God Loops and Dev Priority
Ok, the long and short of this is a question : "Why do certain 'god loops' still exist, despite how apparently easy it is to fix them?" Surely the devs can take the time to fix existing content in addition to making new content.
To clarify what I mean, there are certain loops in this game that some people call "infinites" (they're not) that can waste a huge amount of a killers' time, to the point where they essentially become safe zones survivors can run to knowing any good killer will not chase them through said zone. These loops are extremely long (long enough, in some cases, to break chase and reset bloodlust) and generally unmindgameable due to their length or position, and thus the only way for a killer to deal with them is to leave survivors be if they can make it to said loops. Them being Mindgameable is a big deal, because mindgames are the main way loopable killers mitigate the amount of time waste per loop. Mindgames function both for the killer and the survivor, and are arguable the deepest expression of mechanical skill this game has at the moment - to have that taken away is to deny both sides meaningful interaction, and condemns the killer to deal with unmitigateable time waste with no way to respond. These issues are obviously more glaring against killers who have no way to mitigate these loops (Pig, Ghostface, Wraith, etc....even Hillbilly).
I know these are not "muh infinites", so don't come after me with the dumb yarn of "B-but if you do the loop perfectly for three minutes, you can get a hit on a survivor!!". That's a stupid thing to do if you're playing killer, because three minutes will lose you the game for a single hit. Period. My point is that these loops end games, and know this, can force killers to cede chases, massively reducing the amount of pressure they can exert on survivors or certain gens depending on spawns.
I also know not to chase survivors at these loops unless they really mess up. I am not arguing about strategy to mitigate these loops that convey near complete safety, I am arguing about why they still exist. There should not be designated safe areas for survivors, especially ones that have generators in or near them. The conventional strategy should never be "That part of the map is so broken that you should implicitly know not to set foot there"
Furthermore, I know that there should be a mix of weaker and stronger loops in the game. I'm not advocating for nuking all strong loops in the game (Although I'd like it if Fractured Cowshed's numerous safe loops got nuked). Killer shack is a strong loop, it's fine and it appears on almost every map. I simply think there are massive, gaping holes in DBD's map design that can be exploited in a way unbecoming of a balanced game.
Some examples of "god loops", in my opinion, include
- The Ironworks lower floor window loop. It's quite long, not mindgameable, and can be milked three times before the entity blocks it, assuming your chase isn't broken for some arbitrary reason while looping it, in which case a pallet often spawns in the path of the loop as well as there being adjacent jungle gym tiles.
- Wretched Shop can spawn with two open windows facing each other, creating a loop that may as well be infinite, as it goes from two fast vaulting windows around the back of the shop with sometimes multiple pallets along the way or in reach. This thing may as well be infinite and there is nothing a killer can do to mitigate this on their own.
- Torment Creek has the same issue as Wretched Shop that turns the back third of the map into an absolute safe zone, even if only one window spawns on it
- Mother's House has some ridiculous window placements that can occur in the central building that only exacerbate the map's existing problems (Size, lack of cover around the central building, etc).
- Wretched Abbatoir's window spawn can range from strong to outright broken at times. Many God Window spawns.
- Lery's double window near the strong Library loop. This one can be mindgamed if the survivor is bad, but in my experience, good survivors abuse this to the point where I don't even check anymore.
- Remove Haddonfield please.
- There are definitely more that I see when I play, but these are the ones that I always look to exploit as a survivor and dread to see as a killer. Remind me of some more.
Keep in mind, these loops often can work in combination with spawned pallets and jungle gym structures that can further boost their strength.
My question, I guess to the developers is this : These loops seem quite easy to fix on their own. These loops are well known. Why have they not been addressed?
The devs have time to re-work Freddy Krueger and cook up a whole new map, killer, and two survivors for Stranger things, but they don't have time to tinker with the main buildings of a few maps? Am I really to believe that moving the Ironworks window over or stopping the Wretched Shop from spawning to adjacent windows is too much work for the developers when they have been extraordinarily productive in other areas? These problems are well known, and unlike other issues, the solutions seem relatively clear - why then, have they been left for so long?
The answer I expect is a bit disheartening. I assume they are going to leave these areas broken until some time in the long-awaited future where they finally "re-work" all the maps they have created, as they have done to Badham (which I have mixed feelings on, by the way). If this is the case, I fear that we will have to deal with (or enjoy) having areas of almost guaranteed safety in this game simply because the devs cannot bother to make minor tweaks to maps, instead promising "comprehensive reworks" to maps that perhaps will never come.
TL;DR : If the devs can pump out new killers and content consistently, why haven't they made minor mapping changes that could fix problems that have been known to exist for years?
With everyone talking about big, core issues, I think it'd be easier to ask for a change that is more easily fulfilled.