Attention: Now This USB Killer Stick Is Available Online

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Ignace Yeshwas

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Jul 13, 2024, 6:18:05 PM7/13/24
to attiapelma

It can be your own fault of playing poorly but it can be also many other reasons such as the Killer you are playing, if you play a Clown or Ghostface you simply cant build enough pressure by downing or injuring fast enough. This therefore steamrolls up that survivors are not busy and the gens get done therefore.

Attention: Now This USB Killer Stick Is Available Online


Download Zip ---> https://urlcod.com/2yLG4x



How do you build pressure? Tunnel, Camp and slugging do it smart enough at the givin situation and you CAN build enough pressure or even win a game if done properly. Killers especially weaker Killers are forced to use these things BECAUSE of the lack of ability to apply enough pressure on the team exists. EVEN Blight or Nurses are forced to do it often enough, now lets not forget that we have perks that can counter these sitatiations aswell and completely turn the match still to the survivors favor with 1 single perk slot like unbreakable.

And it sucks and annoys me, after playing the blood hunt I am happy to take another months long break, maybe I check in for Dredge and play him abit but thats the ONLY reason I play, and if I play a game only to check out the new content till I get faced enough with the core issue and leave again isnt a good sign...

The game should realistically have like 90% of loops mind gameable if the killer is good enough when the pallet is thrown. Currently like 80% of the games loops are just flat out safe once the pallets thrown and you're just forced to break unless the survivors plays really, really bad.

Midwich is a better sized map, good luck doing well as a killer at high MMR on artists maps on anything other than double blink nurse but even then she needs four blinks to reach past the middle of the map.

Most maps are tuned around super low level play. Clown's power is great at forcing pallets down early. It's just not impactful in the grand scheme of things if survivors are being remotely optimal on their only objective. You'll never get through an impactful amount of pallets before the gens are done unless survivors are greeding pallets and taking pointless hits.

The only thing that holds the game together is the artificially lowered skill ceiling in public matches via the lack of QoL in solo queue and terrible matchmaking that forces good survivors to play with relatively bad ones on a consistent basis

Map size isnt an issue, a big map also benefits you as the Killer since survivors need also to run more distance to reach a hook. On a map like wreckers yard any survivor at any spot can go for the save at any moment, however on red forest a survivor hooked at the shack (not basement) cant be saved from someone at the other side unless the person immidiatly strat running after the hook.

If you play like that no wonder you struggle, you should go check the gen spawns in the early game and stick at that area, if you come to that situation. Epsecially on bigger maps. 3 gen is a common yet effective strategy to keep the game to your favor, and the mothers dwelling gen is horrible to defend unless you are a nurse. You actually want the gen to be popped, smart survivors leave the main gen on purpose and do it as the last one cuz that gen is basicly impossible to reach unless you throw the game.

If we had more maps with a fair share of mindgameable pallet loops and smaller sizes, the game's balance would be in a much better state. There is a reason why M1 killers are often among the weakest, as they don't really have ways to deal with the defenses that survivors have against them, and the rest of their kit doesn't make up for the lack of anti-loop. It's a real shame BHVR simply always failed to understand how map design impacts the game's balance for so long, a lot of maps that got a visual rework really would have needed some balance changes as well. It seems to be getting better though based on the newest map and the Haddonfield rework.

Of course gen speed is also a factor. If it took longer for survivors to complete their objective, then maps wouldn't need to be too small, and they could have more safe pallets, because now the killer also has more time to deal with survivors at safer loops, and they have more time to pressure gens.

However, if the game did get more balanced, like having more balanced maps, or survivors not being able to complete their objectives as fast, tunneling and camping would have to be thrown out of the window at the same time, or going against killer would become unbearable at times. Probably also one of the problems with simply making all maps much more balanced, because somewhere during that process, tunneling and camping would have had to been nerfed a lot as well.

Even just 50% mindgameable pallet or other loops would be fantastic. It would definitely help M1 killers, without giving anti-loop killers much of a boost. But it is fine to still have some safe pallets as well. M1 killers having to simply tear through some pallets is fine if they are compensated enough with their other possibilities. Sadako is a good example, she could be much stronger if her TV cooldown wasn't as high, and Condemnation actually pressured survivors more into doing a second objective. Not having counterplay at some loops would be fine in that case.

