YmPrat
YmPrat
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- YmPrat
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Comments
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I think Coldwind didn't need as many pallets as were added, it needed to not have coldwind jungle gyms that were a glorified filler. Giving them reasonable gym tiles while ensuring those tiles connected with multiple pallets was ridiculous.
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Ormond has mostly clear line of sight and is massive. You do not need 35 pallets alongside that. Half the added pallets the survivor can see you over so you cannot mindgame them, and the other half interconnect and can be chained with minimal effort. The pallet change hurts weaker killers the most on maps like this and encourages unfun territorial play because spending 20 seconds crossing Ormond to find the survivor who has had eyes on you for half that time already cost you half a gen (at least) and they'll get a chase in afterwards and even if it's short you'll lose another half gen crossing the map again.
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Yamaoka didn't need the additional pallets. Double vault Pagoda into 3 nearby fillers is a nightmare for half the roster and that's a common thing now. The maps are also massive meaning that low mobility killers already waste a chunk of time crossing them so pallet density changes only encourage giving up part of the map to survivors even more (and it's always been the play to give up a few gens on sanctum of wrath even without being further punished for not playing terrritorially.)
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Mother's Dwelling doesn't need 4 guaranteed pallets and a strong window. I appreciate the thought in removing the god windows at the back of main, but an m1 killer is still going to have to spend an inordinate amount of time at main because of it and they're going to have to chase main because the additional pallets they'll be forced to break will give survivors time to run there.
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You killed the fun bus, so I can overlook a lot of the unsafe pallets added to this map. I'd rather deal with those than with fun bus connecting into anything. That being said fun bus doesn't spawn on Gas Heaven and that was already an absurd map before you added 10 pallets to it. I don't appreciate the pallet density there at all.
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You can't have that many pallets spawn in the middle of the street. They're strong pallets that cannot be mindgamed. Additional pallets between the houses and to the sides of main are perfectly reasonable but 5-7 pallets in the middle of the road is not reasonable. All it does is encourage the killer low-mobility killers to lock down a small section of the map, while high-mobility killers get to largely ignore it because they can make it to a person working on a house gen before they get anywhere near there.
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Pallets shouldn't spawn at the edge of the map. Survivors running edgemap are already eating a portion of my time by me chasing them there and then having to hook them and make my way back into the map. They shouldn't get rewarded for good macro gameplay with 2 pallets and a pog log in the corner. The only deadzone Swamp had before anyway was between main and shack on the map that isn't Pale Rose (I'm blanking on the name, but there's only 2 maps so saying which it isn't is enough.) And that deadzone was reasonable given that main building is a nightmare to deal with and a glut of pallets around main building only make an already super safe area even safer.
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I appreciate that a lot of the pallets you added in this realm were weaker, but that doesn't really matter if people chain them together. There's a difference between a deadzone and an area with limited resources that will become a deadzone if you throw the two pallets in it. Removing actual deadzones is usually a good thing (please never remove the Yamoka estate deadzone North of shack on fam resi), but flooding a map with pallets isn't the answer.
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If you're going to add pallets to Father Campbell's Chapel you need to make the pallet density dependant on which version if main building you get. You cannot have a main building with 2 god windows surrounded by 8 pallets, with a gym tile nearby on 3 sides and expect 70% of the killer roster to not struggle.
Also the previously 2v8 exclusive tiles should never make it into the main game. Those tiles are not at all balanced for regular gameplay.
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Borgo didn't need anywhere near that many more pallets, what it needed was the gym spawns to not have the single pallet no window borgo tiles.
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Have you considered someone is in a locker to deny the obsession swap?
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Was the killer undetectable from the shadow class? You can't see the aura of undetectable killers
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Have you been getting a DC penalty? DC penalties come with losing 1 grade now
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This also occurs if you set it to left on the directional pad
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So if I wanted to just hide for 10+ minutes with a swf we'd win every game by refusing to do gens and aggravating the killer into using the abandon mechanic? That doesn't seem right to me, why are you encouraging survivors to refuse to touch gens by making it so they can win without anyone every touching a gen?
