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What is everyone's opinion on the reworked realms so far?
So name the realm then explain the individual maps.
The MacMillan Estate: They weren't that bad yes they lost their old blue tint. But from what I've seen not much has changed. Ironworks and Storehouse are still survivor Sided. Suffocation Pit and Coal Tower are still balanced. And Shelter Woods is still killer Sided. The breakable walls did make some of the loops last longer. But for me the stealth isn't that good. So overall not much changed.
Autohaven Wreckers: Overall not much changed here also. Wreckers Yard is still good for killer. Blood Lodge is better for killers though still a survivor map. Gas Heaven is definitely still one of the best survivor maps. Azarov's is overall balanced didn't change much. Wretched Shop is better the main buildings RNG gives you something good or bad. But the stealth goodness it's good not lots of cover but it's so dark. Blendettes have true invisibility here. Overall the pallets were reduced but the stealth got a huge buff.
Crotus Prenn Asylum: Disturbed Ward it's a little smaller. The old dead zones had some loops added. The main building is still strong a little weaker but still strong for survivors. For Father Campbell's Chapel the main building got stronger the breakable walls extend the loops to noticeable effect and window spawns seem better. But the outside seems the same. The stealth is fine on this map. Overall Disturbed Ward a little better for killer. While Chapel is decently better for survivor.
Springwood: I can't tell the difference between 1-5 but this map is still definitely for survivors. The school is a great loop. The tall house is still a good survivor loop. And the house of pain is better with that breakable walls. And the stealth definitely got better. Overall still Survivor Sided.
The Game: In some areas it got worst for survivor. The breakable walls corral survivors and make gens unsafe. As we the old stealth with downstairs is gone it's harder to stealth with the visibility. But there's a ton of safe pallets no midgames possible. So overall got better for survivor with safe pallet after safe pallet. But I don't mind because at least I can find and seea survivor.
Yamaoka Estate: Not much Family Residence is still good for survivor and the breakable walls made an impact here but the middle is weak for survivor. Sanctum of Wrath is balanced the loops are spaced and the main building isn't strong. But the stealth is strong and both are big. Overall Family Residence is still survivor Sided. But Sanctum of Wrath is balanced but I don't like playing on either.
Mount Ormond: It has come a long way from survivors paradise. Less pallets, better visibility, and unsafe pallets. But still a survivor map it's big, the gens are spread out, the main building is strong. Good windows and god pallets. And there are still strong loops. Overall while better it's still a survivor map.
So my opinion on these. Overall they aren't bad. The breakable walls are a chore but I know every new map will come with them. So they have to set them up for the new standard. Dead zones are more common. But stealth has become more viable. That's my view but what about everyone else?
Comments
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I like most of them. Hoping we get Blackwater and Coldwind next. Then I guess that'd just leave haddonfield and Red Forest.
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MacMillan:
Great Rework, the only thing what bothers me is the Storehouse Main Building, they added a breakable Wall and removed the two Pallets inside. I would have rather kept the Pallets and have no Breakable Wall, the Pallets were more fair for both sides and they were not gone if one Wall is broken. Also I was disappointed that Shelter Woods did not get any Changes, this Map is really outdated and you see it.
Autohaven:
I dont think that the Map is too dark. Compared to old DBD (when the Realms looked really good as well), it is bright. I dont like the Deadzones. I think that Resting Place is better now, but overall, not a bad Realm Rework.
Crotus Prenn:
After playing quite a lot on Disturbed Ward lately, I dont like it. From a gameplay-POV I think it is ok, even tho the Main Building might have too many Pallets (I have seen 3 spawn in there, I think it is 2 on the uppor floor and 2 on the Lower Floor, 1 on each would be better). I dont like that there is so much stuff outside, it is good that they added something (before it was very empty), but it looks too clustered for my taste.
Chapel looks alright, even tho people said that there are strong Loops in the Main Building. I have not experienced those yet, but when they can be solved by breaking a Wall, they should be ok. So far never had a problem on that Map.
Springwood:
I think some of the best Maps, some of my favorite Maps as Killer. I like the unsafe Loops, it is fun to outplay the other side on them. IMO since they reworked them since the Freddy-Rework, those Maps are alright. Most of the time, I give Survivors the Gen in the house of pain for free, I dont care about that one.
The Game:
IMO very bad game design. From my understanding they added more Pallets because they added Breakable Walls as well, which can result into Deadends, so not every safe Pallet is actually useable as long as the Gen next to the Wall is unfinished or as long as the Breakable Wall is not broken.
My biggest problem before on The Game was that it was always pretty boring to play there, regardless if I play Survivor or Killer. Pressing W around safe Pallets is no fun for either side, for me, The Game always started survivor-sided and shifted to killer-sided, because there was not much except for Pallets.
This did not get changed. Since they will probably not do some gameplay changes in the near future (aka removing some Pallets or make them unsafe and add more Windows), they should at least remove ALL Breakable Walls from The Game and reduce the number of Pallets, which were added to compensate for Deadends. Not every Map needs Breakable Walls, The Game would be better off without them.
