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Boy do I love getting sent to eyrie of crows and rcpd oooo weee
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Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
https://twitter.com/D0nut_B0y
Boy do I love getting sent to eyrie of crows and rcpd oooo weee
source
Maps are more threatning than the killer.
It's really frustrating when the killers I enjoy playing the most are also the most map dependent.
I had a match against a bubba on the hospital map. He was not doing well but got a down and hooked in the basement, so you can guess what happens… he camped and downed 3 survivors, me knowing dawn well you should never go in the basement against bubba, I did gens while everyone was dying, to my surprise one of the survivors had that new perk from sable making you unhook yourself in the basement. That alone gave us a 3 escape match because he could not down us given the amount of windows and pallets the map have
Playing Chucky on Hawkins is so horrible too. You get caught on the barrels anytime you try to slice and dice and your power is basically useless. You have to be a scamper-M1 chucky which is lame.
I would say skull merchants "kill" rate very high because people are more likely to kill them self's on hook
8:20 wrong, tri gen was very nerfed, so nowhere to tri gen
Like Scratch Mirror Myer's best map is Midwich because he specifically makes full use of that claustrophobic nature of that indoor map. Meanwhile he would have a terrible time on Ormond for how open it is, or he would do bad on Lery's because its just a very long map to get anywhere.
I clip farm on wesker and theres ACTUALLY no where you can use power in lerys I just straight up just dont use it theres like 2 spots where its actually useful 😞 as well as hawkins since theres just a straight hallway with turns and whatever im fine with the game since theres some room to dash and nice spots but theres a annoying amount of pallets its so frustrating
Honestly, the only thing I would argue against is the "stealth" survivor thing, why can a killer instadown me without me even knowing he's there if I'm not able to hide away from him? The only perk that's really messy for me it's distortion, but calm spirit it's fairly balanced (except if you're doctor, then, rip lol, sorry)
I just don't like the idea of killers making you scream every bloody second like, use your eyes!! The game isn't as dark as before! Why do you need to spam lockers and make me scream every heartbeat to see where am I?
1) I really think taht Midwitch is a good indoor map. it has mostly playable pallets, no clutter in corridors, and it is easy to learn and navigate. It can be too small, but still most killers need to spend time to walk on the second floor. I play survivors a lot, and I really loke Midwitch, because it feels fair for both sides.
2) I find it VERY funny how all problems, that you describe is not the problem for the Nurse. She doesn't care how big map is or how many pallets are there. She can use her power both indoor and outdoor, even second floors is not the problem for her. She is litteraly the walking solution for ALL mapdesigne's problems
wish they would remove map offerings as a whole
DBD's biggest problem is it's ran and developed by BHVR
For some of these issues I think there is a simple way to fix this, a map choosing system that allows the killer to choose a roster of maps that they could go to while the other selection is discarding from the rng pool. This would allow stealth killers to have more chances to play on indoor maps while ranged killers get outdoor ones, of course there is one map which every killer would want to go to because of how good it is. Though this ability to only exclude some maps from the rng wouldn’t make those maps they want a certainty, just a collection of maps they want. Offerings that affect the map should be removed as well.
I know I tried to get into DBD, but dropped it due to how confusing everything was. Not just as a killer or survivor, but figuring out how each map works. I cannot, in good faith, find anything in either role, so find the whole game frustrating.
Survivors who don’t understand 3 gening is my problem right now.
take out the rng
done
The maps with fixed, borderline undefendable gens (hawkins, the theater gen on greenville) are so awful in the sense of "Why would i ever go near these areas if its not in a chase" I rarely ever go to the theater as killer cause why would I? The second the survivors pop that gen I have no purpose for that main building and can solely focus on the outside portion.
the Hawkins map is exactly why i hated DBD when I first played in late 2021 – granted… the aesthetics of the game kept me interested and as soon as Sadako came out, I was hooked (hehe). But yes, I distinctly remember Hawkins being part of the reason why I hated playing lol also everything was so LOUD (but I got used io it)
hawkins , the knights map, the singularities map all look fantastic….. they also give me an aneurism every time I load into them for how shit they are to play in on either side.
As a killer main (Only stating that because it probably paints my perspective) I don't really mind if there are a lot of pallets on a map. After all, even if a pallet is powerful, they are still, a limited resource. Once it's down, it's down, and once it's destroyed, it's not coming back. Meaning, if I play well enough, no matter how many pallets there are, they will all go down eventually, so long as I'm able to keep survivors off of the generators well enough that by that point, all the generators aren't all complete, then all should be good. Furthermore, plenty of killers have powers which makes pallets easier to work around, like the Knight with the Carnifex, which breaks pallets fastest out of the his three men, and the Nemesis, able to break pallets with the tentacle whip, or either of the chainsaws able to saw right through them, especially with certain addons. And then there's perks like brutal strength, which can just help kick pallets faster.
And I don't really mind indoor maps either. Most have a few, main areas which aren't hard to learn and use to get your bearings of with. Like the central room in the institute. The lobby, and outside area of RPD, that one area behind the glass window thing at Hawkins. Some are more easy to navigate to than others, and some are more easy to get your bearings with than others, but it's not like indoor maps are mazes of identical rooms like they're the fucking backrooms.
