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There is way too much random clutter on recent maps
This trend started around the time of the Red Forest rework. I don't know exactly why, but there seems to be a philosophical shift towards putting an obscene amount of random junk and clutter on newer maps. Garden of Joy is guilty of this too, and obviously Nostromo+Toba Landing are huge offenders. This takes so much away from killer gameplay. Almost every killer power in the game is affected by LOS, asset density, and tile collision.
There are so many killers that I really want to play, but they're only fun on a MacMillan, Autohaven, or Coldwind map, with a few exceptions. What value does this shift to tons of clutter provide to gameplay? Making stealth more viable? That's really all I can think of. Not once have I loaded into a map on either side and thought, "Wow, this just doesn't feel like X realm, but if it had more random junk, I'd feel more immersed."
I know I've said it a million times here, but it bears repeating. You already have a blueprint for good map design and gameplay. You've had it for years. It's the MacMillan realm. You don't have to change that. You're trying to reinvent the wheel but you're just turning into a square block instead. Honestly, Nostromo and Toba are great maps if you reduce the random junk and clutter by 75% and make them more open. You've gone too far in the direction of form and you're forgetting function.
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I don't know exactly why, but there seems to be a philosophical shift towards putting an obscene amount of random junk
I generally don’t like to be conspiratorial but someone suggested this idea to me a while ago and I honestly think I believe it.
The theory goes that the recent changes in map design philosophy, including:
- Making maps large (e.g. Garden of Joy, Decimated Borgo, Nostromo Wreckage).
- Giving maps colour palettes that allow easy blending in of tracking mechanics (i.e. scratch marks and blood can be hard to see against the orange/brown colour palette of Borgo, and the plants of Toba Landing).
- And adding an obscene amount of clutter (basically every map since the Red Forest rework).
Are intended to be indirect nerfs to Nurse.
On compact maps, with tight generator spreads and few LoS blockers, Nurse is effectively handed a free win. Making maps large, with lots of opportunities for survivors to break LoS gives them a much better chance in chase.
Obviously there’s no real proof for this, but it’s the only logical reason I can think of why they’d keep doing this when everyone clearly hates it.
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Maybe indirect nurfs to Blight as well? The clutter messes with him too.
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