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Why wasn't Haddonfield adjusted?

Rivyn
Rivyn Member Posts: 3,022

Devs had the maps in their hands, and we've known for years how bad Haddonfield is. Shouldn't the mid chapter have been the perfect time it was given a redo? Or is that being saved for down the line with an actual rework, like Lerrys.

Comments

  • OperationMintyHippo
    OperationMintyHippo Member Posts: 406

    They thought they fixed it with the balanced landing nerf, but that wasn't the whole issue with that map.

    The most annoying parts are the windows and the fences. I can't even count how many times I've had someone wiggle off because we were near the edge of the map, less than 10 feet from a hook, but I had to walk 3 miles around a fence to get there. 🤦‍♀️

  • zone_dymo
    zone_dymo Member Posts: 93

    they cant do everything at one time, in fact even if they did it would be a bad idea.

    Better to do things in steps so they can get focussed feedback on an amount that is overseeable.


    That said they dont do nearly enough of this imo, imagine if they just stuck to some plan, like update the textures of one map tile set per month and update a single underused perk once per month.

    That is not a lot of pressure on them and it would have made by now a massive difference, we are now in may, we could have had 4 maps looking a tad more modern and 4 perks be made more viable by this year alone....

  • Withered8
    Withered8 Member Posts: 1,241

    Haddonfield did get a change, the broken corner fences were removed which was one of the main problems of the map. The houses aren’t to bad especially after the balanced landing nerf, and there is only one true god pallet on that map.

  • Dzeikor
    Dzeikor Member Posts: 704
    edited May 2020

    Haddonfield change barely makes a difference,they need to do something about the absurd amount of god windows and ridiculously long fences.The fact survivors can just vault a top floor windows and wait on the roof is just absurd

  • pizzamess11
    pizzamess11 Member Posts: 149

    I think you're also forgetting that it still has super long fences and hedges and 2(admittedly random spawning) infinites in fake basement and strode house. I agree it got a little better with the balance landing nerfs but it's still one of the worst killer maps in the game only rivaled by ormond.

  • xenotimebong
    xenotimebong Member Posts: 2,803

    Controversial opinion: I don’t really care about the loops in this map. IMO the biggest problem is how split up and safe almost all of the gens are. You have multiple gens in and behind buildings and long walls which makes it difficult to hear or see how progressed they are, it wastes a ton of time to check them, and survivors can easily hide in a million different places if they hear you coming. The gens are just too safe to properly pressure so if the survivors split up, you’re screwed.

  • Windfell
    Windfell Member Posts: 45

    Ormond is by far the worst map in the game. Haddonfield is frustrating, but it's small enough to deal with Survivors eventually. Ormond, tracking is impossible, loops are mental and the map is too big.

  • pizzamess11
    pizzamess11 Member Posts: 149

    I wholeheartedly agree but I'd still say haddonfield is up there with it's long walls and insane window spawns, with a large amount of pallets to boot. But yeah I'd definitely say ormond is the worst killer map in the game.