Though, I will admit, the biggest problem I've had with an indoor map, was finding the way to the staircase upstairs in Hawkin's. They're in a weird spot off to the side, and some times, especially when I was just starting to get familiar with the map, I'd see someone's aura, or a generator explosion, or something, somewhere upstairs, then spend what felt like ten minutes struggling to find out where the staircase is. It did not help there were a lot of random staircases in the map that would throw me off, like the things that led up to the scaffolding in the room shown at 4:20.
But that's it. Neither the game, nor RPD, Lery's, or any other indoor map, ever really threw me off.
But that aside, yeah, I generally agree. Maps probably are the biggest factor.
Giant wide open maps are good for huntress and don’t think her reloading is an issue when she has 10 hatchets
I find this video quite perplexing. I am about to go into a passionate defense of indoor maps. In the same breath, you condemn indoor maps but also condemn large maps. Indoor maps are the smallest maps in the game on average, whereas the average outdoor map is much larger. Additionally, pre running and holding W is one of the most devastating parts of outdoor maps as they can see you coming from far away.
Since this video focuses almost entirely on the killer perspective, I would like to defend indoor maps as by far the best maps for killers (even the ones that are conventionally seen as bad in indoor maps like huntress and hillbilly). Simply put, killer in DBD is a game of pressure. The smaller the map, the easier it is to exert pressure. Since indoor maps are among the smallest, they are among the easiest to exert pressure. There are other factors that play into this, but this is the main reason indoor maps are the best maps for killers, even the ones who's powers are somewhat hindered by the map. As an example, the Game is notorious for its numerous pallets but I nonetheless believe it is killer sided. Why? It is quite small and there is quick access between floors. This makes it very easy for the killer to be where they need to be. If the Game did not have as many pallets as it did, it would be by far the most killer sided map in the game.
Strangely it seems like you want to have it both ways, you want maps to be not be too big and don't want long sightlines but also want open space to use killer powers like Billy and Huntress. We can't really have both, but if I had to choose I would rather maps be made small and indoors to help the vast majority of killers (and probably help huntress and billy too) than maps be made to help a minority of killers that already are quite good.
Haddonfield is the most killer sided map, followed by the newer/reworked maps. Maps should be survivor sided, because survivors got nothing else. Indoor maps are the best maps of this game.
Isn't the hawkins pallet he showed at the beginning a god pallet ? Hawkins pallets are confusing but they're really strong if you pre drop them with distance and loop in and out of the room they're adjacent to, you will force the killer to go around the barrels which will create distance everytime you loop it and when you looped it 2 / 3 times and he has bloodlust you can easily go to another pallet. Also those pallets cannot be mindgame, you could just stay in the middle of the long wall ( either in or out of the room ) and wait for the killer to show up on one of the entries / exits, you'll have enough distance to go back to the pallet and make it to another loop afterwards
lol this feels like a cope
I disagree that Dead Dawg is the most killer sided map in the game (yes, I know the "stats". The main building is a hold w simulator against most killers, it's accessible from any part of the map, along with shack, the fog they added recently makes it hard for killers to get info, the bottom side is really strong and the pallets are decent, your example is just bad rng on gallows. The only killer sided thing is the occasional 3 gen at gallows and the breakable door in shack. Most killers don't even bother chasing main and most of those who do are set to lose. The most "killer sided" (non killer hindering, except for stealth killers) map is Wreckers Yard.
Maps are either for an achievement or abusing it to make the others Misrible
Billy on Hawkins made me feel depressed
It is so small and short, not that theres anything wrong with that?
Hollup, tiny wee pride
Try playing bubba on hawkins. I went against bubba on that and he gave ip since he got stuck on air
NGL DREDGE SUCKS ON EVERY MAP BUT MIDWHICH. I should know im a p15 dredge and i confirm that every map but Midwhich has 4 lockers and theyre all at shack
I agree with and understand the frustrations. Especially as a Billy main, but I have to ask what your solution is?
I dont want to put words in your mouth but from the sounds of it you want every map to be small, and viable for every killer and thats just…not feasible or realistic and even if it was realistic it would create the most boring, repetitive gaming experience of all time. Map design is a problem from a lot of standpoints but we need to be careful not to enter a reality where every map is the exact same with a different skin on it.
Unfortunately for the sake of variety and creativity some maps HAVE to be designed in ways that shut down killer powers. Or have gens that are basically impossible to defend. At one point you went on extensive rant about how so many maps have to be approached in ways like ignoring one side of the map or ignoring certain gens and….yea. Thats the point. you need to change your strategy and your playstyle to fit maps.
I think a bigger issue isnt necessarily map design but moreso that we as players have no idea what map we are going to before we can select our build. If for example on billy, I could see I was going to rotten fields I might run double boots for turn rate. But if Im heading to say hawkins Ill go Lo pro and kick back chains. Not allowing us to switch our add ons and perks before a map is what makes it so annoying, not the inherit design of maps themselves.
This is why I love RPD on both sides, on survivor the loops are easily the most fun in the entire game and you won't change my mind, the mind games that go on are just fun. On the killer side it has great areas for mobility and it also has great mind game opportunities, nearly every killer can thrive on this map if you know how to use them. I think RPD should be a example for what a good map is, great mind game potential, plenty of versatility for nearly all killers, great loops and fair loops for both sides, and a great map flow and design. This us just my opinion though.
The problem is this humans 2.0, hope they go in well. This is the big problem of this world, and of this game. 🙂
The kind of killers players without émotions…