Killer Is Dead Pc Game Download

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Raul Herrera

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Aug 5, 2024, 12:42:09 AM8/5/24
to franedorsut
Whenit comes to maps in DBD, Dead Dawg Saloon is a map that's, for the most part, universally agreed to be a killer sided map. The primary reason for this being it's small size making for easy gen patrolling. Pretty often when I play on Dead Dawg though, I find myself questioning the sentiment that Dead Dawg is a very killer sided map.

Starting off, the map size. The small map size doesn't feel so much like it's a straight advantage to killer as a whole. What it feels more like is a way to level the playing field between movement based killers and non-movement based killers. The advantages of the small size kinda stops there though. If killers can get from gen to gen with relative ease, so can the survivors. There are some pretty long sightlines on the map too, so survivors have no difficulty finding where the gens are. The size also allows survivors to put off hook rescues for longer. A survivor can spend more time working on gens before going for rescue when the hook is just a brisk stroll away. The distance between pallets is never to huge either. Some of them aren't so great, but a solid handful are decently safe too.


This small size can also work to the disadvantage of a few specific killers. Survivors don't have to go very far to check The Pig's jigsaw boxes. They don't have to go very far to pick up the Lament Configuration. Pyramid Head's cages of atonement likely won't spawn very far from where a survivor is. You can disable a decent chunk of The Singularity's biopods at once with an EMP's radius.


Then there are the various loops and structures of Dead Dawg. Some of them can be kinda rough for killers, and some of the good structures are pretty close together. Main building and killer shack are just a stone's throw from each other. Killer shack is killer shack, and main structure has two strong windows and some decent pallets nearby. There are at least 4 pallets I can think of that are stuck in the middle of two long walls, which are pretty decent pallets. The Jungle Gyms in front of the saloon are no pushover either, survivor who know what they're doing can run you for a while at those, especially if you haven't broken the walls in them.


Speaking of breakable walls, this map has a lot of them, with quite a few being mandatory to break. The time that the maps small size would save you in the early game is instead spent breaking these walls.


I think Dead Dawg is one of most killer sided map. I genuinely don't remember ever not getting at least a 3k on this map unless I was against some really cracked survivors that would have beaten me much quicker on any other map. I also don't remember escaping much on it against decent killers as survivor.


Main building and shack are pretty close but that's only because everything is pretty close, they're not easy to chain in chase and the shack is probably the weakest in the game because of the breakable wall. Same goes for the main building, only good survivors can loop a decent killer there once the correct walls are broken.


The arguments I've seen of people saying it's not killer sided are that good survivors can loop this and that and make it very difficult for the killer to catch them, but that's true of every map (and quite normal in my opinion, a really good survivor shouldn't be easy to catch).


The killer sided-ness comes, imo, from killer perks, especially of the exposed and ren-regression type. You'll pretty much always make a scourge hook, the detour to eruption, pop, CoB etc. a gen is always rather short and jolt usually hits more than one gen - and if survivors are exposed they will rarely make enough distance initially to outrun exposed and the map is too small to reasonably out-hide exposed while also progressing the objective in any meaningful way; you will find them.


Plus, guarding hooks and interrupting resets is insanely easy as well -- and while you talk about Pheads cages spawning close to other survs; chances are you too can see the cage (or don't see it and thus deduce its location) and have a very easy time tunneling the just uncaged surv since they don't have any of the unhook benefits. With extra range it's even possible that a Phead M2s someone the moment they get uncaged.


While main is rather safe for survs, gallows is usually unsafe. - And while houses has a lot of walls, some of which need to be broken and thus make a good location to take a killer there are also 3-4 gens in those structures so you'll probably run the killer into one of your teamies, halting gen progression and potentially giving a free hit, depending on how aware the teamie/killer is.


First, survivors get a free generator, it's practically impossible to defend the generator in the saloon (same as the generator in the Garden of Joy house) it's just a waste of time to fight for that generator. The main building is TOO strong, too many escape routes, safe windows, strong pallets and outside there are other quite strong pallets. The part of the buildings with the walls to break is a big waste of time even if, allow, some mind gaming.


