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This game has the worst map desing team I've ever seen
Eyre of cringe.
Garden of pain.
The pallet
Preschool
Cowshed
Raccoon city
These are just the worst one, there are others terrible maps too, but those are SOOOO bad that can make maps like Ormond, Haddonfield, gashaven look like a paradise.
And the worst part is, those maps ARE NEW, they are not from 2017, some of them are from 2022. Like what the hell. Who's the brainless doing the map balance?
Who thought a map with no dead zones, connected pallets, one of the biggest main builds in the game, WHO thought this was a good idea to add in 2022 (Eyre of cringe).
Or garden of pain, 100 pallets, god windows that are so strong that can make u fell like it's 2017 again.
Not to mention the game, with it's reasonable amount of 25 pallets, wich at least 24.9 are god pallets. Fun gameplay indeed.
Please I beg u, think on the map balance when doing it, it can be as ugly as swamp maps, if it's balanced (swamp is also a nightmare). I would say the best maps in the game are: coal tower, wreckers yard, and... Well that's it.
Comments
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autohaven is disqualified from 'good map' due to the atrocious solar-eclipse-neon-tube like lighting that has everything blend together.
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RpD and Preschool sure but I can't say i finds the game or eyrie that bad.
Only bad part of Garden of Joy is the awful house remove 1-2 windows and it would be fine
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Bruh, I would rather play on any autohaven map 1000 times then play on the game twice.
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Bro the collision is also pretty scummy, there are way to many connected loops, and the gen spread is bad too. Remove some palettes, tremendously nerf the main build, and then... It maybe a good map for sure.
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Eyries is 100% bad. It's literally ormond 2.0 with how many pallets spawn there. Played a single game of dredge on there and said nope because all they had to do was hold W and I was completely countered. Even some anti loop arent that reliable from how close the pallets are.
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All the maps you mentioned are trash, but Eyrie, Garden of Joy and RPD are causing a different kind of pain to me. Probably because they are the three most recently released maps, demonstrating that the devs haven't learned anything about map design in the past 6 years.
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After the recent changes I actually trust on the devs team, but goddamn the maps are so bad, when I load in one of those i he like "Well I guess I lose", i can't find hope on playing in any map like that. It's so scummy
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If you win on the bad map.."Did you really win?"
Post edited by pocajohnny on5 -
The MacMillan maps are trash too after they added in their cool new tiles that spawn ridiculous setups. Have fun playing on Suffo Pit, Groaning, and Ironworks against people with boons that can loop. Killer sided game though
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It's like you can see when they move somebody new to head of the Map Design/Balance team.
Rework all the maps to remove a ton of pallets from each?
Redo all the maps for higher graphics and re-add ALL the pallets that were removed (and add a bunch more on top of it)?
Yeah, that's the hallmark of two very different hands on the tiller.
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Well I can understand u, but suffocation pit is a really good map.... When u look to it's gen spread, u can get 5 gens on 1 side of the map, so u don't need to bother the middle being buster, or the oder gens on the other side of the map.
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careful, ive had a friend perma banned prematurely from outing the devs/designers like that
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The developer mentioned "pallet loop safety" only once. It was a bit of a controversial topic.
It was explained that a higher value would make the loop safer. Perhaps if the number is 100, it is the so called "God's Palette" that cannot reach Survivor without destroying it. Perhaps in the same way, a "window loop safety" could be created as a system.
Maps that have recently appeared in the game seem to have too high values in my experience. By God's Palette and God's Window, I am strongly impressed by the main building, which has no mind games at all. This is also the case with Garden of Joy.
The design of installing God's Window and building a fragile wall (or rather, a wall that, for a killer, must be destroyed to counter a survivor) next to it may not be a bad idea, but... I feel we need to talk about this system a bit.
As for the God's Window, could the fact that you can just go there without thinking and buy time for the entity to seal it off be one of the reasons why the M1 killer is not used and the killer that you all have as strong is chosen?
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I guess I don't play the right of killers then. I mostly play trickster and artist.
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I can agree on the pallets maybe. But honestly think main building is fine
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If a map isn’t the size of Texas with at least 20 god pallets, is it even a DBD map?
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They need to remove the RNG from maps and make the designs static. You can't balance something when it spawns 50 different ways. It fails both ways. You can get a 3 gen in the corner of Ormond with nothing but an L/T and a hill. GG if the killer is sentient. You can also get a safe pallet facing shack window on who knows how many maps. GG if the survivors are good and you're an M1 killer.
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Variety is one of the main things that keeps this game flowing. Obviously RNG is annoying and the devs need to balance maps so that there as fair as can be for both sides, but if every map had the same 5-6 seeds the game would get more stale than it already is.
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Eyrie is Way to big and only has Save and God Palets Tue Game is cleary the most unplayable Map in the Game when u arent Nurse 1000 of God Palets and Save Palets u Need to break like 10 Palets before u can get the First Hook
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Actually Eyrie is like one of my fav maps as a surv.
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Not everything needs to be killer sided
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Reduce area of all maps, creater smaller loops of intermedium strength and connect 1 loop to shack, 1 loop to main building and 1 loop to a jungle gym. IF Maps are mostly squares or Triangles then you can always have a radius of pressure that is noticeable.
There solved. 6 loops all of them strong enough for good survivors but with no filler content to slow down killers. Faster paced game, more pressure for killers. Use the pallet when you need or else...Stop treating survivors as single babies and make them be a Team, they either win as a Team or fail as a team. Stop forcing killers into multiple 1v1s when the Maps don't allow for so manny 1v1s cause those aint quick 1v1s because the MAPS ARE FULL TO THE BRIM WITH SAFETY.