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Devs pls ignore this post. The changes are good for the health of the game, we were given flashlight locker immunity because of people abusing it to stall out games and this person is arguing that because there's a feature to end the game after wasting 10 minutes of everyone's time sitting in 2 lockers that it's fine. It's not fine, neither was being flashbang saved while physically counting the pixels on the wall you've shoved your face into.
The changes the devs have made are good ones.
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It also gains a token when you die, which is probably not relevant but might be useful for the devs
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I think it's a Nancy specific bug, happened to me too and it was a Nancy that didn't load in (the map was Hawkins)
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Getting hit counts as a lost chase
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Not a bug, if a drone touches your head you get a claw trap
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Not a bug, as you can clearly see there's a survivor right next to the hook. Anticamp doesn't go up if there's a survivor right next to the hook.
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It happens on PS5 on the end game screen every match I play as Huntress and use the perk Darkness Revealed (which is most of my Huntress games, it didn't happen the 2 games I tested out darkness revealed over it.)
I'd post a clip of it but your clip thing doesn't support the file type of the clip PS saves them in and I'm too lazy to convert it.
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Not a bug, depipping is removed in the midchapter
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Sounds like a skill issue to me, worked first try for me. Was on PS5 and playing as Alan Wake with bond, windows, lithe, deja vu, and a map offering for the map.
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Coldwind Farms is far and above my least favorite realm to play on. As a R/G colourblind player I can't see a thing on these maps. Auras? Only if I'm next to a maze tile and have the wood saving my eyesight. Scratchmarks? What are those? They're the same colour as the ground so they're literally invisible. Please do something, the colourblind filters you put in after Almo embarrassed you by talking about them are awful and don't work and they make already unfun maps even worse to play on.
Fractured Cowshed is certainly much more playable than it was before the rework, but as a corn map it still sucks. It's probably the most balanced of the corn maps overall. It feels a little too big, and the area between shack and main has too strong of fillers (especially compared to the rest of the map).
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Coldwind Farms is far and above my least favorite realm to play on. As a R/G colourblind player I can't see a thing on these maps. Auras? Only if I'm next to a maze tile and have the wood saving my eyesight. Scratchmarks? What are those? They're the same colour as the ground so they're literally invisible. Please do something, the colourblind filters you put in after Almo embarrassed you by talking about them are awful and don't work and they make already unfun maps even worse to play on.
Torment Creek still has some nasty 3 gens. There's a reason cm9i_ picked it for that infamous Skull Merchant game against the best comp team and held them hostage for 50+ minutes. It is survivor sided outside of those set ups (and the 3 gen can't be held forever anymore anyway) but it's insanely boring to fight a 3 gen for a while. Main building has some reasonably strong pallets but without strong filler pallets nearby its reasonable.. but it can be awful with fillers nearby. Shack is usually pretty shackish on this map, strong but not a busted setup. Overall my 2nd favorite corn map, still awful but not as bad as the rest.
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Coldwind Farms is far and above my least favorite realm to play on. As a R/G colourblind player I can't see a thing on these maps. Auras? Only if I'm next to a maze tile and have the wood saving my eyesight. Scratchmarks? What are those? They're the same colour as the ground so they're literally invisible. Please do something, the colourblind filters you put in after Almo embarrassed you by talking about them are awful and don't work and they make already unfun maps even worse to play on.
This is the most bearable Coldwind map to play on. It's not fun on either side still, but it's the Coldwind map that least reminds me of being kicked in the ballsack.
Main building isn't crazy strong, but it's fun enough to play.. absolutely reasonable. Shack is tucked away in a corner that can often be avoided which is nice. The middle of the map is a deadzone which sucks as survivor if you have to cross it but unless the killer has pressure pushing you across it you can avoid the center of the map.
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Coldwind Farms is far and above my least favorite realm to play on. As a R/G colourblind player I can't see a thing on these maps. Auras? Only if I'm next to a maze tile and have the wood saving my eyesight. Scratchmarks? What are those? They're the same colour as the ground so they're literally invisible. Please do something, the colourblind filters you put in after Almo embarrassed you by talking about them are awful and don't work and they make already unfun maps even worse to play on.
Rancid Abbatoir is a fairly balanced map when it doesn't get absurd cowtree rng. Main building is weak enough that it's not worth looping as survivor. Map could be a little smaller, and have another maze tile if cow tree couldn't spawn next to strong maze tiles.
