Remove Map Variants!
Before you start assuming things, keep in mind I mean the ones marked with roman numerals, that only shuffle the map around.
They really, really suck.
First of all, they are yet another thing to learn (as if we didn't have enough maps to learn) and be confused by. I cannot tell Badham II from Badham IV and I don't think anyone does.
As if Badham wasn't enough, they added one to each MacMillan map, 2 to Ormond (so you won't see the new map even if you bring an offering) and one to each Yamaoka maps (even though they are fine).
My suggestion?
Remove Badham II - V and the new MacMillan, Ormond and Yamaoka variants.
Comments
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I agree in some way: in my opinion, the developers should keep the best version (and improve it if necessary) and remove the other varients. For example, I think the coal tower variant is better than the original for both sides while Ormond II can be balanced once they fix the deadzone around the little house. Badham I is the most average one and easier to balance than all five varients.
Having so many variants is just unnecessary for the game for many reasons:
- New players have already so much to learn (perks, tiles, maps, addons, gamesense ect.) and adding variants to the game makes it even harder for them, especially when the game is not telling them that it is a variant or not - they get confused but not only new players, even more experienced players get confused by variants and no one can tell which Badham is which based on the numbers.
- With the upcoming Realm Repeat Prevention, we will see more different maps which means we don't need these variants any longer for more diversity.
- It is already difficult to balance maps and the variants make it even more difficult. We still live a world where we have extremely bad maps (Eyrie, Badham, Haddonfield) and instead of wasting time by adding variants, they should invest this time in fixing problematic maps. This would help us much more than a new variant that we will see every 200 matches.
- Some variants are just problematic as hell. For me, both original Yamaoka maps are balanced maps for both sides (still some issues but very few and little). However, their variants can be really disgustion for killers depending on the rng (here are two examples of a match during the chaos shuffle):
Here we have a Pallet that connects perfectly into a four lane window which should never happen! A pallet should never line up with a window because this is a nightmare for every M1 killer and even stronger ones struggle with it.
A filler pallet fits perfectly with the shack which is also really problematic because it makes the loop so much bigger and the survivor has much more safety. Shack on it's own is a fair loop with which some kilers struggles but also getting a pallet next to it makes it more problematic because it can make a huge difference between a quick or long chase.
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in my opinion, the developers should keep the best version (and improve it if necessary) and remove the other varients
With the upcoming Realm Repeat Prevention, we will see more different maps which means we don't need these variants any longer for more diversity.
These two points. Agree 100%.
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It's not a bad point to be fair.
I guess the reason is along with all the other spawns in a map, having the variants gives a greater illusion that the game is more random and less predictable...this obviously works less and less the older the community gets.
I suppose another reason is different killer powers interact differently with how strong or not each map variant is for them, and the sane us obviously true for perks on both sides... it's likely an attempt to mitigate how influential map offerings are for both sides.
Ideally in a Utopian world all map variants would be equally fun and engaging, however there is an obvious tax of maintenance for that and I suppose the question is are the above 2 points (perceived randomness and map offering strength) worthwhile sacrifices to make the maps more learnable and consistent, as well as easier to maintain?
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Imo, yes.
Randomness can still happen on all of these maps (aside Badham) and the confusion caused by the variants hurts players more than it helps (although that is just my opinion)
The abusability of certain maps via map offerings has a solution, and it's adding new maps into existing realms (now yes, the variants do that, but to a lesser extent).
Take Greenville Square as an example. After it got added (and people figured out the great 3-gen spawns), I have not seen the offering for the realm at all.
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I really like that we have map variants, what I would really like is for them to add variants that favour the opposite side. So we get current Haddonfield AND one of the older ones, current Eyrie plus another smaller one that favours killer.
Then if someone plays an offering they don't know if it will benefit them or not.
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I agree makes 0 sense imo why this is a thing and there is 0 differences specially with badham
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There are differences. The layout of the buildings is different. On the other side tho, who even cares or notices? I certainly don't.
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Oh yeah I honestly could tell the difference or judt font notice lol. Unlike garden of joy that spawn either a gazebo or a green house
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Yes!!! I wrote about this in the most recent community survey. I'm glad to see other people feel the same way. Dead by Daylight feels so "same-y" and boring because of the variants. We have the Blue Woods, the Green Woods, the Orange Farm and 5 versions of Poop Preschool. I haven't played with the Realm Prevention System yet to have an opinion, but the game used to be very stale.
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