Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Groaning Storehouse Is So Busted It's Not Even Funny

I think that Groaning Storehouse is my least favorite map in the entire game by a large margin.

First of all, it's weird shape makes it much more difficult to patrol than any other map. You have to go way out of your way in order to check/damage. It's not that large of a map, but those juts make it feel so much larger than it is.

Then there's also the totem spawns. All of them are incredibly obvious spots. There's your predictable LT wall spawns, two hills for them to spawn on, killer shack, and then basically out in the open next to trees. If you bring any hex perks to this map, they're more or less guaranteed to be cleansed early on.

And then there's the main building. I've had my complaints about big central buldings several times, but this one is the most egrigious offender. A very safe pallet inside the building, two very low risk windows, and 2-3 very safe pallets just outside the building. Breaking the door on this building is a must, but it still barely does anything to help. This structure is essentially an infinite against some killers. Sadako, Ghostface, Wraith, Myers and Pig, just to name a few, are basically entirely helpless against this building.

There are a fair amount of maps in this game that I dislike, but this is the one that is an instant DC from me whenever I load into it. I would rather play on Gideon's than this map, and I hate that map a lot.

Comments

  • Zozzy
    Zozzy Member Posts: 4,759

    We know, but this game is made for low rank survivors with killers just existing. Maps are a huge problem in this game, but they refuse to acknowledge it and for some odd reason think its fine. Just look at eyre of crows and the game.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,147

    Groaning Bore house wouldn't be a problem if those 2 area that point outwards where instead turned around and slapped on the side.

    sssssssss.PNG

    It would be better like this

    New groan.png


  • Chordyceps
    Chordyceps Member Posts: 1,720

    Central structure would still be a huge problem, but I agree making it a more normal shape would make it a lot more tolerable.

  • Valik
    Valik Member Posts: 1,365

    I totally agree.

    In my opinion, what makes the main building so stupefying strong is that, in addition to its raw power, it is also connected to some very strong tiles that are placed adjacent to it.

    Here are some suggestions I have for the map:

    • Forward window becomes a Breakable Vault (Breakable wall with a vault within, can be broken by Killer to make an opening)
    • The pallet inside of the building is a Crank Pallet (Spawns dropped, survivors can spend several seconds to turn it upright)
    • The main entrance has an open doorway on one side and a Garage Door (Opened just enough for survivors and certain killers to crouch / slide through, Killers can open the garage - survivors can spend time re-closing it to an ideal height)
    • Grass is everywhere, it isn't just patchy.
    • New Gym types that can be used in one of the 7 gym tiles. (A and M gyms)
    • Coal Trough is an open tile type (used in field) where survivors can crouch/slide under until the killer topples the trough to create a long/stout wall.
    • All Gyms have a chance to spawn with a Door instead of a Pallet (Doors can be opened / slammed by survivors with preparation, can be broken by killers.)
    • Second story to Storehouse with small staircase, Upstairs has large hole inside that creates a drop.
    • 1 Locker in the building is an Elevator Locker that slowly transports survivors between floors. (Enough time for a killer to narrowly make it up/downstairs to continue the chase.)
    • Upstairs has 2 breakable wall/breakable vault locations to the outside, and 1 somewhat safe vault window.
    • Upstairs has 1 pallet.
    • The Two hills in the map spawn slightly higher and mist have direct line of sight with main building - special Hills with higher tops.
    • Upstairs has ramps that can be lowered to create ramps that lead down to the hills, provided there's no telemetry in the way.
    • Water Tower can spawn in any Tile location.
    • Killer Shack always spawns as one of the Gym tiles closest to the main building, but its position is random.
    • Main Building has a ring of small tiles (non gym loops) surrounding it on all sides, providing a gap between the main building and gyms.
    • If the Basement ramp does not spawn in one of its designated locations, storage crates occupy its area.

    Thoughts?

  • Chordyceps
    Chordyceps Member Posts: 1,720

    I definitely like the idea of more intractability with maps. I'm not sure how balanced these specific suggestions would be, but they would definitely add more variety to matches.