I do agree that a lot of maps could really use a size reduction though. However, I do feel like design wise, it wouldn't be to desirable to restrict map sizes too much either. Having all maps the size of Dead Dawg Saloon for example. Which is why I am hoping that the devs will find some way to add some slowdown into the baseline game with their upcoming perk update, especially with slowdown perks most likely getting nerfed as well.

This would also mean the devs wouldn't have to change as many maps to be fairer towards killer. They would have a better basis on which they can then try to figure out what balance changes some maps might still need.

Besides older maps like red forest I am wondering what not mindgamable loops you mean? Most maps have rather fair loops in terms of mindgames (Not size itsself). There are some exceptions like coldwind farm sure but the majority of maps are actually rather fine and I rarely have trouble about that.

Also no the m1 killers are so weak because the competition of the higher killers like nurse, blight and spirit is SO much higher. If those Killers are getting toned down and the m1 killers are getting some kind of way or tool to deal with pressure better the difference wouldnt be that high.

Mindgameable loops that I am thinking about are won by the better player if it's an M1 killer. Killers with a chase power will often have a greater chance than 50% of getting a hit at such pallet loops.

I'm talking about m1 killers yes. Even anti-loop killers are going to have to waste time circling the loop at least 3 times before they even get a chance at a hit. Most the anti-loop killers in the current state are still not viable against equally good high mmr survivors so if this inadvertently moves them up more I don't see an issue.

With a well balanced survivor team, even a solo one, the ability to apply pressure by splitting up on gens usually outweighs a killers ability to apply pressure to all 4 survivors, not always but often enough.

You have a survivor slugged and you just stalked someone as Ghostface and now run for that survivor to slug to gain more pressure, now that survivor just runs straight and holds w without ANY loop or tile. You stil need around 20-30sec to reach and down him and in the meantime someone else just picks up that other survivor. That is not a map design issue dont know why ppl like you make it that easy to blame such a complicated issue with just 1 single thing.

I dont know why you say that I am applying to map design. Its the general game design that survivors are 4 ppl and meanwhile you try to chase down a survivor that others are free to do so what they want and therefore it can snowball out very easily. Unless you want to say that maps should literally be smaller then wreckers yard and if so then I heavily disagree, small maps are increadably unfun and not healthy for dbd.

My main point I am trying to make is that Killers need some kind of extra mechanic to reward or help applying pressure. Best example for injuring survivors. VHS also has a mechanic to reward the Killer with injuring survivors where they can build up a meter. Dbd needs exactly or something simiular like this.

The problem with maps is not only size, its also generator clusters, number of pallets and god loops, The Game is a very small map but the sheer number of pallets make it one of the most Survivor sided maps of all, Grim Pantry is a very big map with a very strong main building but the way gens can spawn in a huge cluster on one side of the map make it effectively half the size to patrol, Shelter Woods is inmense, almost as big as Mother's Dwelling but barely any pallets, almost no linked gyms and basement close to the center make it easy to win, once you get rid of shack pallet the map has nothing else to work with.

Size its part of the problem and making all maps smaller would create a huge problem with certain Killers, Blight, Spirit and Nurse are strong, you get one of those on a regular map and you have a problem, you get them on Coal Tower and you are toast, they can traverse it in literally seconds.

There are a lot of generators in too safe and/or difficult to reach places, too hard to defend them, for example the generator in the saloon of Dead Dawg Saloon is a lost generator most of the games, the same for the one in Thompson House or the ones in the second floor of houses in Badham/Haddonfield or the one in the house in Mother's Dwelling and to less extend the ones in the Dead Dawg gallows or the one in the Swamp pier. In my opinion none of the generators in the game should be safe to repair all of them should be in the ground level.

You're describing a map design issue again without knowing it. The entire reason you can't pressure 4 survivors enough simultaneously as you're talking about is literally because of map size and loop strength. If maps were smaller and loops not as unbalanced you could pressure 4 survivors at once if you were skilled enough.

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