overall size being shrunk, it feels better to play on. However, that's not saying much as the center of the map is filled with safe pallets that are incredibly boring to loop and chain together. All of that could be forgiven if the map wasn't so awful to look at. The lighting is terrible and doesn't fit the mood of the game. Daytime lighting does not work on this map, nor many that have them with few exception like Dead Dawg Saloon. Please stop making maps that are bright as heck, especially when the map's color palette is muddy earth tones. Just make the map be at night time and turn down the brightness. I hate being sent to this map because of the awful lighting and boring gameplay that comes from this map.
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Compared to how it was on its original PTB and after being updated on live servers, it feels so much better to play on, for killers at least. I'm glad it's not another pallet city. There is a lot of debris around the map that could be removed as it just clutters the map seemingly with no purpose other than to be filler. This map lacks structures to break it up more and has very few line of sight blockers otherwise. The lighting could definitely be adjusted to make it look more night time than its current ambiguous lighting.
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This map has a lot of interesting things going in its favor, the Easter egg key card to unlock the secret room with the body changing locations, the window jump scare, and the steam pipes. The problem is it's so cluttered with debris that does nothing for gameplay other than to simply be there. I feel like half the map should be the ship's wreckage rather than about the current 20% or so, because there's a lot of good design and artistic choices in that part alone. I probably wouldn't have listed the following criticism if there was more than maps for this realm that expanded upon what we currently see for Nostromo Wreckage.
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I don't really have much to comment on regarding gameplay, however I'm still shocked that Hawkins was brought back the exact same way it left. Like I was surprised it received neither a graphical update or a layout change in the time before it was brought back.
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This map, albeit very dense in pallet spawns, is very sparse with window or vault locations. I will say though, this map is the only version of its kind with that kind of setup and don't think it should drastically change from that. It's easy for survivors to loop and drop pallets sparingly, however, it's also easy for them to throw all the pallets early on. I would like if one or two more window vaults got added to the map instead of a few pallets.
You know those, or that one step ladder you can climb up and vault on the Hawkins map? Maybe add one or two of those on the maps to add to vault locations.
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I will praise this map in the sense it's very beautifully executed from an artistic perspective, however gameplay is quite different by comparison. The map feels like it forces you to play it a certain way or lose essentially. Once the 2-3 safe pallets along the middle street are gone, that's it for the most part. After that, you're basically forced to loop the windows in the main buildings as they're the last safe things on the map to go within a chase. However, as a killer, without an anti looping or mobility power, or certain perks, it becomes frustrating to play against as there's virtually no mind games when it comes to how safe the window looping can be. This imbalance of resource scarcity needs to be offset with the consistent safety by the others generated. The pallets located at the back or exterior of the map are often unsafe and can be easily mind gamed with a red stain turn. These issues need to be addressed overall. Also, could we bring back old Haddonfield?
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This map and realm needs a graphic update to finish the Realm Beyond update. This map in terms of gameplay can go either way depending on the rng. It has some of my favorite spawning structures that I wish spawned in other realms, the PogLog. Similar to the other swamp map I feel that the outside rim of the map needs to be made more interactive instead of being a wasted opportunity for purely hiding or running to a corner to die in.
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The Pale Rose, and the Backwater Swamp realm need to be graphically updated as it is the final realm that needs it. For actual gameplay the dock in the corner can be a pain for killer as often times it will generate multiple window spawns, in that small area, that can be chained together. It wouldn't be so bad if one of them, especially the one that lets you run up to the dock, was turned into a one time pallet instead. The Main building offers a plethora of mind game potential and creative gameplay for both sides albeit it can frustrating depending on window spawns.
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I'd say the Yamaoka realm is fairly neutral to the side it favors, but because of the long rectangular shapes of them, it will benefit killers who have faster map traversal than others above all else. Esthetically Family Residence is very appropriate for its chapter in terms of lore. Family Residence could use a shake up in it's layout, structures, assets or be expanded upon overall.
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That map could be changed from a long rectangular shape into a square one as it does feel especially long on the sides. I think the Mount Ormond realm should be expanded. Maybe decrease the map size slightly and create a second variation of it with new structures. I'd love to see it's og layout brought back with the smaller snow vehicle and the hill in the corner with the tower and gen on top. It's our only cold environment in game and it could use some variety or expansion.
