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Why people hate Eyrie of Crows?

It usualy comes from Killer side. What is so bad about this map?

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Comments

  • Nirgendwohin
    Nirgendwohin Member Posts: 1,251

    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.

  • HugTheHag
    HugTheHag Member Posts: 3,140

    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 !

  • Sava18
    Sava18 Member Posts: 2,439

    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.

  • egg_
    egg_ Member Posts: 1,933

    Every pallet in that map is safe and you have to break them

    I really like the map aesthetically though

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    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.

  • danielmaster87
    danielmaster87 Member Posts: 9,343
    edited November 2022

    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.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013

    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.

  • HectorBrando
    HectorBrando Member Posts: 3,167
    edited November 2022

    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.

  • Grigerbest
    Grigerbest Member Posts: 1,699
    edited November 2022

    Map rng creating a solid pallet chains in which tall killers have disadvantage, very strong main building, no grass, it's bright.

  • IamFran
    IamFran Member Posts: 1,616

    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.

  • Tying26
    Tying26 Member Posts: 3

    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

  • Waldbeere
    Waldbeere Member Posts: 168

    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 😲.

  • Turretcube
    Turretcube Member Posts: 467

    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.

  • Huge_Bush
    Huge_Bush Member Posts: 5,405

    The lack of Bushes is my main reason. And the bushes it does have are pathetic.

  • AnneBonny
    AnneBonny Member, Alpha Surveyor Posts: 2,252

    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.

  • Sevo
    Sevo Member Posts: 7

    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

  • AverageAshEnjoyer
    AverageAshEnjoyer Member Posts: 427

    Annoying breakable walls, pallets EVERYWHERE, no dead zones, stupid main building and the map is huge

  • fake
    fake Member Posts: 3,250

    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.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,781

    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.

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742

    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???

  • Laluzi
    Laluzi Member Posts: 6,185

    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.

  • Shroompy
    Shroompy Member Posts: 6,650

    bouta create more accounts just to upvote this

    (pls mods its only joke)

  • mistar_z
    mistar_z Member Posts: 857
    edited November 2022

    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.

  • whysoserious
    whysoserious Member Posts: 24

    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.

  • Remedicist
    Remedicist Member Posts: 1,096

    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.

  • Thusly_Boned
    Thusly_Boned Member Posts: 2,950

    Big, too bright, long sight lines, loaded with safe pallets and chainable loops.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    IMO it’s generally bad for specific killers not all of them.

  • Chaos999
    Chaos999 Member Posts: 869

    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.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,893

    Too many safe pallets and a big F you to Trapper.

    The map looks nice though.

  • Slan
    Slan Member Posts: 306

    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.

  • Lekitzul
    Lekitzul Member Posts: 495
    edited November 2022

    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.

  • LiveBritishReaction
    LiveBritishReaction Member Posts: 427
    edited November 2022

    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)

  • TheMruczek
    TheMruczek Member Posts: 191

    Big, decently open and very safe map with amazing main building. It also basicly doesn't have dead zones...

    Ormond 2.0 but sandy...

  • Nazzzak
    Nazzzak Member Posts: 5,604

    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

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132

    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.

  • Brokenbones
    Brokenbones Member Posts: 5,169
    edited November 2022

    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

  • Devil_hit11
    Devil_hit11 Member Posts: 8,740

    Killers? You mean AI that follow you around in giant bright map.

  • danielmaster87
    danielmaster87 Member Posts: 9,343

    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.

  • GrimoireWeiss
    GrimoireWeiss Member Posts: 1,452

    It's just old Ormond but yellow.

  • KerJuice
    KerJuice Member Posts: 1,907

    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.