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why did you go backwards on map balance?

Last year you (finally) fixed a lot of the issues players had with maps and for the first time some of these maps could actually be fun.

Now when you put out graphical updates you revert those changes. Groaning storehouse has a god window, coal tower has a god window, and now campbell's chapel has more badly designed windows.

It feels like a bait and switch. Like you changed the loops to garner some goodwill knowing full well you would bust the maps again when you did the reworks. It feels like after Midwich which itself was horrible with god pallets and those stupidly designed windows in the wall that the quality of maps has decreased drastically. There is no fun to be had in some of these maps now.

Is there new people on the design team? something isn't working. Somebody needs to take responsibility. I don't understand how anyone familiar with the mechanics of this game can design a map like midwich and then others can approve it. Imagine if Ford put out an awful car, people would be held to account. Imagine if McDonald's put out an awful burger, people would be held to account. These companies have a level of quality they find acceptable. Behavior interactive does not and Midwich is the evidence of that. Its like anyone can push out anything regardless of quality and its never reviewed not questioned.

Comments

  • AppeaseTheEntity
    AppeaseTheEntity Member Posts: 61

    Breakable walls are horrid

    The new graphics are infuriating, and yet they call them an improvement I quite literally cannot see survivors meters from me on autohaven

    I constantly get matchmade with PC players and all that they do is lag (perhaps lag switch) and my character model phases though them. I wish that I was exaggerating when I say this

    Playing Trapper today, majority of survivors escaped on the 1st or 2nd attempt (within 4 seconds) and I don't even think that the change is live yet. (can't wait for that)

    This game is becoming unplayable.

  • kaijudane
    kaijudane Member Posts: 139

    They keep making these changes and then changing the changes because the terrible combination of whiny players and streamers who have paid to have their opinions heard above others are given priority. 2017-18 was the last time I felt this game wasn't determined to undermine it's own premise. It's like the butterfly effect, the more they change the worse it gets.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    To be fair, the Main Buildings on MacMillan did not really have anything going for them after the Rework.

    Ironworks had a weak window.

    Storehouse had two unsafe Pallets.

    Coal Tower was made a Joke and did never need any changes to begin with, since it was considered the most balanced Map by many people, even before the Rework.

    Suffocation Pit only had one weak window.


    They added those Walls to make the structures stronger, while not making them unplayable. A breakable Wall in Coal Tower is still better than the previous versions (even tho, they did not need changing to begin with). If you struggle on MacMillan as Killer, this is a you-problem, not a problem of the Maps, the Maps are some of the most balanced Maps we have in this game.

    The only Map where I dont agree with the breakable Wall is Storehouse, since they removed the Pallets to give a one-time God Window, but thats about it.

    If you break the Wall, you will be completely fine on those Structures. And those 2 seconds will not lose you the game.

  • you can still make it around. its still a very strong window especially when combined with other windows in there.

    Now these maps are just no skill structures that survivors run to every chase, and as an m1 killer you have no counterplay other than to follow them around. I guess that's the point though, that's how the players want it, extremely safe and no skill required.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,270

    The Structures are weak when the Wall is broken. If you think a Window right next to a doorway is strong, then you are simply wrong.

    And if you dont break the Wall, then yes, the Window is super-strong, but it should be quite clear what to do in this case.

  • killers chase me and I can still make it around. Ironworks no because the opening is right next to the window, but with the others the distance is such that you can make it around

  • muleasaurus
    muleasaurus Member Posts: 5

    Agreed. They're removing pallets loops left, right and centre too.

    Breakable walls are great, then the killer kicks it through and you've lost yet another loop. I like looping as both killer and survivor, it makes the game fun.