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Coldwind Farms is far and above my least favorite realm to play on. As a R/G colourblind player I can't see a thing on these maps. Auras? Only if I'm next to a maze tile and have the wood saving my eyesight. Scratchmarks? What are those? They're the same colour as the ground so they're literally invisible. Please do something, the colourblind filters you put in after Almo embarrassed you by talking about them are awful and don't work and they make already unfun maps even worse to play on.
Rotten fields is a massive map that encourages survivors to play the edges of the map, increasing the distance a killer has to go to patrol gens. It's a map that can end up with huge deadzones if survivors play poorly making it appear killer sided for bad survivors but highlighting the strength for good survivors.
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I want to say that this map is balanced, but with the insane setups shack can have and the way main building can be incredibly strong (especially with the god window by the main basement spawn) I can't call it balanced.
Main building can eat a lot of time for an m1 killer, especially if they get the strongest set up, this can be especially problematic if a window in main leads directly into a strong gym tile (a window into a window can be game over for the killer.)
Shack is nestled into the corner which is good, but it always spawns beside a gym tile which can make an incredibly strong set up. That set up can be further aided by filler pallets, especially the burned down building fillers that the realm is known for. Chasing a shack setup on this map can be a losing prospect for an m1 killer.
On the other hand the map can 3 gen with very little protection over on the circus side of things, which isn't very enjoyable for either side... but why ever go near shack as an m1 killer?
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Disturbed Ward is heckin massive. Like ridiculously massive, and the sleeves with 2 jungle gyms in them exacerbate the issue, as does the very safe main building that can be run into from just about anywhere on the map with the speed boost from an m1 killers m1.
Main building has a breakable wall you have to break if you don't have bamboozle, then it also has 2-3 God pallets after that which is crazy. It also has a deceptively strong window on a ramp, but don't tell the survivors how strong that window actually is. Beyond that it's big issues are artificially increasing map size since you either need to go around it, or navigate through it to go from side of the massive map to the other. It being central also means that it can be run to from anywhere, or that a survivor chased there can get to just about anywhere.
7 jungle gyms is also insane, especially with 2 sets of interconnected jungle gyms being guaranteed. That's always going to be reasonably strong, but if you get a particularly strong gym into another strong gym it's absurd.
On the flip side the landmarks don't have guaranteed pallets, and trying to do a gen by the greenhouse can be a death sentence without a single pallet or window within 32m. Shooting fish in a barrel isn't fun, but neither is trying to fistfight a fish in ocean.
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Haddonfield is a map that feels miserable to play on for both sides. The map is pockets of unfun gameplay with some prerunning to them thanks to the super clear sight lines courtesy of the largely empty middle of the map.
Main building is a chore to chase as killer, 2 very strong windows that have a tendency to not block because chase breaks as you run them isn't engaging gameplay for either side. Toss in a basement that's both difficult to hook someone in, and difficult to get someone out of and you've explained everything you need to about main.
The middle of the street can spawn some fantastic filler pallets, but once your teammate drops it the middle of the map is a massive deadzone which can lead to killers hooking on one half and just patrolling the street because they can't be bothered chasing the ridiculous house loops.
On the survivor side none of the loops are particularly enjoyable to run either, they're just there and you use them or die (which tbh is preferable to the boring gameplay the map encourages for both sides.)
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Grim Pantry is a decidedly survivor sided map. Main building on it is simply obscene and is something that a killer shouldn't willingly chase. The rest of the map is inconsistent and the strength of it varies considerably but main building is far too safe.
Setting aside the issues with main building you have the inconsistent strength of the pier which can go from very strong to quite weak, you have the inconsistency of the only jungle gym tile on the map, you have the inconsistency of the fishing hut doors being open / closed, the inconsistency of gen spread, and the inconsistency of filler pallet strength (and the ridiculousness of pog logs too.)
As killer it feels bad loading into a map with elevation changes that can significantly affect your power, that's massive, and that has an incredibly strong main building that everyone is going to want to run. As survivor it feels bad loading in and seeing you got a weak pier, a 3 gen that will take coordination to break, and that your best line of defense is to hold w inside a very strong main building and hope it buys time because the killer commits to a chase that will cost them the game.
