Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Dead Zones and Trash Loops

MikaelaWantsYourBoon
MikaelaWantsYourBoon Member Posts: 6,564
edited January 2024 in Feedback and Suggestions

I guess this is just new trend with BHVR's map design.

Borgo , full with dead zones. They said they fixed it. Wrong. Still huge dead zones and most of loops are terrible bad.

Red Forest, kinda okey but generators are so close to each other. If anti-3 gen works as promised, Red Forest will be fine i guess.

Coldwind maps are mostly full of dead zones. Many times map is not even spawning T L.

Nostromo, one of the worst maps in game. All of loops are garbage, main building is so big and garbage.

Saloon and Midwich never got any changes, like both maps are crazy bad for years but ignored.

Now we are getting balance changes for Ormond. I can't wait for more dead zones.


BHVR is improving some, i will give that but one thing is never changes: Terrible map design.

Post edited by EQWashu on

Comments

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,146

    On Ormond they got rid of the big rock from that picture idk what else there doing

  • jonifire
    jonifire Member Posts: 1,436
    edited January 2024

    I agree with almost everything.

    Midwich is mostly fine, a bit too many pallets, but ok. What is your problem with it?

    Coldwind has too many filler loops. The fields should have more corn to hide and disorient the killer. Then I wouldn‘t mind the deadzones. Some of the maps are also far too small.

    Borgo is just unfair as survivor and as killer free 4k. Every loop is just a lose lose scenario and it has too many deadzones.

    Post edited by jonifire on
  • GeneralV
    GeneralV Member Posts: 12,666

    That is one of the problems I have with the map reworks. First there are the visuals, of course: I don't like them, I prefer the old graphics and I always will. I stand by my opinion.

    But the balance has been hit hard on some of them, definitely. Coldwind maps in particular, as if being hit with what I personally consider to be the worst visual changes done to any map wasn't enough. The new tiles and variations on MacMillan are terrible, no other word to describe them.

    We also don't talk about The Game as much as we should, which has the exact same problem but for killers instead of survivors.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    I actually mentioned it in Coldwind, it's part of realm. Coldwind maps are mostly full of dead zones now.

  • Azulra
    Azulra Member Posts: 586

    I'm pretty sure that the reasons a lot of the pallets in the reworked maps aren't very great is because BHVR is most likely either just wanting to make more unique loops or they're trying to make up for some of the extremely bad loops that killers had to deal with for a while now. If not those then it could also be that they are changing the pallets this way to make the game more beginner friendly because, if it's not obvious enough, they've been on a trend of making the game more beginner-friendly lately likely to get the game to keep growing so that they'll earn more money since more money means the more work they can do. If they only try to make the game appealing to veteran players that's just gonna keep driving newer players away which would mean less money and less money means less work they can put into the game.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Coldwind is the worst

    Thompson House and Torment Creek, half those maps are dead zones

    incredible

  • xEa
    xEa Member Posts: 4,105

    Borgo is terrible, but nothing can beat Nostromo. This map is an absolute joke.

  • xEa
    xEa Member Posts: 4,105

    Thompson house ofte spawns with 8-10 pallets, and out fo those 3-5 pallets useless.

    Also my beloved Coal Tower, i had a seed with 8 pallets recently. What a joke.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564
    edited January 2024

    I mean if idea is keeping new players, why they are weakening maps. That just does not makes any sense.

    It does not matter how strong maps are, New survivors are not using them effectively. Now they are making them even worse. Survival chance is going even worse.

    Post edited by MikaelaWantsYourBoon on
  • GannTM
    GannTM Member Posts: 10,956

    When I heard abattoir was getting a rework during the 7th anniversary stream, I immediately thought to myself “why have they picked this map over a bunch of problematic maps?” Abattoir was a fine map before but they ruined it.

  • jonifire
    jonifire Member Posts: 1,436

    At least Nostromo is a big map with bad loops. Borgo is almost as big as the Ormond house.

  • Foempticol
    Foempticol Member Posts: 232

    Nostromo is an absolute terrible map for survivors, I really hate it. Garbage loops and pallets

  • Azulra
    Azulra Member Posts: 586

    Most of the newer players in DBD have a tendency to start on killer from what I've noticed so if that's how it is then it'd be more appealing to newer players if the maps are weaker since that'll allow them to be able to deal with chases more effectively. Newer players almost always take priority over veteran players and most game companies have acknowledged this and are doing better now rather than when they were only trying to appeal to their veteran players.

    Also simplifying loops not only helps newer players as killer, but it also helps newer players as survivor too because it makes it easier to learn them and such. The main problem you're running into is that you're only thinking like a veteran player rather than putting yourself in the shoes of a newer player who has barely gotten the time to adjust to the game like you and me already have.

  • I know the focus is always on pallets but instead of less pallets they should give us more jungle gyms or T-L walls or even those weird tiles on Ormond/Yamaoka. Plus the consensus seems to be that mindgames are the best part of chase and those sort of tiles would be ideal.

  • Dumbtecher
    Dumbtecher Member Posts: 36

    Who asked for ormond changes is the question???

    Nostromo is probably my least favorite map atm. 95% of the pallets you don't have to break as killer. The "safest" pallet is in front of main and you can still catch the survivor and win a 50/50 with BL1. Hugging tiles feels terrible, awful gen spawns, terrible main window with the worse drop down window possible. Only thing decent about the map is the size.

