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Proof that map design is flawed

itsquiet27
itsquiet27 Member Posts: 249
edited August 2022 in General Discussions

this video is proof of maps being so poorly designed for killer. The video speaks for itself and this is not only coldwind farm. This is pretty much the majority of maps in game. But this video showcases a PERFECT example of why the map design NEEDS to be looked at in game.

TO ALL PLAYERS SAYING I DID MISTAKES WATCH THIS VIDEO AT 30 MINUTES!


Post edited by itsquiet27 on

Comments

  • itsquiet27
    itsquiet27 Member Posts: 249

    yes for activating the traps faster. But tbh they weren't amazing. They were playing as basic as you could and they got SO REWARDED for they're gameplay that I ended up with 1k only. If you watch closely in the video you can see that they had so much resources. Back to back loops or tiles. Anyone can play the way they did as a survivor even me and even you. But when you play normal with killer you get punished

  • itsquiet27
    itsquiet27 Member Posts: 249

    not true. How many mistakes did they do compared to me? I mean at one point in the video I was close to earning a 4k by slugging them. Don't be biased

  • itsquiet27
    itsquiet27 Member Posts: 249

    and i've mentioned this issue ISNT only coldwind. A LOT of the maps are like this when you play as killer, Did you forget badham, red forest? and many more? Don't just point out coldwind

  • DragonMasterDarren
    DragonMasterDarren Member Posts: 2,848

    The reason i singled out Coldwind is because Coldwind is a particularly egregious offender, i'm not going to say that only Coldwind has bad map design because that statement is simply untrue

  • Dead_Harder
    Dead_Harder Member Posts: 1,370

    No need for proof, we all know that maps are the real villain of DBD

  • ThePrizz
    ThePrizz Member Posts: 111

    How the hell does the game run so smooth for the guy in the video ?

    My game used to run sooooooo bad, then I uncapped the fps and disabled vsync and now runs ok-ish but still not as good as his, and my specs are pretty decent, plus I'm playing on low quality

  • The_C12H15NO2
    The_C12H15NO2 Member Posts: 335

    Anyone who takes the time to point out all the mistakes made, no killer player is 100%. The point of the video is to showcase how many safe tiles there are which M1 killers have no mind game. This is also why so many higher mmr survivors complain about only seeing nurse and blights. I do refer to this as poor map design but it is technically poor tile design. Sadly, instead of addressing poor tile design, bhvr is making killers with anti loop abilities which just means the older killers are no longer viable.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Well dang, maybe if BHVR would have listened to the community and nerfed bloodlust instead of buffing it, maps could be nerfed. But they didn’t do that, did they? Forcing a killer to break a pallet is the only way to stop bloodlust.

    They also gave all killers 10% faster actions across the board, and lessened a survivor’s speed boost after injury.

  • GannTM
    GannTM Member Posts: 10,887

    We don’t need proof, we already know how awful maps can be.

  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,041

    No need for this video, with RPD, Eyrie, and Garden Of Joy coming in the game and being considered some of the worst for killers, we don't need any proof, it's very obvious that map design is terrible, especially the reworked maps.

  • ad19970
    ad19970 Member Posts: 6,424
    edited August 2022

    I haven't watched the whole video, all I am going to say is that Rancid Arbattoir, in my opinion, is like the one farm map that is actually pretty damn balanced. That and maybe Rotten Fields now. It has it's fair share of safe pallet loops, and a strong window, but it's also one of the smallest maps in the game. So I don't think that map is a good example of flawed map design.

    Fractured Cowshed, now that is a teriible map.

    Also, I think people agree that Pig is still one of the weaker killers, so that also plays a factor here. And it seems like you have also made a fair amount of mistakes during the match, judging by other comments here.

    Edit: Ok I just saw that play at killer shack at about 3:25. That was a 100% guaranteed down, you completely messed that up yourself. Not helpful if you blame the game for bad plays, it won't help you to improve. Though I do understand killer is tougher on console, but still.

  • ad19970
    ad19970 Member Posts: 6,424

    Dude you did not play well at all. I have only watched a few parts of the vid and I have already seen multiple instances where you could have easily gotten a hit against survivors.