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I don't think this map benefits either side necessarily, except for high mobility killers. My main concern is that it's a dog bone, "I" shaped map which creates a bottleneck effect in the middle, especially for Sanctum with the center structure creating a vantage POV for the killer to block survivors from accessing the other side. I'm not a fan of "I" shaped maps for that reason, but can appreciate the variety in the map's layout.
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I would 100% be in favor of bringing back Old Freddy as I used to main him. I think with the meta shake up, and increased generator times and regression perks that have been added to the game since then. I think he would be viable in the modern era of Dead by Daylight, although he can keep Dream Pallets and his teleport though. His old kit made it feel like you were playing Freddy, whereas the current one just feels like another antilooping killer with a gimmick (dream pallets).
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I would honestly love a buff to Solidarity, it was a 1 for 1 heal, I would run it because I often run either We'll Make It or We're Gonna Live Forever.
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I love the idea! I think 30 seconds in the beginning and 16 seconds after each hook would be more balanced though. I think 60 seconds is too long, just my humble opinion.
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POGGERS A Sluzzy post. As a veteran player nearing 5k hours, I do think score events should be adjusted for both sides, and that the grind ultimately reduced for all players.
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@NemmyMan3000 said:
I don't like this event it's full of bugs, and impossible for me to even play the game right now.
I'm sorry to hear that :(
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@Chilli_man2400 said:
So since nobody’s talking about i will. We just got our new trailer for the Halloween event and already I hate this community. I know not everyone is awful but cmon the event is everything people wanted we have a second objective earnable costumes. And yet people are still complaining this is not an event yet praise old event thats literally the same as this one they are such ######### hypocrites
I made an entire post where about the pros and cons of the event because I care about the quality of events, and it's been slipping for more than a year. Here's the text from said post, in case it got deleted.
I'm a veteran player nearing 5k hours of gameplay, so I've gotten to experience a lot of events in DBD's history. I've always considered the year 2018 of having the best events in the game's history, and so I hold events to that year's standard. The Midnight Grove event is both fun and thematic, I like being able to smash pumpkins on both sides. I like that we earn event exclusive content, and that this time, it was properly integrated into the archives challenges having its own separate tome for it. The archive challenges are relative easy in nature and each challenge can be done in a game or two on either sides. That's good! It's also good that it features the new survivor, Mikaela in it.
My main criticism of the event however, is the lack of blood points that come with it. All of my characters on both sides are either prestige 3 level 50, or high levels thanks to unlocking teachables, and so spending points in the bloodweb, I'm only about to get one Cursed Seed offering every other bloodweb, or every few bloodwebs. Additionally I've found that if you play the offering as survivor, and a Tangled generator gets completed without you working on it, you don't get any extra bloodpoints for it unlike previous events. You only get these extra bloodpoints if you're working on the gen at the time in which it's completed, which is also unlike previous events. So if you either chased the majority of the match, or are unable to work on the Tangled generators, you don't get any extra bloodpoints, and thus the offering is useless for that match.
My minor criticisms of the event is that it only spawns in 1 of each special objectives by default, in previous years it was 2. With it being set at 2, if all players brought in the offering, then all 7 generators would be transformed into special generators, and the killer would get an additional hook around the map as well. Also, I am very much against the idea of participation points for players who decide not to bring the event offering, as it disincentives them from using it and because of the decreased bloodpoints that I discussed earlier, why bring it then.
To sum it up, and to ultimately improve the quality of the event and the gameplay experience, because I care about Dead by Daylight and continue to play and spend money on it, can we make these changes before it's too late. Can we increase the amount of Cursed Seed offerings in each bloodweb, and guarantee 2 per bloodweb after lvl 30? Can we make it to where if players don't bring the Cursed Seed offering, they are unable to benefit from the event outside of the archive, including getting extra points, and that they're unable to kick the pumpkins which award very points as is. Can can we also increase the amount of pumpkins that spawn into the trial, or increase the amount of points you get for doing it. Can we also fix the offerings to where they award you the bonus bloodpoints when a Tangled Generator is completed despite not working on it, like in previous events.