    Garden is still a very strong map for survivors because of main building. They weakened a lot of loops on the map and they are now in a good spot. All they have to do is remove the strong window downstairs that chains with the safe pallet because that window always chains with a jungle gym or T/L. Then remove the upstairs windows in the very back rooms and keep the one in the downstairs back. Boom fixed

    Borgo now has a lot of 50/50 fillers and dead zones despite it's size, which is a problem. You need a very efficient team on gens to win vs a competent killer on this map.

    Hawkins is literally 50/50 pallet city. There should be no reason why 95% of the pallets forces you into a 50/50. Nerf quantity, Buff strength.

    Badham maps have 5 versions.. Why? I personally think the first version is the most balanced. I wouldn't really change much other than adding a hook inside of main building when basement doesn't spawn because of the annoying sabo/boil over squads. Remove the other 4 versions.

    Swamp.. Where is my swamp rework?? Please..

    Toba.. One of the worse visually looking maps in the game. Terrible to navigate. Can't hug a lot of loops. Bad fillers all around. Actual awful jungle gyms, like, I don't think any other map tops toba landing's jungle terms in weakness and actual dog design.

    Gideons is still one of the most boring maps for both sides. Predrop safe pallet and chain the next till they're all gone. Not much interaction, barely any windows, very small size, bad gen spread.

    Coldwind maps got completely gutted for whatever reason. The only one that really needed changes was just fractured cowshed because of it's size and the strength of the pallets. Now its a 50/50 whether you get good or bad rng. But my worse of them all is rancid abattoir. I felt like that one was the most balanced. Good pallet strength considering the size of the map. One breakable wall in main that made the windows completely playable for killers. And now.. well.. Now it's possible up there in the top 3 worse survivor maps.

    Macmillan maps were given a new version each for whatever reason. Again wasting resources on unnecessary stuff no one asked for. Please remove them because they're all bad. Macmillan is one of the few realms that are balanced for both sides.

    Haddonfield is just a very survivor sided map vs most killers. Very safe buildings and good gen spread. The buildings are the main issue. Reduce the size of the giant highway that y'all constructed in the middle of a neighborhood to bring the buildings closer together. Nerf the buildings and add extra space behind the buildings with loops. This would also help with stealth killers that don't want to get spotted a mile away and also against killers like nurse/huntress/trickster. Being out in the open is not want you want on this map.

  • RFSa09
    RFSa09 Member Posts: 1,007

    borgo is ok, not strong, not weak, just meh, and there´s some really good loops, red forest is fine, coldwind maps are better than before, i think they´re fine besides the dead zones (half of the map), nostromo can be horrendous for killer or for survivor, like 2 jungle/pallet gyms back to back to main building to 50/50 pallet to a weird loop or just some trash filler pallets, the real problem is the hitboxes holy cow, saloon and midwitch are fine, the only problem is the main building, they´re getting better, not the best map design, but better than before

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,223

    It's not just the implementation of dead zones and trash fillers, it's also how classic tiles are made weaker on new maps. Just look at the "jungle gyms" on toba landing and nostromo wreckage. The walls there are much shorter and have larger holes, making the tiles significant weaker in the process.

  • ad19970
    ad19970 Member Posts: 6,759

    Personally don't see the problems with the newer maps. If anything, a lot of them are fairer now, giving killers more counterplay. Haven't run into any crazy deadzones personally, and most pallets in my experience are still good enough to work with.

    Borgo for example, the times I played on that map, it didn't have any crazy deadzones. I also fail to see how the loops on that map are weak in any way or form.

    Coldwind can spawn deadzones for sure but except for Rancid Abattoir I never felt like those maps have too few pallets. Especially considering a lot of the coldwin pallets are ridiculously strong.

    I also fail to see how Nostromo has nothing but bad loops. Certainly the average tile on that map is weaker than on other maps, but that just means M1 killers have a bit more counterplay. And I certainly have seen some strong tiles on those maps as well.

    Dead Dawg I can see being a bit killer sided, just like Midwhich. But nothing crazy in my experience.

    Really the only map that got changed in a bad way was Rancid Abattoir. That map I agree spawns too few pallets on average.

  • ad19970
    ad19970 Member Posts: 6,759

    What exactly is the problem with the new macmillan maps? I find them to be pretty well balanced. Not too big, and not too small, with enough tiles to use.

    On the other hand, the original Groaning Store House is pretty damn survivor sided.

    And I also fail to see how Fractured Cowshed is now really weak. Abattoir is the only problematic map in my opinion, because it spawns too few pallets.

  • ad19970
    ad19970 Member Posts: 6,759

    But those maps are pretty big and while they do have certain spaces that are deadzones, they still have enough tiles to work with elsewhere, you just need to know where those tiles are. I fail to see how those maps are bad for survivors.

  • Sava18
    Sava18 Member Posts: 2,514

    Their map changes have been outright terrible for sure, seeing CW, AH and MM realms being downgraded over the last few years has been sad. Cold wind maps need a hit but that hard and the other two realms were literally perfect.

    As far as I can tell the ormond changes are just outright buffs so I'm not sure why were talking about it. Ormond was already strong for survivors, even with the front and back of main building being weak. They are basically removing that weakness on a map where splitting on gens is easy and strong.

  • jonifire
    jonifire Member Posts: 1,436

    Borgo is terrible, it so bad for survivors. I haven’t lost once there as killer.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    It's okay to have deadzones. Part of the danger areas. You have to be able to think on your feet and identify danger and safe zones in a map and utilize that knowledge accordingly. We shouldn't just have everything handed to us on a silver platter. Killers can utilize dead zones and survivors can utilize the safe zones. Some maps have more safe zones than dead zones, while other maps have more dead zones than safe zines. I would PREFER every map having a healthy mix of both though instead of maps that are clearly survivor or killer sided.