Fix the flow of your game, gut all of the stupid ass carrying perks ON BOTH SIDES and put some skill in this game. Pressing shift W to run infinitely and avoid a killer is DUMB but MAPS ARE GIGANTIC so they can do that.
Every single mind numbing tool you come up with to keep bad players safe is just another weapon that the good players have cause they 100% will exploit it BECAUSE IT WORKS. What's the point of even trying to play fair when playing only rsults in loosing!?
What the point of MMR if the game is a cheese fest and playing like you should only rewards the ones that dont and double punishes whoever tries to play right. And playing right isn't playing by the Survivors Rule Book is playing by demonstrating skill and knowledge, about the killer, about the loops, about decision making. Pressing E doesn't take skill just reasonable timing but knowing what to do if you get the timing right is skill. Hitting skillchecks doesn't take skill just reasonable timing. Kicking a pallet or wall doesnt take skill but knowing which side to do it from does.
PRomote skillfull interaction by making it happen more, for it to happen more then killer and survivor need to be in more contact, to be in more contact they need smaller Maps where they encounter eachother faster.
LETHAL PURSUER IS A BAND AID not a fix and it needs to disappear so that Maps get improvements or else we'll just keep LETHAL PURSUER on Maps the size of the grand canyon and say there you go my child, go to the auras and shut up!
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What does this have to do with killer sided? Lmao what?
The maps listed above are clearly survivor sided, unless the killer camps and tunnels. Which is exactly the problem. Camping and tunneling should long have been nerfed, but with maps that are not as bad as some of the maps listed.
Camping and tunneling should have priority right now, for at least some more nerfs, but these maps are still very badly designed. And if such maps weren't as survivor sided, the devs could improve survivors in more ways as well. At some point I'd love to see solo survivors have access to a lot more information that swf survivors have, and I'd love to see camping and tunneling nerfed into the ground, but right now, all of that combined, isn't really possible yet because of bad maps like Eyrie of Crows.
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Im currently standing still on the balcony of main building on the garden of misery and I see 10 loops with completely safe zero mind game pallets and not one single unsafe one. That's without even looking around or counting the ones inside the building. How exactly is that fine?
Apparently my picture is the wrong resolution or something so I can't upload it but feel free to count them yourself.
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To be fair with the exception of Badham they all look beautiful. Though I agree that these maps definitely are not well designed in terms of actual gameplay. The Game is just boring. It's always "Chase the survivor to a pallet, hope they won't loop it (otherwise try to brute force it), break it immediately because you can't play around it anyway, rinse and repeat." But please don't insult the design team like that. 25 pallets? They would never do something like that. It's actually up to 40 pallets. Similar issues with Eyrie. Garden of Joy has an other issue entirely. What is it with all those bugs on this map? Hitboxes that make no sense and tiles spawning in a way that create literal infinites without any pallets or windows are my personal favourites. RPD was very close to it's source material and while that was nice in a way the map also had a lot of issues because of that. In my oppinion the new versions are only better because they removed the library's second floor. Badham is completely outdated and has structures that, in the hands of capable survivors, work like torture devices. For example the house of pain. Now, Cowshed feels pretty much like an insult to killers. It almost feels like someone is trying to say "Hey, look! You wanted to have a fun and relaxing game as killer? Well, too bad. Now chase after the survivors knowing you can't really influence the chase because they will just hold Shift + W and run you for an eternity with no chances on mind games and reads while their team mates repair the gens!" It looks beautiful and none of these loops would be too broken if they were in a bubble with nothing else around. But that obviously is not the case.
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Surv main like survivor-sided map, who could have guessed.
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Wow can't imagine why
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Thank you, I've been complaining about maps for a pretty long time and I wish they would shut me up already but the new maps get worse and worse. The blatant Survivor sided maps make me cringe because I know the match is going to be predictable even if I win. You already know exactly where/how people are going to chain the key loops together so its just a matter of going through the motions and watching it play out while you try to force mistakes. Against good teams on an M1 Killer.... yikes
As Survivor I think one of the most frustrating things is getting tunneled when you're in a match with bad map/tile RNG. Have you ever been hard-tunneled for 3 straight hook states (Even if it costs them multiple gens/the entire match) and you see nothing on one side of the map except a TL, 1-2 random hills clearly out of place and those small Z windows you see in deadzones? Have you ever looped shack on certain maps and you cough up a free hook to somebody that didn't deserve it because there's invisible polygons and debris that you can collide with while you're hugging the walls?
Its funny because when I stream DBD as Survivor I get the worst tile variation of every map and then when I'm on Killer I see jungle gyms and filler pallets that line up perfectly with shack window
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Part of the reason is because they're critically underfunded. Their entire map team is about 3 people. They're stretched so thin they auto generate their collisions and can't clean them up
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Its far more than auto collisions. Its tiles that link into each other for 4 days straight.
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Citation needed
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First time I played on GoJ, four of the gens spawned inside the house. Guess which gens the survivors did first...
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Hey it's honestly not that bad as killer either. You just can't waste time chasing them in the tower. Actually I think The Game is great two for either.
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It's actually more from an aesthetic point? I just really like deserts!
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BRUH, BRUHHHHH, bro the map is as big as a continent, there literally NO dead zones, the middle is busted, the edge is busted, the back is busted, the ######### Rock loops are abysmal. The map is the bottom 3. It's ######### disgusting, and the gen spread is also terrible, good luck getting a reasonable 3 gen there.
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you mean the significantly weaker tiles they added? okay lol.
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Map design will always be bad as long as its based on rng. You can get a map with 0 pallets or you can have 6 pallets around shack with a crane loop and gens spread around the entire map (personal experience). I really think realm variations would be so much healthier. Gameplay is still different, but now you can actually balance the maps properly. This version of the map has problems? Okay we'll tweak it. It'd be so much better in the long run.
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