Generator spawning is also a big deal. Of course, sometimes a very close 3 gen cluster happens but, sometimes, some gen are on elevated platforms as spawns and offer immediate escape routes and can be repaired very easily


The only thing I like about this map is the shack with the breakable door. All killer shack should look like this and, I think, this is the real reason why the map is considered by many "killer friendly"


However, the corner that is weaker is always the same. Meanwhile the rest of the map has chainable strong tiles and an excellent main building. It's a fairly consistent map to run killers on, because the amount of rng at play is very minimal. Not to mention how some gens are practically free for the survivor when it comes down to a 3 gen situation.


Main building - survivor sided, decent looping potential, line of sight blocks, moderately difficult for M1 killers , okay for anti-loop killers & trap killers, multiple exhaustion procs for survivors (head on, balanced, lithe), and a high priority gen with good line of sight to pre run.


Maze tiles opposite shack - highly survivor sided, a lot of line of sight blockers, pallet loops into pallet loops (most safe some not), a lot of breakable walls to go through to make it slightly killer friendly.


Overall assessment - Killer dependent , SWF advantage overall, macro play required from both sides, killer needs to be selective about chases, survivors need to prioritize high value gens in early game.


If survivors keep the gen in the main building for the end, then the map isnt killer sided at all. The gen is extremely safe and survivors can loop the killer for a very long time around that building.


The only thing that can put survivors in danger on that map is other survivors, which do that gen first, because its safe. A surprisingly high amount of survivors tend to play suboptimal by completing the safest gens first and keeping the more dangerous ones for the end.


Smaller maps mean less time on generators as well. The town is very strong loops back to back. The main building has several looping iterations that are strong. Kill shack is planted right in the middle of the map. And the desert area has three to four safe pallets.


It's oddly balanced in our opinion (though we personally hate it aside from aesthetics). The main building is super safe if survivors know how to run it while it and the "town" needs prepped by everyone but nurse unless they want to spend a lot longer in chases. That said after everything is done it's a small open map with few safe place to loop except the saloon.


Killer sided if main building generator and hangman generator are done at first (it happens very frequently) if one of that generators, specially the main building one, is left as one of the last three gens when there are only one remaining the map is survivor sided. In other words, the map being killer or survivor sided depends on the survivors and which generators they repair at first. The generator in main building is one of the hardest to defend in the entire game.


Dead Dawg has some things that are horrible for killers but also some redeeming qualities that can make it a very favorable map for killers if played right. The main building should be avoided at all costs. It is a huge time waster and cannot be disarmed. There is also the possibility of spawning some nasty set ups next to it.


But it has a pretty weak shack (breakable wall mostly disarms it) and despite how it might look, the map is actually pretty small and there are a lot of areas, that you don't have to care about. Some places only have very few pallets and it really hurts once they are gone. There are also thick grass for Trapper and Hag, good 3 gens for pretty much any killer, very consistent and manageable collisions for Blight and Billy, chances to break line of sight for stealth killers, favorable basement spawns for any killer, mostly mindgameable pallets for M1 killers and 1 very unsafe gen against ranged killers at the gallows. All in all, Dead Dawg Saloon can work in your favor, if you are able to play to its strengths.


It's way too easy to defend generators on the map and most of the time you can secure a 3 gen no matter what part of the map you're on since you're always passing by generators near the center when patrolling. You have to somehow get into a really long extended chase to lose a gen in the middle roads or just get the worst RNG in the map where everything spawns out of sight.


One thing I'd like for the map is for a new tile to be added on the corner that's almost always a dead zone and for generators to be moved around a bit. I'd like the gallows and saloon ones to stay where they're at though.


They seem to have this map design where they make most of the map suck for survivors, but give them such an OP main building that you literally should just immediately abandon chase if a survivor gets to it, thus creating these stupid long games. Better to nerf these main buildings and spread the "power" around the map of how strong the structures are, rather than having one single powerful structure.

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