We desperately need map balance changes...

Zokenay
Zokenay Member Posts: 1,158
edited February 2023 in Feedback and Suggestions

Even one of the most chill players in DBD gets frustrated af due to awful maps like this one, you could really feel the frustration, and killer players most likely got a sense of deja vu for feeling the exact same (most likely worse).

How he won? skill? power? perks? no, tunneling the weak link and the survivors becoming overly altruistic to save that person, but had they just left them to die, the 3 of them would have escaped no problem, so it ultimately came down to the survivors making multiple mistakes at the end, on a match that was heavily in their favor until that moment and would have been a win otherwise.

Even on his survivor match the killer got frustrated enough to call hacks, which might be funny to some, but shows how infuriating maps like Cowshed are.


Even i had this kind of experience, particularly on Haddonfield and Garden of Cringe.

On the first one i actually had one of the best matches i ever had, with both sides being competent, it was fun, but realistically, i only won cause i got someone out, which was when i was already on my last 2 gens, after that it became a real struggle for both sides, from me wanting to keep the last gens, and the survivors constantly running to super safe areas, that being the houses, away from the gens, i ended up losing one rather quickly, which resulted on the last 3 gens, in the end i managed to down someone and put them on a scourge, which bought me enough time to get to the last two before the last gen was done, from that point on, it became a slug fest to secure the win, from downing one and going to another to stop the last gen from being done, got the second person out, stopped caring about the gen and went after the third person to secure the win, got them hooked, 4th finishes the last gen, but i knew where they are, and i got to them.

Had it not been for me getting the first survivor out by tunneling and the admittedly excessive slugging, it would have lost that match without question, even then, most of my experiences on that map are just a slog due to how safe the houses are (some being borderline infinites against M1 killers)

Then we go to Garden of Cringe... these matches ultimately come down to me getting even one kill, easily one of the worst maps next to Cowshed and Badham, and all have the same problem, too big, many safe structures, too many pallets, etc, i often just feel helpless on these maps.


It just goes to show how bad the balance of the maps currently are, doesnt help that Red Forest was left the same in the new patch, and Shelter Woods is still a mess.

And these are just the worst examples, we also have the likes of Suffocation Pit that has one of the most outrageous middle zones, filled with loops with several pallets and even more safe windows, or both of the Crotus Prem maps, having horribly main buildings that become infinites in some cases.

Seriously, the balance of the maps should become top priority for a while, it would make easier to balance both sides, specially the killers, and we already saw how pushing for multiples releases ends up, with Tools of Torment already being regarded as one of the worst if not THE worst chapter in the game before it even comes out.

We have enough content for months, put some resources on improving the game instead.

Post edited by Rizzo on

Comments

  • H2H
    H2H Member Posts: 954

    Most maps should be shrunk by at least 50% and have the number of pallets reduced by even more. It’s pretty clear they design maps aesthetically first and don’t consider gameplay until very late.

  • Zokenay
    Zokenay Member Posts: 1,158

    Funny enough that map has its own issues, starting with the excessive amount of walls...

  • Anti051
    Anti051 Member Posts: 906

    It's so easy it may as well be a horror-themed cakewalk...like....

  • appleas
    appleas Member Posts: 1,129

    They clearly think cowshed is perfectly fine if they bothered to implement the tile spawn changes for other realms but chose to ignore cowshed entirely if what Otz is sayint is true

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,026

    Map size has very little to do with it at all. Current Shelter woods and Azarov's resting place are tied for the second largest maps in the game, behind Mother's dwelling.

    Shelter is never complained about because the map is one gigantic dead zone with a handful of pallets and a basement. Basically a killer's perfect map.

  • Phantom_
    Phantom_ Member Posts: 1,437

    Could not agree more! I don't understand how Garden of Pain has an infinite window, even after old Haddonfield. Cowshed is one of the most frustrating maps to play on as killer, same as with Borgo, it doesn't require skill or regardless of how much you try to mind-game and so on, survivors can just hold W from one safe pallet to the next.

    Also, kinda wish they made the Game more like Midwhich; way less pallets and a few more windows.

  • ElevatedWind
    ElevatedWind Member Posts: 26
    edited February 2023

    It has a lot to do with the map size but that's not only the factor. It also depends on LOS blockers, maze tiles, structures of building and gen placements etc...

  • Zokenay
    Zokenay Member Posts: 1,158


    Well we have another example of the map's BS and ultimately coming down to the survivors making big mistakes to even get a chance at winning.

  • Xernoton
    Xernoton Member Posts: 5,965

    For some reason the devs decided to create visually stunning maps but then make them so bad to play on everyone hates them. Both Red Forest maps look incredible in my opinion but the core problems are still there as well as some new ones.

    I wish they'd care about map balance more. Cowshed is a perfect example of what happens when you tell a number of people to design a part of a map with no information on what the rest of it looks like. You come up with a strong loop because if there was another strong loop around, surely they'd tell you. Really, Cowshed is just safe loop into safe loop into time waster into safe loop. The other Coldwinds aren't quite as bad but they're all fairly hard to deal with.

    Worse than the Coldwinds are the new maps though. Haddonfield has some ridiculous, recycable time wasters (looking at you, Myer's house), Eyrie and Borgo are both super safe and stacked with pallets and Garden of Misery has a literal infinite. It's kind of a shame that you can't really enjoy playing on these maps because they all look beautiful, except Borgo. Borgo is just very red.