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badham needs a rework

dannyfrog87
dannyfrog87 Member Posts: 568
edited July 2021 in Feedback and Suggestions

that map still sucks on window looping and the lag especially using myers with such a weak power. can say i dont miss this map. that is all

Post edited by Gay Myers (Luzi) on

Comments

  • Zarathos
    Zarathos Member Posts: 1,911

    Don't forget them breakable walls got love them time sinks.

  • Predated
    Predated Member Posts: 2,976

    What do you mean? There is at most 2 walls you need to break on badham. Heck, the breakable walls on badham remaining closed is in general a bonus to the killer. The only killers that benefit from breaking all the walls are killers with speed and mobility on their side.

    Dont use Myers' current state to blame maps. All Badham maps are quite balanced. Myers' will likely receive a buff. Reworking Badham based on Myers would end up with Badham needing a rework again after the Myers buff.

  • dannyfrog87
    dannyfrog87 Member Posts: 568

    balanced. my ass .... able to infinite windows lower level jump from the top floor. likely receive a buff quit defending bad map design badham school iv i think was its a name for myers was a nightmare no pun intended but hey .... the map 2 times in a row i was like ######### .... not to mention breakable walls instead of an area i could walk through or should be able too without breaking a wall. and oh these latency issues where survivors go flying like they are skidding across an ice rink. an arena to where im like where the f is the survivor oh their lol .... dont say "micheal will likely" recieve a buff to justify this ######### with no proof other than a blanket statement. proof??

  • dannyfrog87
    dannyfrog87 Member Posts: 568

    yeah and missing hits due to latency and survivors glide sliding across the floor to where im like ######### lol. only came back for this event man its a mess the frame dips to lol

  • Laluzi
    Laluzi Member Posts: 6,226

    It's pretty terrible. There's pallets and strong tiles everywhere and the gen spread is all over the place, so clearing one part of the map doesn't do much to help you when there's only one or two gens per area. Worse, almost every occupied part of the map is good for survivors and has some kind of strong structure to loop. The last time I played this map, when I went to protect the last gen, there were 4 pallets within a 20 meter radius of it. It was obscene.

    You also need to pray that the basement ends up in the main building, because if it doesn't, it's extremely difficult to down someone in the basement and then get them to a hook in time. There needs to be a hook down there, similar to Temple of Purgation

  • Predated
    Predated Member Posts: 2,976
    edited July 2021

    There are no infinites on Badham. You cant vault windows if you're staggered. And if you want breakable walls gone, you would need the breakable walls in the main building gone too. You know how long the average loop of the main building is without the breakable wall? 2 minutes. You know how long the average loop of the main building is WITH breakable walls? 45 seconds.

    "but boohoo, I now have to spend 2 seconds kicking a wall in a location that used to be a killer favored loop".

    Either both loops are balanced, or neither are. Do you really want consistent 2 minute loops back just so you dont need to spend 2 seconds kicking a wall?

    And michael will very likely recieve a buff. its not a blanket statement. As for the proof:

    ALL THE OTHER OLD KILLERS, EXCEPT FOR TRAPPER AND MYERS HAVE BEEN REWORKED TO FIT THE CURRENT META MORE. TRAPPER AND MYERS ARE THE ONLY 2 FROM 2016 THAT DIDNT RECIEVE CHANGES.

    The very likely recieve a buff, is not about IF, but about WHEN. He will either get buffed with 5.2.0 or 5.3.0.

    Post edited by Gay Myers (Luzi) on
  • dannyfrog87
    dannyfrog87 Member Posts: 568
    edited July 2021

    you dont know that he will get a buff. no one does unless they come out and say it. the map is strong for survivor with the windows and pallets i could do very little as myers aside from get ran around the whole time badham always has been survivor favoured still hasnt changed. 45 seconds is a long time especially with slower killers and no mobility like billy. etc in tier 1 power myers. grow up yourself. whats to grow up about when all i said was it needs a rework? it is a blanket statement no evidence whatsoever. all you are doing is assuming just to push merit towards your "badham is balanced" peace out.

    Post edited by Gay Myers (Luzi) on
  • dannyfrog87
    dannyfrog87 Member Posts: 568

    i noticed its a mess i was like #########. i knew it was going to be a badtime i wasnt wrong lol. needs a rework basically

  • Snowbawlzzz
    Snowbawlzzz Member Posts: 1,419

    Stop lying. There is no infinite and I'm sick of people pretending there is. There's TWO rings around the garage loop IF you're running balanced landing. Otherwise there's one, because you have to use the pallet to make up for the stagger.


