Dead By Daylight should move on and evolve from predictable map templates
DBD doesn’t use full RNG for loops, pallets, and tiles, they’re semi-randomized but follow fixed templates.
That predictability makes the game not fun and repetitive but it also lets experienced players memorize maps.
The devs confirmed on the AMA reddit of 2025 that the game has evolved past the original design into chase and loops style.
So since the game is somewhat balanced and viable to play in low to avg mmr matches its not really playable or fun at high mmr once you get as i mentioned players with experience that being either a killer or survivor.
If the devs do actually implement fully randomized map tiles the game will thrive more and be less "sweaty" in terms of swfs and or meta killers that can pretty much lock down the map tiles and zone it ouf.
I will be honest here and i dont need anyone here to believe me or not on this but i do play both sides, when i play survivor i queue solo and rarely with friends and no im not butthurt that i have no one to play with as im happy with my overall escape rate which is between 51-53% and perform well with either off or on meta perks.
Now killer is a way different story.
In no way shape or form with what i am about to say is me siding with anything i want the game to be on equalized footing in terms of RNG and unpredictability.
So killer is well yeah for me as for me it was enjoyable and fun spreading hooks at lower aka starting mmr as a killer and moving to avg mmr once my killrate got upped up it was beggining to get a bit stressful, we all know here that at that point to just play for fun to not get upset over digital pixels video game.
That is all fair said but here is the thing, its such a simple and effective fix of just making everything randomized in the map tiles and templates to balance out higher mmr and those matches againts experienced players.
The fact is the game is marketed as an asymmetrical video game genre too and it has ability to evolve into fully RNG map tiles.
I am totally fine with keeping dimensions of loops and size of shack and such, keep the building designs but make it spawn in different tiles.
All i am saying at higher mmr the game becomes a symmetrical game that is all about meta perks, meta killer picks and knowledge of instantly going to the location where shack is on map, basement spawns too.
Im saying keep everything design wise it works but spawn locations, they MUST be fully truly RNG and not predictable.
I will just end it here with saying that this change wont hurt anyone, it will just require you to be more in flow of each match and turn on the brain mode gear and not put it in neutral drive all the time like the game has been for so many years.
The state of game right now is where there is bunch of video guides how to learn loops to use for advantage in an asymmetrical video game and which perks to run.
With a true RNG system in place the guides wont just give majority of playerbase a third eye anymore it will rather be oriented on which perks are best balanced for majority of maps either indoor or outdoor, small or big or avg.
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The problem with fully randomizing the maps is that it means that maps can generate practically nothing for survivors or that maps generate a bunch of chainable loops for survivors. This would be far worse experience imo.
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As a indie game wannabe designer, since i work and major in AI and DL.
I have to say that if they program it right and keep as i said in post same or similar dimensional loops, like keep god pallets, god loops but make them scatered on the map.
And even if the rng map system generates chainable loops, there will still be a limit to the factors they input for the system to follow
And of course it will have to be really really tested by the dev team before even releasing any glimpse of it in PTB.
Generally speaking it should not ruin the experience rather enhance it for general public.
Worst case scenario the stats will become all scrambled from higher mmr players that rely on already zoning out and map tile knowledge and counting gens and such.
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