Thank you to any readers who made it this far. My goal of this discussion, as rare as I make them, is to enhance the quality of the gameplay with thought and reason put behind it.
Thank you,
from a concerned player
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I made a post just like this a few minutes ago to. I really like your suggestion of removing the normal versions of items in place of the event ones for survivors!
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The Wraith is the best at earning PWYF stacks, each time he cloaks, it auto ends the chase, thus earning you a token. It's faster than other killers who need to look away, plus you're faster while invisible as Wraith.
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Neither is using Ruin and Undying
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Plague so high and Myers so low poggers :o
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Slinger needs to be higher on just his obnoxious laughter alone.
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It's a great concept of a perk meshing Bloodwarden and Remember Me together, but it is a bit underwhelming considering most of the times survivors have to spend part of its activation just running to get to a gate. In the niche situation you described is when it would excel, and when survivors pop the last gen when it's located next to an exit gate, but otherwise eh.
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Getting stunned on its own does not end bloodlust though. Also if flashlight blinds after being stunned bothers you, you should consider just running Lightborn since it makes you immune, plus blinding at pallets loses them distance making it easier for you as killer to catch up.
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I think tombstones are a relic of DBD that no longer exists. With that being said, they're actually legit scary and fun to use. They do have counterplay in the sense that if you hop into a locker they can't kill you with it. I feel like these addons are a part of Michaels lore strongly, and change up his playstyle. I would rather not see them be changed, but receive a quality of life change to be more in line with current DBD.
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Yes DBD is too hard on newer players for multiple reasons.
1) The lack of an in-depth tutorial going over the numerous status effects, mechanics, and skillcheck simulator
2) The incredible bloodpoint grind starting from nothing from leveling up your first survivor to then having to level up others for their teachables to put builds together you might want to try.
3) Poor match making, if you have less than 100 hours then you she never be put up against someone with 1000 or more hours and sometimes you just do the way it is which is very unfortunate
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Compared to Franklin's and Lightborn it's obsolete. At one point when toolboxes had between 80-180 charges I'm sure it had some utility but it tragically needs a rework tbh.
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At high rank I face so few nurses, and when I do, they're an average player. Only 1/10 is considered sweaty and that's mainly because of Infectious Fright.
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In my tier list Ace players go in the super toxic row.
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They were switched in the PTB tbh before they were released to live servers as is. As someone who plays both sides, I second this revision.
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I admit to doing that one time. It was because of the Dark Sense challenge and doing it in solo. A Doctor was chasing me with 1 gen left and 2 of my teammates were near completing it, I bring the Doctor over to them and he leaves me. I finish getting the gen done, my 4th, and that dreadful challenge was done.
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@supersonic853 said:
Because its broken the games balance in such a mostly irreparable way. This games balanced around solos but swf is the most commonly played survivors. A good swf team can beat out any killer but nurse and spirit and reach the .1 percent of mmr where you'll only see those 2. They get so much info for free and break the boundaries of perks like object of obsession giving the entire team free wall hacks.
Incorrect about swf's being most commonly played. The devs have released data in the past showing that the vast majority of players are soloing and that the majority of swf's are duos and the smallest amount being 4 swf's.
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I feel like because I see so many people playing on Low settings, they could just bring back the og offerings. I never got to play with them and I think we should be given the opportunity to use them.
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Are multiple, competent and coordinated players not supposed to win against 1 other player? I think not.
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What fun builds were you playing before tbh?
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Really it's because of overheat that they can't indefinitely keep their chainsaw revved that we see less Hillbilles.
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@psionic said:
I've been seeing an ascending number of survivors taking hostage when there's only two survivors remaining. They don't touch gens, they don't seek chases, they only hide for minutes and minutes. I had to DC on a lot of times because it's less painful.
And I just don't think I should use perks to try to avoid this. It's a design problem and the team should care about it.
Of course they're not gonna touch gens, they know the game is lost and want the hatch points. You don't need perks to avoid that, you just need better tracking like observing disturbed crows in the environment (which is underrated), listening for footsteps and breathing. It's not a design problem, it's a human behavior reaction to what's happening. Also, are you not going to talk about how killers can take the game hostage such as creating lose/lose situations for survivors, they can slug out a survivor for 4 minutes, facecamp at 5 gens. Don't think the other side can't do it as well.
