Why people hate Eyrie of Crows?
It usualy comes from Killer side. What is so bad about this map?
Comments
-
biggish, good main building, and has a lot pretty decent pallets that chain into each other.
14 -
one of the arguments you hear is that it's too big. as a survivor i think she just has one big dead zone with a handfull pallets.
2 -
I think it’s such a beautiful map.
However, I play trapper…not a good place to “hide” traps. You have to rely more on players not paying proper attention.
As survivor, I love going here.
7 -
It's miserable on Trapper, Hag, Ghostface, Pig and probably Myers as well.
Some branches have weird collisions that I could see cause problems for killers for whom that matters.
Apart from that, very cool map in my opinion !
3 -
Funny enough, on Myers it isn't bad at all. You can stand on the balcony and stalk survivors who have no idea what you are doing. This can be especially devestating with Tombstone Builds. D3ad plays did a fun video about this
6 -
aha funnily enough, blight can pluto on the actual tree branches on that map, because they are just low enough for his head to touch them but have not collision.
0 -
Huge, bright, collision is a big "?" on it (as a Bubba main, this one pisses me the hell off when one branch has a collision of a truck).
It is a very beautiful map, I'm not gonna lie. But it's so annoying to play on, I hate it on survivor too, because it's brightness doesn't allow to do much of hiding in plain sight.
This map makes me wish that bouquet offerings came back. I want to see that map at night.
7 -
Oh, I can see that happening ! =)
0 -
It's very wide open so survivors can see you coming from a mile away and hold W in the opposite direction to waste tons of time, the main building is very strong, almost every pallet is safe and there's a ton of them, you can't hear footsteps because of the texture of the ground, totem spawn at the top of the main building to make OP CoH even stronger, and they even buffed it to put that strong jungle gym in the corner when it used to be a dead zone. Even with all that though, it's somehow not as busted as Garden of Joy or Fractured Cowshed lol
7 -
Big - Hard to patrol gens
Open - Hard to sneak
Bright - Hard to sneak x2
Big building - Mid building is soo bad to chase survs.
Cherry on top (Of the building) - A boon in the top floor of the tower that covers the tower and around it.
If trapper - 0 Grass for traps
And big again - Really long map
7 -
Every pallet in that map is safe and you have to break them
I really like the map aesthetically though
4 -
Not that I play killer but it's not too hard to analyse why imo.
Its pretty big, while not the biggest it's still big.
Its main building is huge, this often means you can just wait at vantage points and theres not much the killer can do but follow and it's pretty lame
Most tiles are very safe, you can see over/through and alot you can just sit at the pallet and react vault when killers hit certain spots (as long as you dont panic)
Most loops are pretty tall so killers like huntress cant use her power at alot of loops
Theres 0 grass so trapper is basically dead on the map.
Its bright, both floor and tiles meaning it's easy to spot stealth killers.
I dunno just seems like it would suck for most killers in general and that's not even including good loopers etc.
1 -
It's too big, and the tiles are just... so safe. It's like the devs don't even think of the killer when they make these maps.
4 -
I do like eyrie for it's counter play to blight/hillbilly. If you play ut right you can force the killer to run off the edge of the walkways in the main building. Great for juicing a bit of time out of a chase.
0 -
could be anything really....
Scholars will disagree forever...
17 -
Fun fact, Eerie is not that big, its rather average as its size ranks 8 out of 16 sizes, the map is 9900 square meters, for comparison Mothers Dwelling is 12000 (biggest) and Coal Tower is 8500 (smallest), Midwich is the 17th but I left it out for reasons that make it "bigger" (even if the map has less area you only have 2 access to the top floor so if you are a Killer and want to check it you have to take a huge detour, making it longer to traverse).
It looks bigger because how its space is used, the map has a lot of linked gyms, pallets and loops and doesnt have any dead zones except the hole tile and that doesnt always spawn, the opposite of Shelter Woods which is the second biggest map (11200) but it being a massive dead zone with barely any pallets or linked gyms make it seem smaller and is indeed a very Killer sided map.
1 -
Map rng creating a solid pallet chains in which tall killers have disadvantage, very strong main building, no grass, it's bright.
0 -
Strong Main Building.
Plenty of strong pallets connected to each other.
One of the worst maps if not the worst for trapper, an already weak killer.
0 -
Blinds my eyes when it first appears and it's just multiple rock pallets and junk pallets that connect to tiles, and the map is humongous, only good thing is that the three gens can be quite powerful if they are all located on one side, but the survivors will typically go back to where there are no gens to heal up and it just drags the game on and on
2 -
For me the map is ok. The only think that i don't like is the brightness. I wish it would be a little bit darker. Not for hiding, only for the atmosphere. It looks like its 2 PM and I thought we should die until the day starts and not 2 hours after lunch 😲.
1 -
I feel the graveyard section is a pretty major factor in the dislike of it, amoung the other thing's mentioned like the jank collision or constant 2nd floor boon's being close 2nd's.
The graveyard to the wall past shack just has a lot of pallet structure's that seem playable for both side's but are just to big making them overly safe, there all pretty packed in tightly together being generally 1-2 second's away from another structure, the shack or either of the tile sturcture's that lead into the side's of the main building which generally has another pallet structure tying into it.
It's more of a reverse Hawkin's, where that map had alot of pallet structure's but those were mostly unsafe unless they hadn't been destroyed and you knew other pallet's where dropped but not destroyed as well, so you could chain them together and have something to work with in what would be a bad spot. Hawkin's was also indoor's so stealth played a decent part on both side's and somewhat made the pallet's seem more useful as time extension's when the gen's where getting down to the wire.
