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Why Are the Most Broken Maps Not Changed First?

I’m talking about:

Haddonfield: long fences make it impossible to catch a survivor or almost impossible due to poor design.

Mount Ormond: You know it’s sad when the only pallet that has mind games is the shack pallet.

Midwich Elementary: Surprisingly poor design for a new map. Unless you’re a stealth killer, Billy, or Legion, you’re gonna be running around the hallways and never catching up to a survivor unless you catch them off guard. If OoO is being used, you might as well not even try chasing them.

All the Autohaven maps*: Zero mind games on most pallets. You pretty much have to circle the pallet until the survivor is forced to drop it.

*Yes I know they closed the window off on Wretched Shop, however, the unmindgameable pallets are notorious on those maps still, along with the broken car-crane loop that might as well be a Haddonfield fence.

Asylum: Asylum windows are still open. Two pallets in the middle did almost nothing, the main complaint about the building was ignored. The broken wall window linked together with the green dome window make it an infinite and you cannot keep chase until both windows close off.

Did I miss anything? It’s so easy to notice how broken mechanics in the game are when you take a break.

Comments

  • Speshul_Kitten
    Speshul_Kitten Member Posts: 1,861

    Also I’d like to point out that the devs “took a step back” to change Pyramid Head because he wasn’t “fun” to play against and wanted to make him more “skill based.” I’m gonna go ahead and ask, why didn’t you change Midwich if it isn’t fun for Killers to play on? You might as well since you revisited the Silent Hill chapter like you said you did.

    Kinda reminds me of how PGTW got changed but not DS.

  • ZaKzan
    ZaKzan Member Posts: 544

    The devs don't play the game and they don't listen to the playerbase, so they have no idea what needs fixing, that's why we get random fixes to random maps perks addons instead of the issues that players complain about.

    Be sure to check out the new Feng skin on the shop though, it's on sale right now!

  • xenotimebong
    xenotimebong Member Posts: 2,803

    Fractured Cowshed. Shack into safe pallet into long wall jungle gym into safe pallet into another long wall jungle gym... uuughhhh. If I get one kill on this map I’m happy. The survivors have to really ######### up to lose on it. And if I get this map as survivor I know it’s a win if the killer chases me, and the chases aren’t even fun since you don’t need to entertain mindgames, just chain tiles and you’re almost completely safe.

  • ZaKzan
    ZaKzan Member Posts: 544

    That actually has something to do with the algorithm the devs designed to generate tiles. Every tile has a certain strength number associated with it, and all maps add up to the same number. The issue with this algorithm is that it does not take into account adjacent tiles, and the metric it uses to determine the strength of a tile is flawed. So you get absolutely broken chains of strong tiles that survivors can easily run killers for 5 gens on.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    I believe the nest realm to be looked at would be Azerov (autoheaven)

    Other then that I have no clue what the devs are planning...

    But a few possibilities would be:

    Deathslinger

    Demogorgon

    Clown

    Huntress

  • xenotimebong
    xenotimebong Member Posts: 2,803

    Yeah, I know, it just seems especially bad on that map. Other corn maps don’t have the same issue in my experience, even if they have issues of their own. I don’t think I’ve ever seen a single Fractured Cowshed variation with bad RNG for survivors.

  • UseTheValve
    UseTheValve Member Posts: 350

    Also you are not talking about the extreme low performance on Midwich? This maps on my PC is 40-50 FPS lower than every other map, including the reworked maps, makes no damn sense.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,801

    I'd love to disprove the theory that if you're not Billy or Leg or sneaky killers on Midwich you're stuffed; Hag eats ass here, as does Freddy. Clown lacks his usual pressure but the inability to avoid his gas makes him very very strong in a chase. Pyramid Head is also strong because of the long hallways; avoiding torment is a pain in the arse, and you just run in a straight line so his POTD can catch you easily.

    Finally, Nurse; imo this is her best map in the entire game. You can reach anywhere on the map in 2 blinks; one to the courtyard, one to wherever you need to be. Hallways are straight lines so that's some easy blinks right there. They doubled back? If you're upstairs that's a bit problematic but if you're downstairs what are they gonna do? There's 2 deadzones on this map; the clock tower and that one hallway. But that doesn't matter because in the hallway just follow on foot then blink and they die. The clock tower is a lot more problematic but a good nurse knows where the dead zone ends and blinks to the start of it again before the survivor gets there, catching them out and killing em.

    Midwich isn't as bad as people make it out to be. Pressuring gens is a pain in the arse but chases are often so short it doesn't matter. Even a Huntress or Slinger can do well on this map due to the hallways; good luck dodging their hits, ESPECIALLY with Huntress' bus-sized hitboxes.

    Agree about Ormond and Haddonfield though. Don't like those maps at all (unless I'm Nurse or PH; favourite map as PH and 2nd favourite as Nurse).

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    Well at least Autohaven might be next and Asylum and Haddonfield are close. Assuming they go in order next. Unfortunately Ormond is gonna be awhile. And I never had to many problems with Autohaven.

  • NursesBootie
    NursesBootie Member Posts: 2,159

    They created an infinite on haddonfield in the last update. Not an annoying window like old ironworks. An actually infinite. I actually dc hafdonfield rn.

    Ormond needs a few small tweaks and it's a good map, survivor favored tho, but that's fine. They added nice, snowy footsteps, pretty fun.

    Midwich is BS for both sides, entire rework please.

    Autohaven maps got a few small buffs, please give them tweaks that remove deadzones, but at the same time remove the new god windows.

    Asylum is busted. An insane main building with huge deadzones around it. Make the map considerably smaller and weaken the main building, GG.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    The developers like to make changes in thematic lumps rather than... Well, on a more normal and rational as-needed basis. Plus, there's the fact that the absolutely kowtow to the kill/escape stats and ignore almsot everything else, so they probably don't even think any maps are problematic even though you put 2 evenly matched opponents in the same map 10 times and you'll have a clear [blank] sided map.

  • Zani22
    Zani22 Member Posts: 444

    There's a certain setup on Haddonfeild where on top floor myers house the windows to the balcony are not boarded these double windows are very unique as either pane of the eese windows can be vaulted thus meaning unless you are bamboozle user or litteraly ######### as once of the theese panes become blocked you just vault the other one.

    It's really complicated to explain but I have below a few pics which I have anotated to explain once again but easier

    ^^^ area in blue is what splits the window into 2 vaults this is repeated on this window is repeated on the other side.

  • Golden_spider
    Golden_spider Member Posts: 587

    cries in Mother's Dwelling as a Killer with no mobility

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    A fellow mobile gamer. Yeah If survivors go to that house I see if I can get one hit then leave. I've ran to that house and Clown and Doctor have had some success there.