I don't see a way to keep the map in the game and make it fun without a significant rework. Main building needs toning down, there should be additional jungle gym tiles, the map should be more consistent in gen spread, overall loop strength (areas that aren't main and the best pier should be stronger, areas that are main and the best pier should be weaker) and the map should have much more consistent hook and hatch spawns.
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The Badham maps favor survivors quite a bit, but each of the 5 has its own unique issues. I'm sure a lot of people out there are also curious about why there's 5 variations of the map and none of them are enjoyable, but that's not the topic at hand.
Each of the maps suffers from having two strong landmark buildings (house of pain, 2 story house) a very safe and large main building, and a shack. No matter where you chase as killer it will feel like you're headed somewhere you don't want to chase, especially if you haven't chased it yet to break pallets or walls (but heaven you if you break the wrong wall and make main building stronger.)
Badham 1 is one of the more survivor sided maps in the realm if the killer doesn't just defend a 3 gen that spawns along the road near main building. There's consistent issues with gen spread over there that allow the killer to bunker down and win if survivors don't play smart. That's not particularly fun for anyone, but let's face it the killer was never going to have fun on the map anyway.
Badham 2 is the most inconsistent of the maps in the realm. The gen spread is generally pretty good for survivors, but the spread of buildings is far apart enough that the filler pallets make or break the map. Once those fall the map is a lot more manageable.
Badham 3 is perhaps the most survivors favored in the realm. The buildings are all so closely clustered, and the map always spawns 17 pallets. As long as the survivors maintain a decent gen spread they're heavily favored to win.
Badham 4 is my personal favorite map in the realm to get as killer. Going down to always having 14 pallets instead of 17 is well worth the longer shape that makes the map appear larger while actually being slightly smaller. The shape of the map spreads the buildings out a little more, especially shack with the guaranteed deadzone beside it. This makes the map feel a lot better to play on as killer. It does tend to somewhat 3 gen because of the longer narrow shape making defending a gen near main and one near shack impossible for most killers.
Badham 5 again favors survivors, all maps in this realm do, but this one has some weirdness to it. The guaranteed deadzone in the corner doesn't make sense to me because there's no reason to be there unless you're going down in a corner to waste the killer's time. Other guaranteed deadzones exist to weaken the loops attached to them (which technically this does, but it being on the street side of the house or the side going into the map would weaken it more by making the buildings less chainable). Overall the spread of the buildings is better than on some of the maps in the realm, but having a guaranteed 16 pallets slightly undercuts that.
I think that Badham as a realm should be cut down to 3 maps. Badhams 1, 2, and 4 are the most enjoyable to play on for both sides and should be what's looked at when considering changes to the map. Special attention to 4 since it's head and shoulders above the rest of the realm.
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The Pale Rose is a strange map in that while it's never enjoyable to play on its also doesn't favor one side over the other, at least not match to match. Instead it's a map of intense variability where gen location, filler pallet spawns (especially of the window log variety), and what version of the pier spawns in will dictate what side the map favors.
Those are the issues that plague the map for everyone, but additional issues exist for killers whose powers interact poorly with elevation changes (pyramid head, the artist, twins, and to a lesser extent Billy, Blight, and Demogorgon.) Those killers have to deal with an incredibly inconsistent map both power wise, and in terms of the map making their power inconsistent (or in some cases just consistently bad.)
I don't think think that current Pale Rose can be salvaged and maintain its identity. I think it's a map, and realm, that needs a full rework. A rework could give the map a more interesting shape, colour palette, main building and landmarks, and most importantly fix the inconsistencies in map strength.
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I like this map a quite a bit more than Sanctum of Wrath, but it has some of the same issues where the map encourages and rewards playstyles that aren't very engaging.
Size wise the map is the same size as Sanctum of Wrath, which I'd argue is a little too big to reasonably defend. It also has similar issues where gens spawn clustered to either side of the map and as killer your best map is to try and defend one side of the map and let the other rot. On the flip side as survivor your best bet is to run in a straight line towards the side the killer doesn't want to defend and hope they either drop chase so you can reset, or that you waste enough time that the gen split becomes difficult to defend.
