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New Eyrie Of Crows Feels Worse Than Before

Iron_Cutlass
Iron_Cutlass Member Posts: 3,866
edited February 2023 in Feedback and Suggestions

Since the new Eyrie has been out for some times, I feel like I can properly put my thoughts into words and really put things into perspective (since PTBs are normally a horrible way of telling how good or bad something is). And I want to explain what is exactly wrong with the new Eyrie of Crows compared to the old one.

What Did The New Eyrie Do Right?

The layout of the map changes it from a vertical oriented rectangle to a square kind of pattern, which allows you to reach certain parts of the map better than before as Killer. This new layout also pushes structures away from the back of main building which reduces the strength of the main building itself, however the amount of structures that can spawn on the map overall are similar to before which just pushes the attention away from the main building.

What Did The New Eyrie Do Wrong?

As mentioned before, they layout of the map changed to make things easier to travel and reduced it's surface area slightly. And the location of loops have entirely been moved to the side of the main building or to the front of the main building but have received no changes outside of the position of loops and orientation.

Because the smaller size, the more square shape, and the loops barely changing, the map has become way easier for Survivors due to the abundance of loops that chain into one another. Even loops like Shack had their orientation changed which makes them stronger due to them facing towards the center of the map instead of facing away from the center.

When playing this map as Killer, it is even more noticeable than before due to the higher concentration of pallets in the center "graveyard" area. It is really common to see pallets facing into pallets facing into other pallets, which all chain between the loops outside of the main building, and it is incredibly easy to run these loops without getting hit because the distance between is short enough to encourage holding W from loop to loop.

The only way I can seemingly get hits on this map is by employing hit and run playstyles which just does not work on this map due to Survivors normally setting up Boon: Circle of Healing at the top of the main building. And when mentioned in the "What Did The New Eyrie Do Right?" section, the focus has been pushed away from the main building in general which leads to the Killer having to go out of their way to destroy the boon, which can be an absolute pain in the rear.

TLDR...

The new Eyrie of Crows is worse than it was before and BHVR did nothing to actually fix the main issue with the map itself.

EDIT: Please do note, that I am not saying that this map is "significantly worse", but moreso just "feels slightly worse" than before. However I never stated this fully and I feel like people jumped the gun a bit and assumed I was trying to say the map is "OP" for Survivors when it isnt.

Post edited by Iron_Cutlass on

Comments

  • HugTechLover
    HugTechLover Member Posts: 2,482

    This eryie is not worse than the old one. You can’t be serious.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    New Eyrie feel the same to the old one - Trapper main.

  • TigerSnake
    TigerSnake Member Posts: 531

    I don’t know about worse, but it’s hardly better at all, and I almost feel cheated since most of what they said they’d change basically didn’t happen. There’s a filler pallet at shack that easily chains to a jungle gym, 2 pallets on the side of main that also chain to a jungle gym, barely any more grass or anything to hide traps, and literally just two new tiles that spawn on specific parts when I was expecting them to replace at least some of the many braindead safety pallets that plague the map. Very disappointing rework, which also tells us that any other “reworks” likely aren’t going to fix any of the issues with maps.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866
    edited February 2023

    Throw on Zanshin Tactics and send yourself to Eyrie a few games and youll see what I mean. The center concentration of pallet has gotten significantly worse and M1 Killers overall struggle because of this.

    The only things that make this map tolerable are strong killers (as per usual, Blight, Nurse, and Spirit can all handle this map really well), and hit and run Killers (which got semi-buffed on this map by the reduced sightlines).

    And from recording my data, my killrates on this map went from 52% to 41%, a 9% decrease. Keep in mind, I do not run regression, I do not tunnel or camp, and I mostly play weaker Killers, which could technically attribute to it but at the same time, my build on Billy has hardly changed before and after the map rework and my killrates on other maps has increased.

  • WashYourHands
    WashYourHands Member Posts: 263

    I could see that pallets are more concentrated in the middle because of the introduction of new dead zone tiles (the pits and the altar [does it always spawn a pallet? I don't think so, right?])

    Running around the edge of the map is a lot more dangerous. That's why you see survivors looping the middle in long chases.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    I mean yea, that naturally makes sense, people are only going to run the only areas they can and it would, of course, be entitled to expect or demand otherwise. Im moreso just discussing the pallet and loop distribution since I feel as if it is something worthy of being discussed (and since I have thoughts and look at things from a difference lens compared to everyone else).

    BHVR needs to find this right middle area with pallet amounts and distribution and it's a really tricky thing to balance which is why I threw my hat in the ring to give my thoughts on it. No map is going to be perfectly balanced (since DBD has elements of RNG), and I do not really expect that much of BHVR anyways, but it is still interesting to talk about nonetheless.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    We went from 2 whole blades of grass to 3 whole blades of grass. Trapper mains stay winning. :D

  • C3Tooth
    C3Tooth Member Posts: 8,266

    As people want maps to be smaller, they didnt think that means titles are also closer assume number of titles stay the same, which good survivors can make chain between them for longer chase. While less ex survivors will be struggled more.

  • ARTRA
    ARTRA Member Posts: 954

    Well, not that i really enojy EoC, but dont think is worst, i just forget about main tower and now there is no big "backyard".

    Last time survs send me there i just 3 gen, not going to chase on that damm tower.

  • Blinckx
    Blinckx Member Posts: 426

    Map is "better" because is smaller than the previous one but, as usual, BHVR have not learn how to make the map fun of fair. There are way too many god pallet or ultra safe loops or adiacent tiles that can be chained togheter.

    A good map should be small/medium, with no more than 2 safe/god pallet and tiles should be far away one for the other. Then you can fill the rest with unsafe pallets, props, loops and you're done, you have a fun and fair map both for survivors and for killers

  • FMG15
    FMG15 Member Posts: 530

    Depending on which killer you are playing.

    Billy and Bubba are two of my most played killers (alongside with Nurse) And they suffer even more. The dead bushes didn't get fixed and the pallet density is higher in the center of the map. And Billy was actually stronger on the old version since it was pretty easy for him to traverse the map. But the gens are more concentrated towards the sides of the map which you often can't traverse directly to. And it's also worse for Bubba since you can play way safer as a survivor now because the resources are closer together so chaining loops is now easier than before. For both killers this map has become absolutely atrocious (Though it always was bad for both).