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Forgotten Ruins, Garden of Joy, Badham Preschool, Midwich and Swamp are getting updates

W!

Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    Still pleased they are giving it a shot. There will always be people who won't like them, be it because of genuine bad design or people whinging, but it's nice to see them return and try again.

    One of the quotes from the event went something like: the best discoveries come from making bad mistakes. I hope these remakes prove this.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    Given the fact that their update to Ruins on the PTB fixed basically none of the core issues on the map I'm not going to get my hopes up. A nice surprise will be welcome but I'm not getting hyped only to be burned once more.

  • GolbezGarlandGabrant
    GolbezGarlandGabrant Member Posts: 979

    Can't wait for the Badham focus being an additional hook on the bottom floor of the main building and call it a day.

  • Eleghost
    Eleghost Member Posts: 1,190

    I don't think it's too fun for either side. Somewhat annoying to get to the second floor at times, breakable walls are terrible (not as bad as dead dawg but still not great), The pallet loops can't really be mind-gamed well and most are similar run around the tables/amalgamation pile, exits are easy to defend. Now i'm not sure how they could change it to make it better but we'll see.

  • Marioneo
    Marioneo Member Posts: 808

    Midwhich loops have no mindgame potential its layout is a square what if they made it more like a long rectangle?

  • Laluzi
    Laluzi Member Posts: 6,226
    edited July 3

    I would be a lot more excited if they didn't consider what they did to Haddonfield a success. As it is, I'm rather scared. The balance on new maps and map updates lately has been a lot of Ls.

    I do want to see Badham and Swamp reworked, though, so… fingers crossed? With a bit of pleading not to make them even worse thrown in?

  • Choaron
    Choaron Member Posts: 380

    We already knew about Swamp and Garden.

  • SkeletonDance
    SkeletonDance Member Posts: 348

    I would give everything for Swamp rework. I just want this map to be at least graphically updated

  • Laluzi
    Laluzi Member Posts: 6,226

    It's the only realm I don't like getting on either role. Spawns are in the assbackwards corners of the map for no reason (miserable for Plague and survivors vs Pig, or in games with hex totems), dead zones galore in the middle of the map, it generates the most confusing structures in dock and bottom of grim pantry and running them is blind guesswork. And I have poor eyesight and the ubquitous murky greyness really doesn't help me there. I'm pretty much pure sound tracking on this map, it's so hard to see anything. Never mind that there's nothing visually appealing about it.

    I do like the flock of crows that reacts when someone enters the main building, though; I think that's a cool feature for a bit of map info.

  • solarjin1
    solarjin1 Member Posts: 2,229
    edited July 3

    I'm expecting a pallet in between a lamp post and a pebble on the new badham.

    I'm glad behavior reworkingstrong maps at least

  • Royval
    Royval Member Posts: 745

    did you complain when it was survivor sided for almost an entire decade?

  • Blueberry
    Blueberry Member Posts: 13,671

    All of those make sense except Midwich, it's totally fine. Not sure why they're touching it.

  • VantablackPharaoh91
    VantablackPharaoh91 Member Posts: 580

    Haddonfield NEEDS more line of sight blocky tiles with ACTUAL mindgameability, NOT these filler loops. Criminalize filler loops. I hate them I am sick of them. Give us tiles with walls. I wanna do sick mindgames around cars and trucks that lack good line of sight, that's crucial for M1s. If they're too strong paired? Move the tiles, don't add cheap pallet fillers. Put the hedge tiles in a spot that makes more sense and switch the houses around more, why are the hedge tiles that could be fun off to the sides? That street area sucks, the rest of the map is OK and I actually like playing in the buildings both sides now. Don't change those. Size is okay if a bit small, I don't mind maps being mid to small in size as it forces players to interact. Locker amount is good, don't change that.

    Midwich needs maybe some better playability, and a few more pallets. Not many. Weaken the strong spots and strengthen the weak ones. Remove some of the breakable doors and keep it open. Gates, IDK how you would fix, so maybe just leave them. The strong line of sight breaking and stealth elements here are fun, but the entire map is confusing to navigate, could we add SOME sort of waymarkers to help navigate? Can we also have more directions up for both sides, especially M1s who might struggle to find an effective way up (but not down)? I am sick of loading in as Ghostface, hearing a gen up top at 75% and knowing I can't get to it in time without walking up the stairs an eternity away. I'm sick of loading in as Survivor and running into the same room twice where Meg dropped all the pallets, they all were broken, now there's a massive deadzone and I just die. It's annoying to patrol as an M1, and it's impossible to find anything as Survivor, and as anyone that teleports or has stations besides Dredge or Nurse it's obnoxious to figure out where anyone is, ever. And I swear to God as Pinhead I NEVER find my Box on this map, ever, before Survivors do.

