The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Autohaven Wreckers map rework is bad. No idea why they remove the hill

Like gas heaven map, there was two hill on this map and they removed it and make no place for balanced landing park to use. And also make some area become so empty.

Comments

  • Ghouled_Mojo
    Ghouled_Mojo Member Posts: 2,287

    I don’t care for any of the reworks.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,275

    I have seen Hills spawn on Autohaven-Maps, also on Gas Heaven. So they are not removed.

    That being said, it would be nice to have a guaranteed Balanced Landing-Spot on every Map (outside of the Basement Stairs), it is already the weakest Exhaustion Perk since its Nerf (But hey - Haddonfield is alright now, eh?).

    And I am as well disappointed that the big joke called Shelter Woods did not receive any Updates. But Autohaven Maps are now full of Deadzones and Ormond got reworked balance-wise as well. Damn, those Survivor-sided Devs.

  • MichaelAMyers
    MichaelAMyers Member Posts: 292

    Naaah someone told me it's the Killers being sooooo OP! Survivors surely can't be favored when everything else gets nerfed!

  • Kumnut768
    Kumnut768 Member Posts: 789

    ive fully stopped playing this game now, they dont seem to understand how to design maps

  • v4lor
    v4lor Member Posts: 74
    edited December 2020

    They talked about this in the Q&A, regarding the difference between maps getting "visual updates" and "gameplay updates" and them not being the same thing or tied together.

    Essentially the algorithm that distributes tiles based on strength is separate from reworking the visuals of a map. For example, the Badham maps use the new algorithm that tells it where there should be pallets/windows/useable tiles. The reworked Autohavens, for some reason, only have the visual update and not the gameplay update that Badham has, and still use the old algorithm that says "the map should have [X] amount of pallets" and just puts them everywhere randomly.

    So, while the new Autohavens look pretty, they're still plagued by the same massive, massive deadzones that the Autohaven maps have always suffered from, which are now even more apparent thanks to the visual change in layout.

    Frankly, I have no idea why they bothered reworking the visuals if the maps are still gonna play poorly because they didn't add the improved map-generation algorithms that they added to the Badham maps *almost a year-and-a-half ago*.

  • Yffriium
    Yffriium Member Posts: 140

    "Frankly, I have no idea why they bothered reworking the visuals if the maps are still gonna play poorly because they didn't add the improved map-generation algorithms that they added to the Badham maps *almost a year-and-a-half ago*."

    My theory is that since the new consoles just came out, better graphics would maybe make the game more appealing to new players on better hardware.

  • Yummylee
    Yummylee Member Posts: 1

    I think they're too bloody dark, with some terrible contrast - those flaming barrels are blinding! Really, really dislike playing in them as killer. Ormond however is now one of my favourite maps to play in for both sides, so at least they got that right.

  • Jareth
    Jareth Member Posts: 112

    I've seen the hill spawn on those. They even have a totem spawn at the top now. It's like a beacon when your totem is up there (happened multiple times when I played last).