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List Maps You Think Need Reworks and Why

WashYourHands
WashYourHands Member Posts: 260
edited June 20 in General Discussions

Forgotten Ruins: Forgotten Ruins has very limited ways to traverse to and from the Basement. To go down, you need to go to the tower — whether it be portal or stairs. Whereas to go up, you need stairs, or either of 2 portals located on opposite sides of the basement. It's like they're 2 separate maps connected via a couple wormholes. Most killers have caught on that to win on this map, you need to stay on the surface and contest the 4 gen. The surface has much fewer windows/pallets than the basement, so survivors have to often teleport using the portal at the back of the tower. The portal to the back of the tower takes you immediately into a strong loop with a pallet and window; the 2 others take you into the open with little to no pallets or windows nearby — another reason to avoid the basement. Frankly disappointed in the scale of the tower — it looked so much bigger in the promos. I wish it was more like RPD with a lot more inside than outside.

Disturbed Ward: You can easily have 3 gens spawn at main (upstairs, solarium, back entrance) and have more in proximity — for example, at the hedge garden, the greenhouse, or at the single pallet in the corner facing main entrance.

Greenville Square: The only map that was the 2-pallet rock tile. I don't have a lot of playtime with this exact tile whether on survivor or killer, but fundamentally, I think it's a problematic tile. This tile was an experiment from the developers, so I think they deserve more feedback. I've also never seen the parking lot spawn with a pallet or window — is it always a deadzone?

Post edited by WashYourHands on

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817
    edited June 21

    Badham preschool. Unfun for killer, too strong for survivor.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    badham is like the only map i absolutely hate, a few maps i kinda groan at getting but they are usually fine.

    but badham makes me angry.

  • Archol123
    Archol123 Member Posts: 4,634

    Bedham - way too many connected tiles, strong buildings, 5 of them despite no remarkable difference besides where the buildings are placed.

    The game: 25+ safe pallets and very little room to mindgame or do something besides kick the pallet

    Haddonfield: should have some windows in the middle and less dead zones...

    Swamp maps: too big and at the same time too empty... There are times when they spawn less than 10 pallets...

    Greenville Square: 25+ pallets but almost all of the are unsafe, which does not really matter because the next pallet is just so close, it lacks the mixture of strong and weak tiles...

    Singularity map: Was too colorfully too many line of sight blockers and hiding places as well as random stuff to get stuck on..

    Eyrie of crows: still a bit too strong for survivors, but my main issue with the map is those trashy twigs you get stuck on for no reason...

    There are some more maps that need attention, but spontaneously those are the ones that are most problematic.

  • Tzimiscelord
    Tzimiscelord Member Posts: 146

    Gideon meat plant.

    Too many safe pallets.

  • Rogue11
    Rogue11 Member Posts: 1,464

    Haddonfield, Rancid, and non-dungeon Borgo are free wins for killer.

  • RFSa09
    RFSa09 Member Posts: 818

    Springwood, haddonfield (again), the clown/nurse map (idk the name), nostromo, swamp, Borgo, toba landing, eerie of crows, Garden of Joy etc..

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,711

    All but the first Badhams, and Garden of Joy.

    The rest I find…tolerable at worst.

  • ArkInk
    ArkInk Member Posts: 729

    Gideon can feel like a walking simulator if survivors just start throwing pallets

  • tjt85
    tjt85 Member Posts: 955
    edited June 22

    Midwich and Hawkin's Lab are my least favourites. 10/10 for the spooky vibes and accuracy, 3/10 for the experience of actually playing on these maps. Lots of similar looking rooms with no exits to get lost or trapped in. Midwich is a little less horrible if you're playing Killer, since most Survivors can't find the gens on this map and the gates are ridiculously easy to patrol.

    I also dislike all the corn maps. They somehow manage to be too bright yet also somehow very difficult to track Survivors on. If they run into the corn they're just gone. But they couldn't ever be reworked to my satisfaction, since it's the cornfields that I hate so much about them.

    I've not been a big fan of the recent map reworks, so I'm not sure I'd like to see BHVR do any more of them. Every reworked map has been a struggle to play on as Survivor and some of the new loops have been a joke, especially if you have bad ping. I think reworking maps generally hurts the Survivor side more than the Killer side tbh, since you have to learn yet another new map layout (sometimes before you've even learned the old one!).

  • danielmaster87
    danielmaster87 Member Posts: 9,440

    Badham. Those underground buildings are so badly designed. They waste so much time for the killer to get to the survivors when they know exactly where they are. If the killer finally catches up to them, they can just use the loops that are there which are often very strong. That's like 60 seconds just to get 1 person 1 time.

  • Pulsar
    Pulsar Member Posts: 20,783

    Probably new map, map before new map and Badham.

    I would say Swamp, but I almost like Swamp the way it is.

  • ImWinston
    ImWinston Member Posts: 240

    new map (D&D map) it's too killer side. if you have 2 neurons in your brain, just ALWAYS stay in the upper floor and the game is always won …but despite everything some say it's survivor side 🤣 really bad design