Main building is reasonably strong but not oppressive for either side, I'd argue it's one of the most balanced main buildings in the game. Shack has the guaranteed deadzone immediately north of it and spawns off in a corner where it can't be used oppressively so that's 2 big plusses right there. I find the gazebo and pagoda tiles to be pretty fun tiles overall too, for both sides. I'm not crazy about the little courtyard tiles that have the thick foliage, waist high walls, a pallet and a vault. The courtyard tiles have burned me with bugs too many times in the past, and I don't trust foliage on the map to have proper collision because of the bamboo that can be walked through and the bamboo that can't be.
I think clarifying what has collision and what doesn't, slightly shrinking the map, adjusting gen placement, and adding some sentimental Yamaoka Easter eggs to the map would go a long way towards making it shine as a map.
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I'm not a big fan of this map at all. Overall it feels pretty balanced, but it lends itself to some very unfun play styles. It's a problem that I have with every split map (Sanctum of Wrath, Azarov's Resting Place, Suffocation Pit 1) in that they favor the killer 3 genning and ignoring one side entirely because you can't easily defend both sides, and that survivors can freely run to a side they already finished gens on to create a lose lose situation for the killer.
In general the map is fairly balanced from a size and loop strength view, it can certainly feel bad when there is or isn't a pallet by a gazebo or pagoda though (depending on the side you're playing as.) I'm not crazy about how shack always spawns beside a jungle gym which can sometimes create an incredibly frustrating loop.. but main building on the map isn't great (unless a survivor has balanced) so it's a trade off.
I do find the hill spawns on it to be incredibly annoying for both sides, as killer I hate having to go around them and hate when they mess it my ability to hook a carried survivor because there's a hook on the hill but I have to walk all the way around the hill to get to it and that's either a massive time waste or actually impossible. On survivor I hate them when I'm in chase and desperately need a window or a pallet and instead I got a hill creating a deadzone I can't play around.
The only other really notable thing on the map is door spawns. As with every split map you can either get the easiest to defend doors you've ever seen, or doors that not even Blight can defend. Both doors on the same side is rough on survivors, but both on opposite sides kitty corner from eachother is way too rough on killers.
While it's overall a relatively balanced map I have many more unfun memories from the map than fun ones because of the unfun play styles that the map encourages and rewards (on both sides.)
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The big issues I have with Ormond are the size of the map, a shack that can spawn obscene loops, and excessively clear sight lines. I think that the map heavily favors good survivors, but that the map's size can lead to incredible deadzones against average and below average survivors.
The size issue can problematic from the start where for instance if you spawn in at shack you can lose the kitty corner gen before you have time to move over to it even if you go directly there. Losing a gen there was zero possibility of contesting feels incredibly bad.
Shack on the map can have the Father Campbell's issue of spawning too close to a filler pallet and a jungle gym. Shack is already a very strong tile when run properly, and a lot of killers can't do anything if shack spawns next to a filler pallet into a properly oriented jungle gym. The amount of time that can be wasted there with the proper setup doesn't fit with a map of Ormond's size or safety.
The clear sight lines are where the maps size really comes into play. A high mobility killer will perform well on the map because they can see survivors a mile off and their prerunning won't do a lot against a high mobility killer's speed. But against your average mobility killer, or heaven forbid a 110% killer like Slinger, prerunning on the map can be incredibly strong and incredibly boring to play against. The overly clear sight lines with the size of the map create a situation where survivors can drag the game out and play it exceedingly safe and as killer you can't do anything about it. Thankfully most people don't play the game that way, but the ones who do are more than happy to throw on an Ormond offering and ruin your DbD experience.
It's not the worst map in the game by any means, but it (along with Gideon Meatplant, Garden of Joy, Eyrie of Crows, and Badham) are the maps I roll my eyes at when I see an offering for. It's one of the maps reliably seen as an offering and one that makes me consider hopping off to play another game where there will actually be player interactivity.
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This happens when your ping is awful as you're hooked. You can replicate it by using McDonald's wifi, or lowering your FPS as you're hooked (you'll float from the hook to a little bit away from it and be unable to attempt a kobe)
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Or the killer can drop down into the tube and smack the survivor, it's not some invincible spot