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2021 has been a terrible year for map balance, specially for killers.

Malkhrim
Malkhrim Member Posts: 997
edited December 2021 in General Discussions

2021 is almost over, and while some changes to the game this year were good, others were quite bad. One thing that I think was particularly negative, specially in comparison to 2020, is how map balance was handled.

TL;DR: Map reworks and new map additions made the game more unbalanced and less fun. Now there are fewer killer-sided maps and even more survivor-sided ones.

First off, let's see what was positive about map balance this year:

The Crotus Prenn Asylum rework. That's it. Two maps had a few issues solved, like their really strong main buildings.

Now, everything map-related that was bad:

The Game (Gideon Meat Packing Plant) rework was terrible. It went from one of the few killer sided maps that still had a few things going for survivors to one that not only is insanely survivor sided as also really boring, with god pallet after god pallet, no mindgames, no strategy, no gameplay.

The maps from Coldwind Farm were known for years as some of the most survivor-sided ones, and the rework managed to make them worse! None of their issues were touched, but they gained new hay tiles that are big enough to waste some of the killer's time but low enough so survivors can see the killers through them, making mindgames impossible. Also, breakable walls were added to previously fixed loops and even visibility in the corn has decreased a little bit. Not to mention it's harder to see scratch marks on them now.

RPD was added as a map... and looks like the devs ignored all they had acknowledged about map balance in the past while making this one. Enormous size, loops that range from useless to broken, and it even has at least one infinite. It's miserable to play on it for both sides, but sure as hell it's much worse if you're the killer. Good luck trying to protect the gens or apply pressure on such a huge area, or to catch survivors on the strongest loops.

And to make matters worse, Hawkins was one of the few maps that were still good for killers. It was removed. That also means one less maps to try stealth builds.

Then there was the newest map addition: Eyrie of Crows. While I loved its visuals, there is one thing that I found very problematic and that should be avoided: the map is huge. I mean, the total area isn't that big compared to many maps, but it suffers from a similar issue to Ormond: there are loops, hooks and even generators spread through all the area, even on the edges, which means the area you have to walk is actually ridiculously big, which is a problem for applying pressure if you are playing a killer with no mobility like Myers, Clown or Deathslinger. A map big like that being retctangular means that the distance for crossing the map can be potentially even bigger, putting Ormond to shame and making the "Hold W" thing even more annoying. Eyrie of Crows also has another problem that wouldn't be that big of a deal a while ago, but it is due to Boon Totems: The main building has totems on its second floor that, in case you hear them from bellow, can take quite some time to go up the stairs, snuff it and go back, while it affects multiple floors, which has already shown to make Circle of Healing really, really powerful. And all of that not mentioning the loops on the main building.


Overall, we lost two killer-sided maps, gained three survivor-sided ones (two of them are quite unfun for survivors as well), and some of the worst maps for killers got even worse. Map design is one of the main issues of this game's balance, and it took a few steps back this year. I believe The Game, RPD and the Farm maps need to receive layout changes as soon as possible, but unfortunately I don't have any hopes it will be done in less than a year, maybe even two, considering map reworks are so stagnant right now and the devs didn't show any plans to change already reworked maps. All of this is really disappointing.

Comments

  • ManyAchievables
    ManyAchievables Member Posts: 667

    The Crotus Prenn Rework was horrible. Chapel's main building went from inconsistent (either mediocre or god tier) to always busted and Disturbed Ward is just as ridiculous as before.

    I gotta agree on pretty much everything else.

    I think Gideon in general is just a horrible design, since there are like 5 Windows and 25 great pallets. I don't think there's a single bad pallet on that map, and a lot of them are god pallets.

    RPD isn't even really Survivor-sided and more so just DBD-sided. No side has fun on RPD.

    Honestly, all of the map reworks have made maps worse with one exception. The Ormond rework made it go from incredibly Survivor sided to almost balanced. Lower its size to match Coal Tower and it becomes super balanced in my opinion.

  • Malkhrim
    Malkhrim Member Posts: 997

    I personally prefer the main buildings as they are now, specially one of the god pallets on Disturbed Ward. that became way less safe with the doors added to its side.

    Chapel had some windows that were way too far away from doors before, but now got a little better with the breakable walls. However... yeah, now that you mention it, most of the map is worse. Is still more balanced than many maps on this game, tho (of course that isn't much considering how unbalanced many maps are).

  • StarLost
    StarLost Member Posts: 8,077

    I feel you.

    The new Game map is one of the most frustrating in the game for me now depending on who I'm playing.

    Farm maps...half aren't too bad, Cowshed is the only one I truly dread.

    RPD is a misery for both sides. I win it far more than I lose, but I still hate it.

    Eyrie...yeah. I love the place visually, the major issue is just how dense the tiles can be.

