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New Ormond is not that much better
After playing quite a few games on the new Ormond... I have to say I still have trouble in it.
Thankfully loopswise it's much more fair, the filler pallets are now unsafe. But the map is still incredibly big, the generator spread is ridicolous, scratch marks are still hard to follow and survivors still tend to spawn very far away on top of a gen.
In short, the chases are better, but defending gens is very complicated.
Comments
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I've played on it with Spooky Myers (Scratched Mirror+Boyfriend's Memo) and I have had pretty good luck so far. Yes, it is a big map, but if Spooky can keep up pressure on it... ANYONE can.
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That's most likely less to do with Ormond being fine and more your Survivors making egregious mistakes. A 105 Killer on a wide open bright map? Yeah, 100% up to the Survivors whether or not you win.
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I disagree, the new shack is much easier to mind game as killer due to survivors having a constant blindspot, the doors once broken within the main building make the vaults unsafe for survivors, there’s seems to be more L and T wall gyms and four lane gyms which are the most unsafest gyms imo for survivors and the filler pallets are mostly unsafe.. I think with all that said compensates for how big ormond is..
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Ormond is not really that big. It is like Number 8 of 17 different sizes, so right in the middle.
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They made loops very unsafe, but it wasn't really the main problem of Ormond. The biggest problem in Ormond was the layout and how huge it is. But I really love the appearance of this map. It's very beatiful.
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I've seen pallets worse than Hawkins on the new Ormond; which is an accomplishment. It's a pretty unsafe map except for the main building and shack / jungle gyms.
You get found by a strong chasing killer and you are done; unless they are really boosted.
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It's big. They should just change the size of the map and everyone would be happy.
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On a technical level the new Ormond is terrible
the ground clipping is messed up, causing Victor to constantly get stuck under it
The rocks you can walk on aren’t considered walkable positions, messing up Nurse, Victor and whoever else relies on the system
and another thing? It’s boring
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Hrm. I disagree. The games I've had have been against Red Rank squads and they didn't do a lot of mistakes (some sure, but not many). In most cases I've fought them to a Draw (had a few losses) and a few wins. I just make good use of cutting the center and my wall hack to not waste a lot of time. Agreed, the only maps harder on Spooky are: Old West (whatever it is called), Rotten Fields, and McMillian Forest one where everything is spread out open, and they can loop me for days.
The truth is I don't mind a big map as long as there is plenty of terrain to hide my approach. Big maps where they can see me coming a mile away... well... yeah... I'm swimming against the current 100%.
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If they shrunk the size of the map to about 1/4 of its current size, maybe just only have the lodge, it'd go a long way towards finding a good balance. The fact that the map *feels* so big for killers has to be taken into consideration. Killers tend to not inflate their complaints in a biased way, and instead are always looking out for the overall balance of the game. If so many killers are voicing a negative opinion of the map, then why not give us what we want? Sure, survivors will complain, but that's what they do.
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I'm sorry, but Spooky Michael is a 105 Killer on a wide open snowy white map like Ormond is 100% a Survivor-determined win. If you're doing well as Spooky Michael on Ormond, the Survivors are making tons of mistakes, even if you aren't seeing it happen. Either not having eyes to see Myers, not doing gens, wasting pallets like mad, et cetera.
And for the record, ranks literally don't matter. This has been a widely-known fact for a long time. Most red ranks are still bad.
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I think it seems bigger than it is due to all the open space. Aside from the tractor and three or four jungle gyms, there isn't much in the way of LoS blockers around the central building.
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IMO it seemed bigger before the Rework, because so many safe Tiles were like two feet away from each other. Maps of similar size (like Temple of Purgation or Family Residence) never felt so big like old Ormond, because there was a better spacing between the Tiles (in a sense that you had to run further to reach the next Tile so because Ormond was so clustered, it seemed bigger).
But like I said, from the raw size, the Map is not that big. Maps like Ironworks or Gas Heaven are bigger for example.
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Well... I tend to give the people I play against the benefit of the doubt. I also like to take some credit for good plays. Even so, perhaps you and I will face off at the Ormond sometime soon. Basically I've just been playing Spooky over and over without a map offering and taking whatever I draw. I want to see if I can get to the point where I can play him competitively not matter what map I'm on.
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Good luck. Spine Chill is a thing that exists.
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Yep. I see it on 2-3 of my Survivors every match. :)
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I've experienced both ends of it, the loops near the window are highly RNG dependent. Either you'll get a bunch of rocks, maybe a pallet, or you'll get two rock loops there.
As well as the loops to the right of the dozer.
All in all, the rework made the map a ton more fair to work with. But your experiences can differ based on pallet RNG.
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And they're STILL losing?
Jeez, that's some smooth brain gaming right there.
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I think what makes it feel so big is that there's a gen in each corner of the map, one in between each corner and then one right in the middle. They are all so far away from each other (some even can be on a hill facing the corner of the map) that it just feels impossible to patrol them efectively or even to set up 3 gens.
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I don't have much choice but adapt or die. The one good thing about the Ormond's new dead zones that if I mark a location and then turn around backwards I can move toward it (while they are behind a wall working a Generator) and not trigger the Spine Chill until much closer. Don't get me wrong; Spine Chill is the bane of my existence. When they do a pass through of Myer's Add-On(s) I'm hoping on of the Rare or Ultra-Rare turns off the Red Stain and/or protects from Spine Chill. Wishful thinking I know. But in the meantime, the Moundshroud (like the Dude) abides.
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There's a bit of a trick to not activate Spine Chill while still looking at where you are going, basically you need to put the gen (or wherever the survivor is) in the very edge of your screen. I use this a lot while playing Wraith and it gets me so many downs, specially because survivors with spine chill feel very safe when it's not activated and they don't pay attention.
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