    Sick of killers acting like their world is crumbling every time there's one good loop on a map. If I can do it with Clown, so can you.

  • Zarathos
    Zarathos Member Posts: 1,911

    So in general you need to break 5 walls all spaced out decent distance so its gonna lose you a lot of early game time to break them all or slow down your chases quite dramatically if you need to break them during chase bar using wall breaking/ignoring killers. The wall by one of the doors by the exit gates, the two leading up for time efficiency as killer, (time spent traversing faster is worth more to you then the survivor having more maneuverability). The two middle doors so the vault doesn't horribly impede your ability to keep up with the survivor's. A lot of these ways to turn the doors on the survivors requires massively inefficient play on the survivors part which is just unrealistic past a certain point.

  • dannyfrog87
    dannyfrog87 Member Posts: 568

    its always like that relying on survivors to make mistakes if they dont well we all know how that goes .... if rng etc is in their favour killer with no mobility is going to get flattened. wrecked lol

  • Zarathos
    Zarathos Member Posts: 1,911

    Lose to a survivors well timed pallet drop or exhaustion perk use fine fair. Lose to a breakable wall or blatantly unfair map rng no that's a pathetic excuse. This isn't a survivor having poor reactions or tight core gameplay its beating your opponents with the very basics map knowledge which as far as skill expression goes is an utter disgrace.

  • dannyfrog87
    dannyfrog87 Member Posts: 568

    yeah as survivor i can win based on map knowledge and depending on the rng. i know the killer cant do ######### unless high mobility or power spirit billy nurse etc. shouldnt be like that but it is

  • NekoTorvic
    NekoTorvic Member Posts: 778

    I am glad I barely see Badham these days. I'll be happy if I never ever see them again. They're awful.

  • nursewannabe
    nursewannabe Member Posts: 1,075

    I gladly take badham to any indoor map

  • DudelPumaAce
    DudelPumaAce Member Posts: 305

    autohaven maps, sheltter woods, yamaoka (oni map), need a rework

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    Badham is the worst map in history of DBD

  • lemonsway
    lemonsway Member Posts: 1,169

    All the Maps need a rework, not just a visual Update...

  • Predated
    Predated Member Posts: 2,976

    There isnt a house of pain in badham, just you being unable to mindgame a survivor in there. No god pallet in there either unless you play T1 Myers, but any pallet vs a T1 Myers is a god pallet.

    Solo gens are the worst to fix, as you can at best fix it in 60 seconds with the best toolbox, a teammate with prove thyself next to you and you having perks to speed up the gen. No god pallets there either.

    The house doesnt have strong windows at all. The one on the top floor? Just fake em into the drop and you can hit them before they can run, unless they have balanced landing(which barely anyone runs nowadays). If you think the drop down in that house is strong, you're simply not good enough as a killer.

    The fence in front of the school is laughable. Even Myers can deal with it quite succesfully.

    There is only 1 god pallet underneath the school, 2 cannot spawn. There might be 1 god pallet upstairs, but if you learn to lunge, you can actually get over the hole and surprise survivors.


    And you complain about killer shack? jesus christ, you're a baby killer if you complain about the existance of killer shack.

  • Predated
    Predated Member Posts: 2,976

    I literally stated you need to break 2 at most. Why would you break all 5 of them when 3 of them are in your favor?

    The blocked doorway leading to the vault at the school, you want to keep closed. The faster the survivor can vault, the more distance they create.

    The blocked doorway on the opposite side of the school, you want to keep closed, it's pretty much a survivor in a corner leading to a free hit, only open it if there is no basement and you need to hook someone.

    The blocked doorway in the middle of the house of pain, you want to keep closed, it cuts of a very strong loop. If this door spawns on one of the exits, yeah, it needs to be broken

    The only remaining doorway is the one in the loopable house, which is the only one that always needs to be broken.

    So that's 1 door that must be broken, and 1 that might need to be broken. You spending any time breaking the other walls might be the reason why this map sucks from your perspective. Breaking all the doors just because they can be broken is like survivors getting to second stage after failing to escape just because they can escape.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
  • Predated
    Predated Member Posts: 2,976

    I have played this game long enough to know what's coming up. Besides "https://www.licenseglobal.com/video-games/creative-licensing-announces-new-game-deals" BeHaviour has renewed their license with the Halloween franchise. Why re-license when the map and killer are not being worked on?

    Again, not a matter of "IF" just a matter of "WHEN".

    Also, Billy having no mobility? I mean, you do realize he's still the second fastest killer to cross the map, right?