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It's all ready a good perk that people will typically use BT instead. We'll Make It is a staple in my normal build both in solo and swf'ing, I tend to pair it with We're Gonna Live Forever for the bloodpoints, stacks, and just the amount of time it saves healing and reviving slugs is so good. Cool idea though.
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@RenTheCat said:
I can't for the love of god get 4k without it. There is always one guy left sitting afk on the hatch letting his teammates die and I can't find him without whispers. It's the same if I instead do find the hatch but the doors are on different corners of the match, I can't just patrol, it takes just 20 seconds to open the gate.
I lose people in the dying state too without whispers, and I don't know if someone is hiding in a locker, Whispers is like the full package, it's deerstalker + all those perks that tell you if someone is in a gen + that one gen that reveals someone that comes out of the locker
How do you even play without it?
I used to run Whispers a lot when I first began playing killer. It's like a training wheels perk for killers and it's to build your game awareness over time like finding survivors at the start of a trial. At the end, sometimes you don't need it because you can literally see both exit gates from one spot. I wouldn't run Whispers to sweat for the 4k at the end of the game because I don't take the game near as seriously, plus it's sometimes nice to let the last survivor go if they submit or offer their item up.
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I mean TTV is really one of the few ways a small content creator, such as I can grow, unless they have much bigger content creator connections, which I don't.
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@eloise said:
Please make one or two day in a week without swf possible. Just for see
Then make one or two day in a week with Kindred built in base kit. I play swf because I've built friendships with other players and it actually increases my rate of survival. Solo queue is weak because of the lack of coordination, teammates don't do gens, don't have near enough experience as I do at 4k hours, and more detrimental such as leaving me on the hook or wasting a lot of time.
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Maybe you should have gone after the unhooker tbh instead of tunneling the person who got unhooked. Why do you feel humiliation when you're playing a video game with people who don't know you and you're probably gonna see them again? "This cannot be allowed to continue" neither should camping multiple hooks in close proximity with 4 gens left but it's still gonna happen. I have 4k hours in the game and play both sides, it's okay to admit you lost a round.
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@redsopine00 said:
becu every time I’ve had that it’s been Red ranks pissed at me for outplaying them
Honestly yeah, I've had people whisper to me on Twitch to ######### talk me after playing killer against them. Like I've been trying to adept Trickster which is incredibly hard to do even with the Chaser emblem bugged. Like are survivors that oblivious as to what I'm doing when I'm only running his 3 perks?
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I mean in fairness, old Freddy had a 50% action speed debuff in the Dream World and could have been increased with old Swing Chains and Jump Rope.
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I thought they fixed chest physics LUL
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@TTV_WAWAbyWibWib said:
I am a killer who regularly bleeds survivors for the full 4 minutes, we mostly do this to prevent random hatch escapes and second chance perks because the last living survivor will be on death hook. A great way to prevent us from doing this and just hook you if there are 5 gens left and no threat of actually getting the gates powered (thus making us respect deliverance into DH into DS or whatever else) would be to just delete hatch and make the endgame collapse start when the last gen was powered or the killer voluntarily opened the gates.
Both problems solved.
Are you that afraid of survivors escaping? They're called survivors for a reason, you're not always supposed to 4k and it's unhealthy for the game to think that's the norm. I play killer a lot on stream btw.
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You're trolling lol
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The title should should really be I and others want a 2 killer mode. It's not needed per say.
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@Dragonshensi said:
Love how I get crapped on for using NOED and sometimes camping or tunneling but when survivors use Adrenline, Soul Guard, Unbreakable, Borrowed Time, Dead Hard, etc that’s just part of the game and I need to git gud. How many times have Killers been denied kills by these perks but survivors get salty when the killer manages to kill maybe one of them with NOED. How dare that killer! Literally one of my matches ended with downing a Kate, one second later all gens pop, she gets Adrenline and bolts while I’m still on my “cleaning my weapon?” Animation. Which is so stupid btw. So I got denied that kill. Then another with Soul Guard. But heaven forbid a player uses NOED.
I agree Unbreakable is very annoying as killer which I play. However one perk should not take you from a 1k to a 4k at the end of the game. Also Soul Guard is not that heavily used, let's be real and honest.