Some tweak's to structure's or there spawning in that area would probably help.
1 -
The lack of Bushes is my main reason. And the bushes it does have are pathetic.
2 -
it's huge, bright and wide open, has a lot of strong tiles that chain into each other very easily, a wide gen spread and a strong main building with multiple breakable walls.
0 -
As a survivor I don't like Eyrie of Crows either, it's just too bright and a killer can already see you from far away. But then again it's still better than Midwich because i always get lost on that map. lol
0 -
Annoying breakable walls, pallets EVERYWHERE, no dead zones, stupid main building and the map is huge
0 -
Why
What is so bad about
Well, I think you can understand by playing killer... Of course, it is to face an above average survivor.
0 -
The footsteps are unreliable because of sand, but there's also a whole bunch of tall objects everywhere so footstep noises are often very important on this map. The tall objects also make it very easy for survivors to block line of sight from the killer, and to hide which direction the survivors are running to.
0 -
//
9 -
Pure gold
1 -
Also:
No drop points off the balcony to the outside
so many tiny things to get stuck on. Like... that is a TWIG. why does it have a collision box the size of huntress' hitbox???
1 -
My issues with Eyrie is that everything about the map design is a giant "f you" to stealth killers and Trapper, and because there's a gazillion chainable pallets all across the map and it takes a non-antiloop killer ages to work through them. The hitboxes are also very bad and weird - you'll notice this real fast if you play Billy or Demo on there, because there's invisible walls up the wazoo.
Otherwise, gen spread is fine. Mandatory breakable walls are stupid but at least they're both in one quick-to-access area.
1 -
bouta create more accounts just to upvote this
(pls mods its only joke)
0 -
lol where to begin?
as others have pointed out one of the biggest problems other than its size and busted main building, is the quality of the tiles and just how big their collisions are. this turns even the very normal rectangle to square pallet tiles very safe, and any other tile of the variety that adds little objects makes it even safer and easier to loop cause a lot of killer powers dont work around them. in a way, its a lot like old ormond where every rock tile (in this case the tombs and graves)
also the bumps and dimples on the ground can interrupt movement based powers, like demo, pig and victor pounces, you would bump into them as if it was a solid wall.
0 -
Why they don't make the outdoor maps have a nighttime AND daytime mode based on the local servers time of day is beyond me.
0 -
The map is just weird. It's way too big, one end of the map is basically a dead zone, and the other has loops chained together with many safe pallets. Being a stealth killer on that map is difficult due to the bright colors, and Trapper can't hide his traps anywhere efficiently. The hitboxes on some of the objects are pretty abnormal too. And of course, we can't forget about the main building being strong to loop in. Even the shack is different in a difficult way as normal shack has holes in it for ranged killers to shoot through while Eyrie doesn't. Definitely my least favorite map by far.
0 -
Big, too bright, long sight lines, loaded with safe pallets and chainable loops.
1 -
IMO it’s generally bad for specific killers not all of them.
0 -
Long traversal times on non-mobility killers means that, when playing against efficient teams, the killer essentially has no inference on the outcome of the match.
0 -
Too many safe pallets and a big F you to Trapper.
The map looks nice though.
0 -
It is too big, has many good pallets close one to another, the main building is a pain for killers (those two windows on the sides...) , the exit gates oftenly spawn far and difficult to see from afar, the fact that there is too much open field makes it easier for survivors to see the killer comming.
0 -
Honestly, I really love this map, I think it's just beautiful. I tend to like desert maps in games anyways. As an Oni main, honestly, this map doesn't do bad for him. And honesty, this is the one map where I feel the "big building" doesn't matter much. There is only one gen in the building, and it's on the bottom floor. It's more annoying in say Haddonfield because theres multiple buildings and the gens are IN the buildings.
0 -
goofy ahh main building
goofy ahh loop safety
goofy ahh pallet count
goofy ahh collision
goofy ahh brightness
the whole map is goofy ahh
(A personal pet peeve of mine is that the sounds of the ink in the sand sound kind of like survivor movements and it is INCREDIBLY distracting)
2 -
Big, decently open and very safe map with amazing main building. It also basicly doesn't have dead zones...
Ormond 2.0 but sandy...
1 -
I feel like some killers have ptsd with this map, because it came out around the same time as the original Boil Over buff and many survivors took advantage of the main building
0 -
I'm a killer main and it's a good map for the killers I play. Though, for most killers, it's probably because there are many safe pallets that can be chained.
0 -
It has all the deadly sins of a badly designed DBD map
Big size? Check
Absurd amount of pallets? Check
Virtually no deadzones/unsafe pallets? Check
Loops that can be easily daisy-chained into one another (While also having Killer shack available)? Check
Massive main building that not only blocks line of sight, has breakable walls that must be broken, has at least one god pallet and even has hooks up top that are extremely easy to camp (And yes, they are there because of Boil Over just like RPD library before it was killed)? Check
These are all mostly from a Killer POV, but I can name similar sins for the few Killer sided maps as well, it goes both ways but Eyrie it is def way too favourable to survs
1 -
Killers? You mean AI that follow you around in giant bright map.
0 -
The map being bright is the most trumped up "problem" about it. I really don't care if they make daytime maps despite the game being called "Dead By Daylight." Eyrie is actually good on letting you actually see across the map, unlike Coldwind. But yes, definitely AI-like in how you have to play on Eyrie.
0 -
It's just old Ormond but yellow.
2 -
Same as Garden of Joy.
Killers who have strong gen defenses and can slow down the game do much better on these maps. Once all the pallet resources are used up, it’s a nightmare for most survivors if they can’t make it to shack or the main building. I think that could possibly be by design.
0