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BHVR what were you thinking about putting (New loops/tiles) in Macmillan state?

what the hell BHVR????

I just played a match on suffocation pit which is not a balanced map by the way. The new tiles make this map even worse, there were windows 5 meters from each other and there was 2 ###### jungle gym greeting each other and some other yamaoka tiles.

As much as I like the idea of ​​putting new different tiles on some realms, you guys failed miserably. It was the worst experience I've had in a long time.

Comments

  • OneGoodBoyDemo
    OneGoodBoyDemo Member Posts: 424

    I understand what you are saying but what is the point of reducing recovery time and breaking pallets if the maps are going to get worse?

    I also believe that these changes would not be necessary if the maps were balanced but it's BHVR we're talking about...

  • Remedicist
    Remedicist Member Posts: 1,096
    edited July 2022

    I thought the new tiles were pretty nice. Spices things up on the maps and they aren't too challenging to face from my experience. Unless we are talking about Suffocation Pit but that middle zone has always had chain linking loops that make me want to cry.

  • Crowman
    Crowman Member Posts: 9,668

    Honestly those tiles are a welcome addition and other maps should get them too.

    Sounds more like the map needs to be changed than the tiles.

  • OneGoodBoyDemo
    OneGoodBoyDemo Member Posts: 424

    yeah, the idea of putting new tiles is good but i'm starting to think it might not work on some maps. lmagine playing on azarov resting place with these new tiles, damn....

  • ad19970
    ad19970 Member Posts: 6,468

    The new window tiles are great in my opinion. Always happy to see such new loops.

    The problem you seem to have is an issue of suffocation pit, because it can spawn a bunch of tiles in the middle, that sometimes connect to efficiently.

    But the new window tile is actually very balanced in my opinion.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    I have been hearing "maps are bad" for years. I am not really sure what a balanced map would supposedly look like.

  • OneGoodBoyDemo
    OneGoodBoyDemo Member Posts: 424

    This is my conception of what a balanced map should look like:

    a map where the killer can defend generators and put pressure on survivors and that also has strong loops not necessarily connected so the survivors can do something.

    Coal tower and Chapel are a great examples. Both are small maps that killers don't need to run a marathon to get to a generator and manage to injure multiple survivors in a short time putting some pressure and both maps have strong main buildings as well as other loops to compensate for defense and pressure that the killer may have, making a fair map for both. But like i said, it's my conception.

  • Dsnooz
    Dsnooz Member Posts: 241

    The new tiles are nice overall.

  • Ryuhi
    Ryuhi Member Posts: 3,939

    Lots of unsafe, mindgamable pallets spread in a way that natural deadzones never occur, but ones can be caused by wasting pallets. No window chains like a jungle gym facing killer shack or similarly strong positions facing each other, hook placements designed in a way to prevent deadzones if a hook is removed via a kill. Gen distribution evenly spaced to minimize 3 gen effectiveness. Medium overall size, and if indoor, adequate number of places to climb and drop floors. No god loops that require breaking doors to make them normal loops.

    So basically the exact opposite of everything they keep deciding to do.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,102

    The new tiles seem fine. Suffocation Pit is just a bad map

  • Akumakaji
    Akumakaji Member Posts: 5,496

    I had some pretty spicy chases on my last match on Suffocation Pit and didn't realize that I had fallen prey to the new tiles until I read about it. Yes, they looped pretty good one into the next and catching a survivor there took quite some luck and loads of time.

    I could turn the match into a 3v1 at the 3 gen mark and from there on it was a hide and seak match, interspersed by intense chases inside the 3 spicy walls. I finally figured out were the cheeky Dwight was hiding and managed to stall the last gens progression with Dwight's soul on a Scourge Hook; what a Chad.

    Eventually I chased down the last teo remaining survivors and turned it into a 4k, but it was an extremely tight and tense game that could very easily ended with a 3E.

  • fulltonon
    fulltonon Member Posts: 5,762

    Macmillain has one of strongest tiles across all maps, probably that was not the map needed a new loop lol

  • versacefeng
    versacefeng Member Posts: 1,227

    The tiles on macmillan are the same as the majority of the maps in this game.

  • Lx_malice
    Lx_malice Member Posts: 1,417

    I agree. One of the reasons I liked Macmillan so much is because even though it was graphically updated, it was still one of the few realms that felt familiarly like old Dbd to play on. The lack of tile diversity is what kinda gave it it's charm imo. Besides we have still had the newer maps for the newer tiles so I don't see why they had to be added to the old ones.

    It reminds me when they first added breakable walls to Macmillan. I'm just not a fan of Bhvr trying to make the old maps feel newer and I have a feeling someone like @GeneralV can agree with me here.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    Personally, it's nice to have a wider variety of tiles! Makes chases more fun with the increased variety available.

  • GeneralV
    GeneralV Member Posts: 11,757

    That I do, in a way.

    However, the fact that they are changing those tiles doesn't really affect me that much, because they are making something that is already bad...well, worse.

    People can call that map whatever they want to, but that is NOT MacMillan Estate. MacMillan has an unique moonlight and an unmistakable blue tint.

    Those maps became something else the moment those things were removed.

    If BHVR wants to make their terrible creations even worse...so be it.

  • Leguś
    Leguś Member Posts: 186

    Hot take: Chapel isn't balanced.



    You have guaranteed inner/outer 4-lane or short/long wall jungle gym kissing Shack.


    Main building has spawn for either EXTREMELY safe window or just straight-up god window on lower floor next to Basement spawn.

    (Fyi, I would've put there a doorway instead of Basement spawn and put in below the Gen spawn. So the windows could be still decent but not stupid.)

  • Leguś
    Leguś Member Posts: 186

    Also, generally the maps with bigger tile variation, like Mount Ormond Resort have them more spread out.

    Macmillan is know for having tile chains. In order to keep new tiles, they need to move them a bit.


    Probably going to do today a Forum post on how I would change Macmillan Estate's Maps to work more like newer maps with tile distance without completely killing new tiles.

    (Yes, Suffocation Pit will no longer have middle section, I don't think you can balance that.)

  • Emeal
    Emeal Member Posts: 5,395

    I like the new tiles, they are not as safe as the ones which were in there

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I feel like there should be title that available to all realms, but each realm has a single title that unique to them, something like 4 Lockers valley in Red forest

  • dictep
    dictep Member Posts: 1,333

    Well, game is not balanced, so I think maps are not a problem. Killer now is easier than hello kitty super cute adventures