    You argue that anyone can play survivor the way they did, but that's because you didn't play very well yourself. This has nothing to do with map design.

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,699

    OP ran Brutal and Fire Up, and chose to mind-game all of their chases instead of just brute force through the map's resources.

    Considering OP had 2 pallet gyms in excellent locations for creating dead zones, and the fact that the decision-making in this video was questionable at times, the criticism feels warranted.

    This video isn't the smoking gun it wants to be.


    My thoughts on map design aside, it doesn't appear in the video that OP knows how to force value out of their build--they definitely could have 4k'd this game.

  • ad19970
    ad19970 Member Posts: 6,424

    See, on big maps like Eyrie of Crow, I would agree. Rancid Arbattoir is one of the smallest maps in the game, so the higher amount of safe pallets are not a big deal.

    3:12 - OP could have easily gotten a hit their with a lunge.

    3:33 - OP outmindgamed the Kate, just to then let her get to the pallet for free. That was a 100% guaranteed down.

    4:36 - long wall pallet misplayed clearly. They could have clearly gotten a hit there.

    And these 3 examples are justregarding potential hits at those pallet loops, and nothing else. No talk about map pressure and stuff for example.

    Also, Pig is an M1 killer. Most killers don't struggle with these pallets nearly as much. This is why M1 killers are generally considered too weak. But that doesn't necessarily have to be because they are too weak in chase, but instead because the rest of their basekit just doesn't make up for the lack of their chase power.

    Too many safe pallets are not good. Normally. I do agree with that. However, there are maps with more safe pallets than Rancid Arbattoir, and Rancid Arbattoir makes up for the safe pallet loops with it's very small size.

    Farm maps in general are a bit problematic, because they have far more safe tiles than many other map realms. But Rancid Arbattoir really isn't a problem.

  • The_C12H15NO2
    The_C12H15NO2 Member Posts: 335

    Right, so play style aside, this means for the amount of safe tiles there are on maps that killers should just brute force as many as they need to for a down. Then hope 3 gens aren't done in the 1st chase. This in my opinion is a large part of what has led to the camp/tunnel strat being so prevalent lately. By the time a dead zone is created and you get a down, survivors have done like 2/3s of their objective.

    Instead i would prefer to see smaller tiles which are mind-gameable to increase skilled play. B/c right now, as long as the rest of the team is doing gens, survivors can just throw a pallet against a killer then run to the next.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    5 mins in and your Pig has not crouched once. I dont know why Pig players do this, you’re only giving the survivor time to run away as you approach.

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,699
    edited August 2022

    They're playing a killer with no real mindgame potential on jungle gyms, with a build that capitalizes on creating deadzones.

    They established pressure really early in the game, then threw it away by chasing a survivor who wasn't going to be touching a gen for the next minute (preoccupied with removing bear trap), got baited into procc'ing Dead Hard from said survivor, and then didn't force a pallet drop as soon as possible.

    Furthermore, once Kate dropped that pallet at cow tree, they should have ran around the right side and pushed her back into the tile she just came from, instead of letting her get distance towards shack, or dropped chase all-together.


    When you run a build like this, you need to be deliberate about how you zone survivors--you need to corral them into dead zones you create in the early game so you can snowball in the mid-to-late game.

    People shouldn't expect to find success when they don't use their tools correctly.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,832
    edited August 2022

    i don't think map size contributes very much to killer's problems. usually, big maps just exaggerate holding-w before the chase and gen spread where getting into a chase takes longer due to walking distances. sure it plays factor but nowhere near as the pallet problem.

    I didn't want to fully critique the gameplay, though i couldn't help myself on first account. i don't think pig is alone. take any of low-tier killers that are m1 centric and they have same problem. Trapper, Wraith, Sadako, Ghostface, Myers, Legion and the killer that have chase powers.... 90% of them, you can just outplay as survivor rendering the power ineffective. Like you think Wesker is going to be having different results vs these pallets when dropped? news flash, it's going to be similar for him. Farm maps is like worst realm for killer, racid included. Safe pallets are not good game for design for killer. they're amazing for survivor because the game plays itself.

