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Haddonfield still has infinite loops.

While they are few and far between, occasionally the random nature of the window spawns leads to situations where infinite loops occur. The biggest offender is the building with the basement. I've seen matches where there are 4 windows in and out of the place. Experienced survivors can alternate between windows using both staircases and never triggering a window block.

The other situation that I've noticed is rare cases when a staircase window appears in one of the white houses. When this window halfway up the stairs coincides with the addition of another window down the hallway on the 2nd floor where the survivor doesn't have to zig zag into rooms, an infinite (or perhaps near-infinite) can occur if the windows are alternated and the survivor uses the correct entrance into the building again.

In practice most survivors don't alternate these loops perfectly, but I have seen it happen. I just hope that Haddonfield gets some priority when it comes to all the map reworks up and coming.

Comments

  • swager21
    swager21 Member Posts: 1,019

    its so frustrating not being able to catch a survivor just because of one loop. and dont get me started if they have balanced landing

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    And they’re still some of the worst maps in the game despite being reworked twice.

    I think people are going to be extremely disappointed when Haddonfield gets updated.

  • Doomsaki
    Doomsaki Member Posts: 152
    edited March 2021

    Using the previous set of urban map reworks, most of the near-infinites are going to be solvable through kickable doors. Unlike the desert map and Bedham that have 1 primary point of interest, Haddonfield has multiple near-identical buildings that will likely need door kicking. It still helps tremendously, but Haddonfield is a favorite for early game gen-rushing because there are so many indoor locations that can be traversed.

    Personally, I think the map would benefit from slightly more spacing between buildings, but keeping the map size the same by eliminating some of the edge of map fences (buildings would be the literal corner of the map). Against efficient survivors, you have to eat one series of nasty loops (or kick a bunch of doors post rework) and then repeat the process as they run towards another building. This is how you get 3 gens popping before a survivor is downed at the start of the game.

    Less automatically guaranteed multi-building loops would be a good thing in tight chases. Such multi-building play would be better reserved as a reward for skilled juking where the killer loses track of a survivor indoors and gets a sizeable head start as a result.

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467
    edited March 2021

    I started thinking about that when The Game was reworked and turned out to be absolutely terrible. What if we finally get what we've been asking for, and turns out that the map is even worse?

  • DwightFairfield
    DwightFairfield Member Posts: 1,246

    because if Haddonfield becomes worse the game will ######### die

    killers will stop playing because mostly everyone is going to bring the offering and be toxic asshats, then survivor ques will shoot up, so survivors will stop playing, and then the sweatlords who kept bringing the offerings and being toxic will come to the forums and ask "is the game dead?"

  • Dizzy1096
    Dizzy1096 Member Posts: 918

    Well look at Badham's first rework in 2019 and then the graphics update in 2020. Not that much changed to be honest. Kind of less random pallets but all the usual safe zones still exist, now with breakable walls. The school itself is still 2+ minutes of shift+w chasing. The long fences which everyone hated have still made it through 2 reworks. Then you have groaning storehouse where they opened one window that was previously closed, and strengthened one window that was previously nerfed.

    I don't expect Haddonfield to be much different. Breakable walls will be added of course. Aside from that a few little changes maybe but I'd bet all of the same problems exist just looking at all their previous reworks.