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Devs need to rework maps, not just perks

AnnoyingNarrator
AnnoyingNarrator Member Posts: 222
edited July 2022 in Feedback and Suggestions

DBD's Maps are a mixed bag when it comes to many things.

Some, like Hereford, look amazing but favor one side greatly.

Others, like Wretched Shop or Shelter Woods, are just too big and empty.

And then you have the farm maps which come with every killer's least favorite crop, Corn.

Maps in DBD heavily effect how each trail is going to go and it feels like the developers don't know what makes a good map.

The most recent original map, Garden of Joy, is a map that has a main building so strong that most killers don't even bother to chase survivors in there thanks to multiple strong windows. Survivors can also see through some walls in loops but I am assuming that is going to be fixed.

Eyrie of Crows is a map that is very safe for survivors, as there is usually a vault or a pallet within running distance. My real compliant with this map is the lack of any grass for trapper along with how many loops are still let the survivor see the killer.

Dead Dawg Saloon has its own issues thanks to the fact that anything behind the Saloon is either a Dead Zone or about to be a Dead Zone. It also uses breakable walls in a way that can only be described as annoying for killers, as many windows are god windows until you break them. After that, the main structure loses a lot of its power.

We also have the maps that are just plain too big like Ormond and Mother's Dwelling, or the five variants of Springwood that we have to contend with, but I want to narrow down on my least favorite type of map, the ones that promote camping.

Azarov's Resting Place, Suffocation Pit, and Sactum of Wrath are all maps that have two clear sides to them with some stuff in the middle. For both Azarov's and Suffocation Pit, the middle area is an area that the killer never wants to go to. There are plenty of loops that can be chained together easily. Sanctum of Wrath's middle area is not stronger than the average structure, but the area around it is a dead zone.

The real problem is generator placements. If you end up with the gens being split across the two sides, you will most likely lose the match. While there is a gen in the center area for all three of these maps, Azarov's and Suffocation Pit has the already mentioned strong loops around there while Sanctum of Wrath requires you to walk all the way up there.

This leads to the best strategy for these maps being just playing one side of it. This means that instead of having to deal with the resources of the entire map, you only need to deal with half of them. This idea of only playing one area of a map while be true for any map, the choke point nature of these maps mean that the strategy is more effective.

If you want to win, just down a survivor, hook them in the corner of the side you want to defend, then just patrol that side. Odds are, you will see the survivor going for the save and you can easily harass them.

And there are plenty of other maps that have their own problems, such as everyone favorite pallet factory and RPD. If BHVR wants to make both sides have more fun, then they need to revist many of their older maps.

Post edited by EQWashu on

Comments

  • xEmoGirlxAlexisx
    xEmoGirlxAlexisx Member Posts: 613

    Yeah Maps are die biggest Problem in the Game and destroys the balancing of the Game

    Some Maps are to big and some has Way to man palets

    If die devs would make some Maps smaller and remove some palets ( im Talking to you The Game ) weaker killers would have a better chance

  • BabyCameron10
    BabyCameron10 Member Posts: 951

    YES! It still bothers me that they went and made 4 more SPRINGWOOD VARIANTS. ######### was the point of that.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Maps that are 9000m² are fair size to killers that are not nurse/blight.

    It's a problem when a map like The Game is only fair to play as Huntress, Nurse, Nemesis and a handful of other killers.


    Imagine if we had generators that could only be repaired by survivors with certain perks.