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New Haddonfield Has An Issue

Yet again, a reworked map that, while not nearly as egregious as old Haddonfield, it seems to have similar issues in some of these houses.

I just completed a match where the survivors had great gen spawns, and vault points. I made a map of the house they were in, first floor. Sorry for my poor craftmenship. This obviously isn't to scale its just to visually showcase the issue.

KEY:

Blue Circle = Generator

Red = Vault Point

Orange square = Stairs/Ramp

Green stuff = The hedges next to the house.

Purple dotted lines = Survivor pathing

Purple dot = Survivor start


This is roughly the outline of the house. Usually, my chases will begin toward the front of the house as that's where most of my other chases take me to. I'm playing as Demogorgon. A good killer which can close down a couple loops and has some map presence but isn't anything like Spirit or Billy.

The usual survivor path from the bottom generator ended up going like so:

Even when portaling, I could never get them caught off guard. So they would always be able to start the loop ahead of time. Not to mention two of them were running lithe, so even if I did catch them off guard, they would just vault the window and dart across the house, and by the time they hit the other vault point they've broken chase so I wouldn't be able to Entity block either window.

Another pathing they took is this:

Even if I approach from the rear of the house, they can simply take the vault on the left side and force me around the house again. This is fine if they're injured and I can catch up but if they're healthy it just leads to the same loop.


This is a problem. As Demo, the Shred is a luxury some killers don't have access to. Imagine this loop as Trapper, or Plague without her Corrupt Purge, or Ghostface.

This is a problem, but I propose the following potential fix:

Add a ledge here. Not a ramp. Not stairs. A ledge, a point where killers and survivors can drop from.

This would solve the problem of the loop being too long and strong and make it a better mind-game opportunity. If a killer drops too early, its possible the Survivor fakes the vault and doubles back to the front of the building, forcing the killer to tredge around to the stairs to catch up. But the loop is long enough to where if they do overcommit, there isn't two vault points linked that would make it difficult to keep up.

Comments

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,225

    I would make it a breakable wall with a ledge.

  • Rezblaze
    Rezblaze Member Posts: 843

    The less breakable walls there are, the better.

    Breakable walls was the worst and most useless iteration in the game.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,225

    Their idea is good, but the implementation is bad.

    What they need is a survivor perk or mechanic which deals with these walls too so that is a back and forth.

  • randonly
    randonly Member Posts: 456
    edited May 2022

    Specifically inside this main house, the basement can spawn, making looping inside it quite risky (where you use the fence/rail to vault, go around the outside, jump out the window, re-enter in the house and repeat the process. When you're about to get caught, use the indoor window on the left side of the house and try to reverse the loop, starting at the front.


    Anyway, since ptb, people have complained about the windows of this main house (and the others too), and I'm not even against the idea of ​​closing one window inside it or putting a breakable wall, but devs must have to distribute the pallets better in the middle of the street and put more structures that do not leave everything exposed there (breaking LoS)


    ps: in your drawing the left window of the house is not being shown

    Post edited by randonly on