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Should BHVR make 2024 the year of maps?

jajay119
jajay119 Member Posts: 1,061
edited January 14 in Feedback and Suggestions

I personally feel so. We have done glaring issues with map design at the moment. Some maps that have been through the realm beyond, despite being visually improved, have lost a lost their great DBD atmosphere. They also seem to lose a lot of their variety when they're redone. Badham and the swamps are still yet to see any work but you can just tell they'll be full of dead zones and we will come from about 6 badham variations to about 2.


I think some of the more recent maps such as Garden of Joy and Torba Landing have been really problematic and actually not very fitting for the game.

I think in terms of licenced killers BHVR are really starting to run out of who they can use and stay on brand and their own killers haven't proven too popular in recent years. Similarly, survivors are getting a little one note. Alan Wake should have been an absolute boon for DBD (pun intended) but his perks are just bland, uninspired and will end up in the bin before he is even launched. Apart from Aesthetic I've got no real reason to want to play as him.


I think they need to take a break from the new killer and survivor hamster wheel they're on at the moment and focus on maps.


That doesn't mean I don't want them to continue to fix broken perks, killers, survivors etc. but I think we can do without any new additions for a while. Id like to see the bulk of additions this year being new and well thought out maps. New variations of old maps and improvements to old maps too i.e bring back the fog and lighting that used to give so much atmosphere etc.

Post edited by EQWashu on

Comments

  • Xernoton
    Xernoton Member Posts: 5,842

    I'd rather they take their time fixing maps instead of giving them the GoJ and Ormond treatment, where pretty much everything remains the same and (almost) none of the issues are actually fixed.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    From what i know Badham was one of the first to get a realm beyond, no?

  • edgarpoop
    edgarpoop Member Posts: 8,368

    That's what I don't get. They somehow failed to identify the problem with Garden of Joy. The giant white one with two stories. I just don't understand what they don't understand when it comes to maps.

  • Smoe
    Smoe Member Posts: 2,913
    edited January 14

    They already said that the house at Garden of Joy was a problem and that they would change the house itself, but that it wouldn't be part of the changes for the map that was coming in that patch as it needed more time to get done.

  • bazarama
    bazarama Member Posts: 259

    100% agree fix and provide new maps rather than constantly bringing in more killers/survivors.

    They won't because that's where the money comes in.

    Plus the devs really need to play all maps as killer and survivor to see the issues both sides have.

    It's all very well us stating the issues but they need to see it in actual game play to understand it before they can actually fix it.

    Maybe one day.

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    Would like to have a year break from new characters to give us a chance to actually miss them being introduced. In the mean time, DLC map packs and fixes to current maps, aswell as fixing the dreadful so called 'Fog' we have.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    My problem with map changes , they are nerfing them so hard or barely changing.

    Like they destroyed Borgo, now it's only deadzones are everywhere. And then we have Garden of Joy which nothing changed on this map.

    I just don't get it, i don't understand their terrible map balancing.

  • Xernoton
    Xernoton Member Posts: 5,842

    Yeah, this is the other extreme. It's fine to have a dead zone on a map but maybe don't make it half the map! This is pretty similar to what happened to Cowshed as well. One half is a giant dead zone and the other is super safe. So killers want to play around one side of the map while survivors will stay on the other, if possible. This is also the problem with Haddonfield, although the safe and dead zones aren't distributed in that way.

  • Mooks
    Mooks Member Posts: 14,800

    Badham and the swamps are still yet to see any work but you can just tell they'll be full of dead zones and we will come from about 6 badham variations to about 2.

    Badham was the first Realm Beyond rework, which lead to it getting the 5 variations instead of a single one. Also it at least got rid of the (almost) infinite in the school.

    the map(s) still have huge balance problems but iirc aesthetically this rework was good? (Not counting the lighting/atmosphere/fog but that’s a general problem affecting all maps)


    As to ‚Year of the maps‘ - at least the Realm Beyond update will be done this year (presumably). I hope to see more ‚map balance adjustments‘ in midchapters in general, to get rid of certain huge issues even if they introduce new smaller issues (in the end there will always be people complaining anyways but looking back at some map iterations I am really glad for many changes). Seems like this is their approach. Dunno if Ormond was needed that much but to be fair - now people suddenly say it was balanced though before the big Ormond update it was considered one of the worst survivor sided maps and after that update people complained that BHVR hasn’t fixed it enough.. so I don’t even know what the consensus was 🤷‍♂️

  • Emeal
    Emeal Member Posts: 5,164

    It would be great if you could come with some examples of the map design you dont like

  • Bafugaboo
    Bafugaboo Member Posts: 406

    I still enjoy getting the new maps themed with killer/survivor. I also agree with updating/fixing current maps. I can see how it’s tough to put resources into fixing maps which gains no monetary gain just respect from community. If they could dedicate a small amount to updating/fixing and maybe with their new releases of characters bring multiple maps that could be a decent in between.