    And yeah, Badham is balanced. You're not supposed to get a 4k in every game you play, nor are survivors meant to escape every game. Maps are sometimes in your favor, sometimes against your favor. Badham is a map that's a tiny bit against you(1-3 have an average of 2.6 kills in red ranks I believe, Badham 4 has an average of 2.2 kills if I remember correctly). If a 2k is a tie, then yeah, the map is very balanced.

  • Predated
    Predated Member Posts: 2,976

    Badham 4 is, but Badham 4 is still balanced. The average killrate is still in favor of killers. Once the killrate is less than 2, then it's truly in favor of survivors as that means 3 survivors escape more consistently than a killer killing 2 or more survivors.

    You're being selfish by assuming a map isnt balanced unless you consistently win.

  • DelsKibara
    DelsKibara Member Posts: 3,127

    Honestly the one thing I wanna change about Badham is having it only have ONE variation. Imagine you spawn at the end of the road. The two story house should be right next to you. Moving forward from that is the school.

    To your left is Killer Shack, and moving forward from that gives you the God House with the basement.

    I'm only saying this variation because it's the most fair in terms of tile placements that doesn't completely ######### over both sides.

    I forgot which variation this is, but it's the one I found to be the most balanced for both sides in terms of fun and kills alike.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082
    edited July 2021

    It has three very powerful loops the Preschool, two story house, and house of pain. Some of the best in the game. School an infinite. Not to mention many pallets in-between that allow for safely reaching the next loop. One brutal set up was House of pain into pallet, into shack, into more pallets, and to top if off went into the two story house. And that's normal. Gens are spread far apart and in positions with many escape routes. And good stealth. And I'm so selfish because I escape on this map every time just did it against a Hillbilly and Deathslinger. And once again kill rates said Nurse was the worst killer in the game and Pig and Doctor some of the best. In a game of Meg Heads and Blendettes. Badham is easily some of the best survivor maps in the game.

  • Predated
    Predated Member Posts: 2,976

    2500 hours, the "house of pain" on badham got nerfed quite hard. Only 2 windows open, instead of 5. Only 1 pallet, instead of 2, not all doorways are open. That is why the house of pain was called the house of pain. Badham does not have this house.

    And yeah, you dont NEED to break the pallet downstairs to get hits/keep chasing the survivor. It would be in your best interest, sure, but many killers can deal with that pallet. So its not a god pallet. A god pallet is like the one in shack. Where you absolutely NEED to break it unless you're doctor or nurse(or a very skilled deathslinger with the right addons). Or the one in Lery's where only Nurse can deal with without breaking it. The one in Badham? None in the house of discomfort. Besides, I never said the house ISNT strong, just that its not "extremely strong", but calling it a god pallet is definitionally wrong. It's a very safe pallet that you would want to get rid off asap as it tends to extend chases more than reduce chases.

    And yeah, that house with a solo gen has only 1 decent window, that loses all value once that wall is kicked(the only wall you need to kick in all variants). The drops? actually killer sided drops. If you struggle with those drops, you're the type of killer that vaults through a window because the survivor did. You dont follow them down the drop, you bait them into the drop and drop down the stairs yourself=free hit. Start thinking in the 3rd dimension, dont keep thinking in lines.

    And also yeah, survivors need loops. There is a 1v1 and a 1v4 aspect in this game. Ignoring the 1v1 aspect because of the 1v4 aspect is terrible game design. Killer shack is balanced as its compensated with at least 1 deadzone. If you want to nerf killershack, you need to start adding a ton of pallets in dead zones to compensate. So you complaining about killer shack does make you a baby killer. And honestly, I dont really care to watch entitled killer mains who complain about every single thing that's designed to be used against a killer, while still using perks like Pop and Ruin. "but I need Pop and Ruin otherwise the game goes too fast" yeah, just like survivors need structures and loops so they dont die too fast. You seem like the guy who consistently tunnels out a survivor because "it's neccesary" even though there are 5 gens left. You seem like the kind of guy who cried when Mori's got nerfed. That's boring content. And yeah, it's perhaps a bit insulting, and yeah, mods on this page might remove some sentences for future readers(which is fine), but you're not experienced enough to put your skill where it's needed. You still have tunnelvision(not tunneling, just that you ignore your environment in chase).

    In short: dont judge things based on your lack of experience.

  • Predated
    Predated Member Posts: 2,976
    edited July 2021

    1* powerful loop, which is the pallet downstairs. 1 very annoying loop which is the car. The rest isnt really that powerful.

    The house of pain isnt the house of pain. Look at the variant that is on Haddonfield. THAT is the house of pain. Badham has the house of discomfort.

    Two story house has 1 powerful window that is 100% negated by breaking the wall, the rest is only favourable if the survivor runs Balanced landing.