    Badham and GoJ have the same exact issue - the Main is way way way way too strong, and the tiles otherwise are also too decent when paired with it. GoJ should deadass not have any god pallets except for Shack and the Main needs to be weakened the way Myers House was weakened. Badham's main should always have hooks spawn down there, at least two if there is no Basement, and it shouldn't connect to more than a few filler tiles. Nothing but NOTHING should ever connect to a Main or Shack, those are always the strongest tiles in any map.

    Both Swamp maps are too large, too much RNG on hooks and gens, with too much elevation and too many fillers and not enough tiles - and both Mains need adjustment. Boat is okay on Pale Rose, but Grim Pantry's double windows are friggin' absurd with the strong pallets on two levels. Nobody ever wants to chase there unless you're a Survivor against an M1 Killer. Make the whole map on both darker, and add more line of sight breakers. Adjust elevation. Reduce the size of both and normalize both hook and gen RNG. No excuse for them to all spawn off to the edges of the map. Fix where hatch spawns too, it's always somewhere stupid.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,087

    Midwich issue is camping. proxy camping hooks is not fun for survivor. they need move hooks in different places and make class room more open. Like instead of putting a hook in middle of hallway with only 2 exists. put hook in class, remove all debree in class room and put it in the center. Move certain pallet loops to accommodate this. Also make class much bigger length.

    I can see reasons for changing it. They might also strengthen windows and center of the map as hardly anyone goes in the center courtyard for looping. The map needs more size depth.

    They're also buffing Coldwind farm. Probably more pallets for Racid Abbator. Maybe 1-2 extra pallets for Fracture cowshed. The other two maps are ok in strength.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    Midwich and Badham have been long overdue updates at this point. They're probably the least balanced maps for their respective sides.

    I hope the map reworks will be decent.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    I don't even know what kind of map is the good map

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,794

    Imagine if they did layout changes to Swamp before they did the Realm Beyond overhaul.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    I actually like it, not the graphic though, but the layout. It makes the boundary has meaningful game play. Unlike other maps, saying the map is large but there is a huge number of tiles are map boundary that give no game play.

    Currently only Auto heaven has a few loops at boundary that's not completely useless like Haddon.

  • UndeddJester
    UndeddJester Member Posts: 3,496

    Haddonfield would be nice to get looked at again.

    The idea of giving more to work with in the streets while nerfing the buildings was fine, but the streets didnt get much in terms of pallet count/location, and God damn it every building got gutted so harshly.

    Yes they were strong... but a like hole 2 feet from every window? Jeez... at least let me recover from stagger first before I take a blade up the butt 🥺

  • Rogue11
    Rogue11 Member Posts: 1,482

    nerfing the buildings and buffing the street would have worked if they didn't also cut the map in half.

  • Rogue11
    Rogue11 Member Posts: 1,482

    so the few maps that have some tiles that aren't a pallet and a barrel will get nuked until every tile on every map is "killer walks around the short side of the loop once and gets a free hit"?

  • SkeletonDance
    SkeletonDance Member Posts: 348

    Perhaps they want to do something about Holding W in corridors and make loops stronger for survivors? This is what I thought

  • Laluzi
    Laluzi Member Posts: 6,226
    edited July 4

    I'm not a huge fan because yeah, it gives the boundary of the map actual gameplay instead of being giant deadzones - I think the fallen logs are quite good in that regard. But I don't like gens and killer-specific items spawning there because not only does it make access annoying, it increases the 'real' size of the map that the killer has to patrol, because survivors now have a reason to be in a zone that they would only ever be hiding in in any other map. It's rough on killers without mobility.

    Also, finding hatch on that map is a nightmare.

  • Langweilg
    Langweilg Member Posts: 1,463

    I‘m really not looking forward to this. I just wait for the 2 vs 8 mode and then I will never touch this game as survivor again as long as they continue to make this game unfair for survivors while overbuffing killers.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Killer's objects laying at boundary is why it feel so bad, for Plague and Trapper. Which is why I suggested to have them spawn at least 16m away from boundary. They made that traps spawn near Gens to prevent that (except Gens in Swamp spawn at the boundary, so same thing still happens)

    Maps can shrink, but boundary should be playable.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited July 4

    As much as hold w is an issue on many maps and it seems like it would be on Midwich I actually don’t typically have that issue on it. I also think its loops are way more balanced than most maps. Most maps loops are forced pallet breaks once thrown as they’re generally unplayable unless the survivor is just really bad.