Yamaoka:
Eh, not much has changed for me. They were never my favorite Maps to begin with and this did not change with the Rework. I always thought they were alright from a gameplay-perspective, I never had a horrible experience when playing on either side.
Ormond:
This was a great rework and I would not call this Map survivor-sided anymore. Ormond is also not a big map, if you check the size of DBD Realms you will see that Ormond is just above average and right in the middle of Map Sizes.
However, before the Rework, for me, it was the most survivor-sided Map in DBD, even more than Haddonfield. It still has safe Loops, but way less and more unsafe Loops, which is great. Before, it was safe Loop into safe Loop all the way.
IMO Ormond was a really good Rework (and it is a shame that they reworked that one gameplay-wise, but ignored Shelter Woods..)
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macmillain, crotus penn and fathers campbell are very good (minus the addition of breakable walls)
Autohaven is very barren now, so many deadzones (and a bunch of annoying debris). old autohaven was much better
The Game is worse for killer now. way too many safe pallets, and breakable walls are pretty annoying for both sides.
Badham is still bad- house of pain is the same, the other 2 story house got buffed bc of breakable walls, and the preschool is still annoying to chase at.
Ormond is better since you cant chain the entire map together, but its still too big
the yamaoka maps are just awful imo. Theyre still incredibly easy to hide on so if the survivors want to be immersed, the match is gonna take 30+ mins.
overall i dislike most of the map changes, simply because of breakable walls. they’re unneeded as most are essentially predropped godpallets.
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Although the aesthetic is nice and some changes are well done, the only problem I have with them is breakable walls. I still don't think they're necessary and just overall still very annoying.
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Autohaven ... could be brighter
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Macmillan - Awful. They addressed the main buildings last year and then strengthened them in the updates. Now you need to break multiple doors on coal tower, and the storehouse always has 2 windows making it stronger than before.
Autohaven - awful again its far, far too dark, and the maps were given stronger windows again with useless breakable walls that leave m1 killers with little to do.
Yamoaka - Actually seems slightly better. Family residence doesn't seem as bad as it was previously and it's brighter luckily. I don't actively hate family residence anymore. Sanctum of wrath is still a cursed map for me I can't remember the last time I won on this map but I don't notice much difference in gameplay to how it was before.
Ormond - haven't played it enough to tell. It used to be awful, absolutely awful. People say it's better now but survivors keep burning it so I can't tell.
Gideon meat plant - LOL
Lerys - Just as trash as before, hold m1 and vault 500 windows in a row. Now with more god pallets.
Springwood - Was trash before and is trash now. Actually I take that back I know it was ripped on but the first springwood I didn't mind as much, but now most of them seem larger. This map has been touched up twice and it's still garbage where you can waste minutes of a killers time by just holding W.
Crotus - Haven't played as much but the asylum definitely seems better because they addressed the BS window. However the Chapel is now much, much, much worse with multiple walls you need to break and it now has RNG which creates so many windows it makes an infinite and breaking the walls doesn't help.
So basically yeah they're much worse to play as killer but it's not even about them being harder it's the fact that they take less skill as survivor. Just holding W or running the same window/windows over and over again can waste so much of a killers time and especially so if it's an M1 killer who has little they can do against it.
That seems to be the general direction of the game though. Ensure nobody wants to touch your basic killers ever again and let survivors last longer in chases with little skill required.
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I would have rather received new maps instead of reworking old maps. Truth be told, they need to just straight up remove the multiple variations of the same map.
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Visually they all look good, but gameplay-wise... not so much.
Yamaoka (Sanctum) and Autohaven are fine to me.
The Game should be shown in game design classes as an example on how NOT to make a map.
Springwood and Lery’s still suck.
I haven’t played enough on Disturbed Ward or Ormond.
The other maps are infected with the breakable wall plague to some degree.
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The devs said they couldn’t bring a map rework for this upcoming chapter and it’ll come into the mid chapter and later it was leaked that is a bunch of new files for the coldwind maps so it’s confirmed coldwind farm is next. Assuming after that it’ll be haddonfield and the two black water.
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I don't like the new maps, and it's hard to explain why. It doesn't really have to do with the playability -- I just feel like they're less interesting, visually. I walk around and I don't feel like I'm in a place that has character or personality -- I feel like I'm in a procedurally generated wasteland where everything looks the same and none of it (outside the main building) has any distinguishing feature. I also feel like there are a lot more fussy little corners, and low-laying piles of debris to get caught on.
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the grass is horrible.
you know, at first i really liked it, thought it'd be a huge QoL improvement for Trapper - then i realized how it barely even covers up the ground, let alone a Bear Trap set in it!
they need to thicken the grass by a lot. currently it looks like each blade of grass is 50m apart from one another and i really dislike it.
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Ormond and Autohaven are the only ones which stand out as big improvements. Hate mcmillan now, I miss the blue tint and im terrified if losing the yellow of cornfield. If they mess that up it be the the last straw ;)
Ormond is excellent btw, the rest are meh and not worth missing new maps for imo.
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