  • ad19970
    ad19970 Member Posts: 6,424

    Big maps make it noticeably harder to apply proper map pressure. So I do think that map sizes can play an important role as well.

    In my experience, Rancid Arbattoir has always been a fairly balanced map.

    Also, yes, I realise that all those killers you listed struggle. That's why many people are also asking for buffs to those killers. But that's more an issue of those killers being too weak.

    Also, killers with good chase powers can still be outplayed by survivors, rendering their power ineffective? To be fair, if a survivor outplays a killer, than they deserve to not be hit by their chase power. But if you are arguing that survivors can render anti-loop killers chase powers useless if they only play well enough, so that the killer doesn't have any outplay potential themselves, then I don't know what to tell you. That is just 100% not true.

    And yes, I think Wesker, just like a bunch of other killers in this game, will have less trouble on these type of maps. Like, are you really telling me he is going to struggle just like an M1 killer? Because then you don't seem to know how to play chase killers effectively.

    To be fair, Wesker's chase power seems to have more counterplay than a lot of others, which is a good thing. At some loops, it won't do much. But at other loops is has a lot of potential. Especially loops like Jungle Jyms or T-L walls.

    But his power will also be really strong in between loops. That already will set him apart from M1 killers a lot.

    So honestly I have no idea how you could come to the conclusion that a killer like Wesker, not to mention killers with stronger anti-loop potential, would struggle almost as much as M1 killers.

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,424
    edited August 2022

    My thoughts exactly. I was over here screaming at my computer to crouch at the beginning, even at some of these short loops and walls were crouching and using ambush mind games could have led to the same results but quicker... Could have easily led to a surprise ambush at the beginning that led to a quicker down. Instead ol' boy had the megaphone out announcing the Pig Parade had arrived in town.


    I'm pinning some old 2018 Pig footage of mine because why tf not. I think this was from the scorching summer 2018 event... We live or die by the ambush in this house.


  • ImNotBobDylan
    ImNotBobDylan Member Posts: 221

    Props to OP for sharing your gameplay instead of just making claims like 95% of this forum.

    If I can give one potential advice that hasn't been said, something that strikes me is your way of moving the camera around tiles is very weird and might cause you to not "hug" the walls properly.

    To see what I mean, compare how you loop the shack at 3:25

    First you move past the corner and then you turn the camera, but personally I'd turn the camera before passing the corner, and so do many players. For example, check how Otz loops the same wall:

    I can not tell 100% that this makes a difference but it seemed very strange to me that you didn't manage to get any distance on this Kate and that might be the reason.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    Lmao @ Pig Parade I’m dead. 😂

    Your pig is very sneaky! 😳 but now I’m sad cuz I want those slushie machine gens back 😭 Every summer I wait for them lol

  • ad19970
    ad19970 Member Posts: 6,424

    I mean bloodlust is more a fix for problematic map design, not the other way around. Both Bloodlust nerfed or removed, and better map balance, would have to happen at approximately the same time.

    The 10% faster actions and 10% decreased sprint burst duration really do not play a big role here though, when it comes to actual bad map designs. Survivors still have more than enough time to get to some tile after being hit by the killer.

    This map shown in the video is pretty balanced if you ask me. Maps that are pretty small can have more pallets that are safe, than maps that are big. But maps like Eyrie of Crow, are a big problem. Even with bloodlust considered. No idea why they even buffed bloodlust. They should just take a look at maps like Eyrie of Crow and make them at least somewhat more balanced.

  • Renfear
    Renfear Member Posts: 137

    Part of it is that you didn't use your pressure very well. At the end, waiting in the basement instead of going after gens was abig mistake. You had two injuries and someone with an active hat, but you decided not to press your advantage and instead let them heal and regroup

  • itsquiet27
    itsquiet27 Member Posts: 249

    they also made a lot of mistakes. You can't just say it's my fault. the point of this video is to show map design not awesome gameplay. Watch my other videos I promise you I have played better than this. Don't judge my play in this video. They also made loads of mistakes.

