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Badham Preschool needs changes

Revolver_Ocelot
Revolver_Ocelot Member Posts: 92
edited September 2020 in Polls

Just finished a few matches on the Badham Preschool maps and they are ATROCIOUS to play on. Sure, they LOOK aesthetically better, but they bring more problems to the table (the most notable being lag and frame rate drops). Not only does the amount of pallets seem unchanged, but now there are too many breakable doors that HAVE to be destroyed that only hinder the Killer (crappy placement). On top of that, the foliage around the map has been raised high enough to obscure 40% of the map from a distance. As if locating Blendettes wasn't hard enough already, we have to deal with Vietnam conditions and NO LIGHT!

Poll: Who would approve of these changes?

-Significantly brighten Badham Preschool realm

-Move breakable doors/walls to better locations or reduce amount of pallets

-Lower or remove foliage

-Slap a reflective vest or bright patches on Blendette's wardrobe options.

Comments

  • Blazelski
    Blazelski Member Posts: 351

    I approve of the first and the last. Stealth should be somewhat viable for everyone, not just Claudette, that's my opinion. However, I promise the breakable doors are inconvenient for survivors too, and they can't remove them.

  • Adeloo
    Adeloo Member Posts: 1,448

    i would just change the main building to have only one breakable wall instead of two ^^

  • DerZuntor
    DerZuntor Member Posts: 293

    They should change some breakable walls

  • Fog_King
    Fog_King Member Posts: 688

    The doors in the school end up being much better for the killer. I played on the same and had read the killer shouldn't destroy them and I didn't. The survivors felt trapped, not many ways to go and I downed a few of them easily.

  • 0mikeya0
    0mikeya0 Member Posts: 220

    I'd remove the breakable walls all together not a fan... just a totally unnecessary change

  • Seiko300
    Seiko300 Member Posts: 1,862

    I'd be more of a fan of breakable walls if the way they were balancing the mechanic was slightly different. When we all first heard breakable walls we thought it was going to be a way to shorten pallet loops and cut down the strength of certain window loops. Instead what we ended up getting is a breakable wall placed where there would NORMALLY instead be a doorway, doorways which are typically necessary for a killer to use to avoid vaulting a window.

    So instead of what we might have had which was a window next to a doorway, survivor vaults the window as per normal, killer avoids the window going through the door and that slows the killer down a little bit but the chase continues maybe that's enough time for the survivor to make the next loop, maybe not.

    Now what we have is a window and a blocked door, or "breakable wall" and you either take the time to vault the window or take the time to break the breakable wall. Either way, you're going to lose enough time that there's no longer a "maybe" that survivor will for sure make it to the next loop even if it's far away. Both actions waste enough time that they'll gain a significant enough distance on you to get to safety, it's only not a super big issue because most killers have tools to deal with this: Nurse can just teleport through, Spirit can Phase, Hillbilly / Oni / Blight can Chainsaw Sprint / Demon Dash / Lethal Rush, Huntress and Deathslinger can use their ranged abilities to hit through windows, etc. But for those that don't have those tools it can be rough.


    I like Badham, I think the changes were good and I think most of the breakable walls placed in this map make sense (blocking off the elementary school side entrances are huge changes and basically cut off a super strong loop for survivors entirely). But I still see a little bit of this fundamental mistake here and there of just putting breakable walls where doors would have been, in some cases like the elementary school it's for the better and for others not so much.

    Either way it doesn't shift the gameplay as much as I'd have hoped a mechanic like breakable walls would have done. Although don't get me wrong I think there's enough potential in breakable walls that they should continue to tinker around with it on different maps and figure out how it works best, I just don't think they know how it works best just yet. Although I think what I've seen from Badham is a step in the right direction, but maybe I just haven't played enough on all the variations to see any flaws in the new map design.

  • Blazelski
    Blazelski Member Posts: 351

    Ideally breakable walls/doors would overall be about equally inconvenient to survivors and killers, possibly slightly favoring killers. I actually think it's closer than I would have expected the devs to be able to pull off. The elementary school doors, for instance, can be bad for both sides, but are worse for survivors so you usually want to leave them alone as killer. The breakable wall in the middle of the top floor of the long "basement house" is, in my opinion, a breakable door that is pretty balanced, but probably slightly worse for killer than for survivor, so might be best to destroy. And then there's the breakable wall on the side of the two-story house, which seems to just be a benefit for the killer, at least in certain map configurations. No real reason to destroy that door unless you're feeling masochistic.

  • Seiko300
    Seiko300 Member Posts: 1,862

    I agree with most all of this, although I do want to expand on one thought in my original post which I think I didn't clarify enough.

    "Either way it doesn't shift the gameplay as much as I'd have hoped a mechanic like breakable walls would have done." To restate I meant this in the sense that placing breakable walls only in places where doors would have normally been doesn't change anything significant about gameplay.

    So to expand on that idea, breakable walls don't really actually change the flow of chases they don't significantly change the traditional pathing and routes survivors and killers take in the game. Because again, these walls are just closing off routes that used to be open for four years or whenever that map or tile was first released or last changed / reworked. For new players who are just joining now or who will join in the future and find maps filled with breakable walls these might be significant mechanics, but for those (veterans) who have been running these tiles for a long time this isn't a significant change at all. Or rather again, not significant enough, it doesn't change "as much as I'd have hoped a mechanic like breakable walls would have done"


    But again, I agree with you I think the breakable wall placement in Badham is pretty good and a step in the right direction. (If we're assuming they're sticking with the idea of restricting breakable wall placement to what were previously doorways. These might not be the most interesting places to put them, but they do kind of work and I see the sense behind it.)

  • doitagain_
    doitagain_ Member Posts: 723

    The breakable walls in Springwood are perfect. The only reason survivors aren’t happy is because they can’t loop the white picket fence anymore.

  • azame
    azame Member Posts: 2,870

    Gonna stop you there there is barely any pallets and they are unsafe. Not to mention they SHRUNK killer shack.

  • TsukiYurei
    TsukiYurei Member Posts: 103

    I really disagree.

    From someone who plays both sides and played horror games for many years.


    This map is perfect sense of horror and ambience of fear.

    Its fair for both roles survivor and killer and brings a different style of map for once.

    Unlike nonstop Coldwind farm maps which are one sided and boring.

    I appove of the silent hill map and I for one hope we get more from the franchise in map sense and killer aka bring Silent hill Nurse.

    (Survivors wouldn’t want to shine a flashlight on that nurse instant death)

  • Blueberry
    Blueberry Member Posts: 13,671

    Did you finish that video to corroborate this? I still feel the opposite and I'd like to know if I am actually incorrect.

  • azame
    azame Member Posts: 2,870