    School has no infinite. If you think it's an infinite, you're not thinking outside the box.

    Genspread is fine, you're not supposed to stop 5 gens. Anyone thinking they need to prevent all gens are people wasting their time. All you need to do, is make sure that any generator done is outside your chase zone. You have 4 potential 3-gen scenario's and 2 potential 4 gen scenario's depending on gen spawns. You dont want to loop at the school if there are 0 gens there. You dont want to loop around the house if there are 0 gens nearby. The less gens are left, the less you can afford to leave that area. You leaving that area is you voluntarily removing your pressure to a different part of the map, and then being surprised survivors took advantage of that.

    You're cherrypicking statistics here. I'm using red rank specific statistics. You're using global statistics. Badham starts being a problem once there are 3 optimal survivors being on comms, which, FYI, is a rare occurance. 95% of the time, you're facing 3 people after a long workday drinking some alcohol with friends while playing games rather than a 3 man death squad. Just like 95% of the time, you're not facing a tryhard competitive Huntress.


    Yeah I would rework and balance maps differently if I were in charge, but that doesnt take away that for more than 90% of your games, those maps are balanced. Solo survivors cannot communicate that they are in chase untill they have been hit. Solo survivors cannot communicate the killer has dropped the chase untill their teammates hear the Terror Radius(if there is a TR at all). 2 teams of duo survivors cannot communicate their plans to each other. They cannot know if their teammate is sacrificing their life for a 3 man escape, or if they expect a flashlight save for a 4 man escape. Miscommunications like that are what turns a survivor win into survivor losses.

    So if you want to balance maps to be more forgiving against deathsquads, you'd need to HEAVILY buff survivor communication capability. And I mean heavily. As in, any squad of 4 solo survivors would only be slightly less threatening than a full 4 man death squad.

    Since communications are lacking, all reworked maps are balanced as they are. Ignoring the lack of survivor communication is ignoring a massive part of the community that consistently plays solo survivor.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    The house of discomfort still produces nutty spawns, the two story house even with the walls broken which if broken during chase you can make it to another loop, can still be looped well, preschool has the chance to become an infinite where if you catch up a car loop can bail a survivor. Gens are still spread far three gen can’t be guaranteed with spawns a gen in the top house in the school or in the house of discomfort which still isn’t easy to secure. I always escape on this map in Solo Q and I’ve been stuck with baby Leons for ages. Once a survivor gets a simple understanding of looping this map is an issue for most minus a few select killers. And many videos have been shown that detail the nutty loops of Badham. This is from my survivor experience seeing the loops at preschool I know I just need to run in and since there’ll be a god pallet I’m safe. And once again these loops are disgustingly chainable

  • Predated
    Predated Member Posts: 2,976

    The 2 story house isnt that strong of a loop tho, and yeah, survivors NEED nice loops. The average loop is supposed to last about 50 seconds in the start. If you spawn close and break that wall, or if you happen to patrol the area and break that wall, the average loop around the house lasts perhaps 30 seconds.

    And no, there is a pallet at the car loop, pallets are not infinites unless you leave them dropped. Which would be on you.

    3 can easily be guaranteed, let me give some examples of the most survivor sided variant: House, Van, Tree circle. House, Shack, Street. School, Street. House, Van, house of discomfort. House, Street, Van. School, playground, dumpster. Dumpster, street, house of discomfort.

    And yeah, the biggest issue is chainability, but here is my biggest counter argument of all: You dont need to keep chasing the same survivor. If a survivor is too good for you in chase, you need to back down and find a weaker link. You often tend to find the strongest link first as those survivors dont mind running cross map, while weaker links tend to hide and walk a lot. Let alone that, again, due to lack of communication, those people do not know that certain pallets are gone, they do not know that certain loops are gone, they do not know what loops can and cannot be chained. If you were to chase 1 survivor, sure, you could chain the loop for 5 gens. But that is killers forgetting its a 1v4 and just tunnelvisioned into the 1v1. That's their mistake.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    The issue is though best pressure is obviously downing a survivor, but this map does allow for ones who aren't even that sweaty to perform quite well. Yes survivors need loops. And I'm not saying car loops are infinites but in general the school is if you are positioned well which isn't hard. And often the car loops can cover you if you're out positioned quite easily. But, how can the 4v1 perform well with let me mind you not all killers well designed for the 4v1 when majority of pallets are next to a safe area. And the two story house is still strong you can waste an incredible amount of a killers time there both floors. With the top one easy to loop. And "just drop chase" isn't always a viable option when the map is spread out the way it is and a survivor is next to a loop constantly on this map.