  • itsquiet27
    itsquiet27 Member Posts: 249

    watch this video at 30 minutes if you want to see amazing gameplay by me. It still doesnt change the fact that maps are BAD in this game

  • egg_
    egg_ Member Posts: 1,933

    The survivors were kinda terrible, but well... You don't have literally any game sense whatsoever, and your decision making was awful. These are the only two reasons you didn't win this game, map had nothing to do with it in this case

  • amazing_grace
    amazing_grace Member Posts: 734
    edited August 2022

    Ummm... you don't have game sense or maybe you do? It wasn't actually that bad of a showing and the perks you were running weren't super strong, but it definitely wasn't a game I would have told other people to watch.

    Once things didn't go your way, you just started to ramble about how the game is trash and complain about the survivors using perks. You literally are sharing a gameplay of you bming characters because you got salty that they made a small comeback after they didn't play well in the early game. No offense, but it kind of just showed how childish you are when things get frustrating. Some of the mistakes you made in chase is just normal juking that survivors do against deathslinger, nothing wrong with the game.

    There were definitely things you did right and did wrong throughout the video. The survivors weren't that good as a team overall, but they had some decent players on the micro level, so I would say you did outplay them by technicality since you took advantage of the mistakes they did make.

    It was hard to determine your game sense level because for most of the game, it didn't seem like the survivors were pressuring gens as much as they should have, given that you are deathslinger and have no map pressure. They actually were doing fairly well with gens once it came down to a 3v1, so not sure what was going on in the early game for them.

    Good things: You took advantage of them trying to do an insta save and punished them heavily for that. That was a really good play and really good game sense there so props to you for recognizing that. That shot at the end was also really good, I think she was dead to time anyway, but it still could have come in clutch if there were a few more seconds to EGC.

    Not so good things: In the very beginning of the match, you spot a survivor but don't chase after them right away. Wasn't a big deal, but I just found it odd you didn't start that first chase right away. A couple of times when it came down to the 3v1 you would drop chase with an injured survivor to go for a healthy one or just drop chase with an injured survivor when you had no clue where anyone else was. I get that sometimes you have to drop chase when it takes too long, but in some of the scenarios, it let the survivors completely reset because you gave up that pressure.

    Bad thing: You blamed the game and accused a survivor of cheating when they wiggled out. This was the main example where I knew you definitely lack some game sense, or at least in the moment forgot. The survivor that wiggled out was the survivor you grabbed who tried to unhook earlier, they wiggled out because you had dropped them. You can't even blame the map spawning bad hooks either because there were two hooks you could have gotten both survivors to if you hadn't dropped the one (far right next to building and the one you headed to, possibly far left one as well). It might have resulted in a bleed out of that one survivor, but it definitely would have ended that game much quicker, it went on for so long because of that mistake. After this mistake your whole attitude changed as well from being respectable to not being respectable because of the amount of vitriol you had for the game and survivors.

    My advice, find a better example than this one if you want to showcase your game sense abilities. This wasn't the worst showing, but it definitely didn't show a good character coming from you.

    Edit: I also forgot to mention you hit the Mikaela off the hook right away which is just a bad decision considering what player you are playing. If you really wanted to go for the tunnel, you should have shot mikaela with the harpoon, held it for the 5 seconds, and then hit her to down her. Literally is one of the killers that best counters the 5 second bt. Even if it was a mistake to hit her (auto aim sometimes does this to me too), you could have done the same with the steve and his deadhard wouldn't have saved him either. You had the tool to guarantee a down in that scenario and didn't use it. Bad game sense.

  • ad19970
    ad19970 Member Posts: 6,424

    I am not judging your gameplay, I am just pointing out that you could have definitely gotten some more hits where you didn't. From what I could see, the survivor did play a bit better than you. But fair enough, that's always hard to judge. You always do have to keep in mind that killer is a bit more punshing than survivor however, because of the nature of the game.

    I still stand by the opinion that Rancid Arbattoir is a fairly balanced map. Unlike Fractured Cowshed or Troment Creek.