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DBD map design

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Member Posts: 32
edited January 2023 in Feedback and Suggestions

Most dbd maps are poorly design. Midwhich, Badham, Lerys, the game, red forest. These realms are fundamentally poorly designed, and offer a poor player experience for most users. These realms should receive a rework as to maximize the fun that players can have. The problem with most of these realms is they are too large and dense for killers, while some are too winding and confusing for survivors. Map design should be the main priority for balancing dbd, as realms often decide the outcome of a match.

Post edited by Rizzo on

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Comments

  • Member Posts: 1,231

    I really dislike midwich. I appreciate it's true to to the original source material... but depending on which killer you get it can immediately be a nightmare match e.g. Wesker's terror radius is pretty must in effect across the entire map, ranged killers can be too hard to deal with due to the amount of unavoidable open space e.g. four long open hallways on each floor and quite open views in many classrooms, the doors are too close together and never move, map variations commonly have gens in the hallways and at times two in the same hallway which become impossible to do the less survivors/gens there are.

    I'm sure it's bad for some killers too - but as a survivor I never get the match and feel like it's going to be a good time.

  • Member Posts: 14,229

    DBDs number one issue is map design and it has been for the past 5 years. This is pretty unanimously agreed upon from the community on both sides. Maps are overall way too large in design. They need a pass across almost all the maps shrinking them down. There is also an issue with many tiles being way too safe and linked together. They need to be more of a 50/50 to the better player and not chainable together like a lot of them currently are.

  • Member Posts: 1,081

    I think there should be strong zones for survivor and strong zones for killers. I think its fine having strong loops that chain if you think of them as resources for survivors.

    For example maps like the suffocation Pit, the middle is incredibly strong for survivor, tons of strong connecting loops, but the outer side are not as safe, and survivors need to be careful to not 3 gen themselves.

    Also because of some killer designs bhvr is basically forced to create some strong loops that connect, if not zonig killers like the artist would just be really OP

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