  • Labrac
    Labrac Applicant Posts: 1,285
    edited December 2021

    Crotus rework was terrible. They added back pallets they had removed before, the windows are still broken af and Chapel can literally spawn an infinite. Not even mentioning that graphically the older versions were better.

    There was only a single rework that was positive: Ormond. Everything else either stayed the same or got worse. And even Ormond is still pretty survivor sided.

  • Rooftopper
    Rooftopper Member Posts: 141

    never has a game made so angry

  • danielmaster87
    danielmaster87 Member Posts: 9,795

    The bad far outweighs the good. Every map is just broken for survivors, because of god pallets, god windows, jungle gyms, and kIlLeR sIdEd breakable walls. Killers have gotten nothing to compensate for all the survivor buffs, except for some D and C tier killers switching places on the tier list.

  • Malkhrim
    Malkhrim Member Posts: 997
    edited December 2021

    Talking about reworks from 2020, I found Autohaven Wreckers rework positive too. Wretched Shop used to have pretty much an infinite with 2 windows on it's main building, and Blood Lodge was known as pallet town due to it's ridiculous number of pallets. They are still survivor-sided maps, but not nearly as bad as before.

  • Gulsvart
    Gulsvart Member Posts: 44

    I have to agree. I have played far less DBD this year than any year I can remember. This game always comes in waves for me but there have been a number of times where I have hopped back in only to instantly hop back out. It really feels like a lot of feedback doesn't ever reach home. I equate to someone ordering a hamburger but getting a hotdog instead because, "Well, they both have meat in them". I really hope BHVR takes the time in this coming year to slow down on the chapter release to spend the necessary resources to address the overall health of the game. I feel like we are at the start of a potential downward spiral and it makes me very sad as someone who adores this game.

  • JawsIsTheNextKiller
    JawsIsTheNextKiller Member Posts: 3,368

    And we still get people requesting a Haddonfield rework. You think they are going to make it better for killers do you killer mains? I doubt that very much.

  • Labrac
    Labrac Applicant Posts: 1,285

    They actually did those things before the rework, on a update in early 2020 that fixed a lot of maps. The graphical rework of Autohaven only added the breakable walls, the maps themselves stayed nearly the same.

  • ThanksForDaily
    ThanksForDaily Member Posts: 1,307

    You're a killer main. Of course killers are the victims. Killers are saints. Survivor bad.

  • dugman
    dugman Member Posts: 9,713
    edited December 2021

    Eyrie of Crows isn’t “huge”, it’s the median size a lot of other maps are, 9984 square meters. The maps below are all the same size

    • Groaning Storehouse 
    • Fractured Cowshed
    • Temple of Purgation
    • Both Yamoka Estate maps
    • Ormond
    • Eyrie of Crows

    For comparison there are 14 maps larger than all of those and 15 maps smaller than all of those. It’s literally right in the middle.

  • ManyAchievables
    ManyAchievables Member Posts: 667

    We're just trying to be hopeful. After all, they did make one of the most Survivor-sided maps way more balanced with a rework (Ormond). It's harder for them to screw up a bad map's rework than screw up a good map's rework.

  • Dramzar_Myers
    Dramzar_Myers Member Posts: 131

    Well...I don't know. I in avarage play GF and Artist. So for me RPD and Eyrie of Crows +- normal maps. Also with the Game.

  • Malkhrim
    Malkhrim Member Posts: 997


    Looks like you didn't read the full text, read it again. After I used the word "huge", I literally said "I mean, the total area isn't that big compared to many maps, but it suffers from a similar issue to Ormond: there are loops, hooks and even generators spread through all the area, even on the edges, which means the area you have to walk is actually ridiculously big". As you can see, I acknowledged the total area isn't that big, but most maps don't have tiles, hooks and gens spread to the very corners of the map. Shelter Woods is huge on it's total area, but there is a huge gap between the edges and the tiles and gens closer to it, wich means a large portion of the map is made of deadzones and the space you actually have to walk is much smaller. This happens in most outdoor maps, the only thing Autohaven maps have near the edges are the Z walls.

    Now look at Ormond and see how far the distance between gens go and how close some of them are to the edges, and how there are jungle gyms and the shack on the corners. Now, look at Eyrie of Crows. The loops are certainly closer to the walls of the edges than in any other outdoor map. That means the part of the map that is actually important is much bigger. That is: the area you need to traverse to reach gens and the distance survivors can run foward without running into a deadzone. Shelter Woods has a larger total area, but a smaller actually useful area.

  • dugman
    dugman Member Posts: 9,713

    I do agree that Eyrie and Ormond are very similar. They have the same size, they have bright outdoors, and they have a strong central building with two floors and a generator that also has a couple of god pallets.

    I wouldn’t call either of those maps “huge”, but I agree with the reasons why they’re similar.

  • Haddix
    Haddix Member Posts: 1,048

    yeah this year was total hot garbage for this game. since September, I've never played it less.