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Let's fix Maps finally!

What should we try to do with Maps?

I believe that auras fundamentally are more helpful for new players and SoloQ. Maps are actually good, but should be made more accessible to the players who would benefit more with them!

The fact is if you're in a SWF or are highly skilled enough, maps are not something that is ever gonna offer you a lot of value... however for a newer player, these items are actually very useful at allowing them to scout quickly...

Why aren't they used?

Maps have some common problems that makes them unappealing to the newer players who would actually benefit from them.

  • They are only available as green or higher items, do are hard to acquire.
  • They are inconsistent in their behaviour between rarities, so fiddly to learn to use.
  • They are add-on and perk dependent, notably Detective's Hunch which is locked behind a paywall.

The aim of the rework is to make maps more accessible and generally more useful for newer players across the board.

The Great Base Map Overhaul

Tattered Map - Brown Rarity

  • Tracks 1 generator at the start of the trial
  • Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
  • Has 12 charges

Parchment Map - Green Rarity

  • Tracks 2 generators at the start of the trial
  • Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
  • Has 16 charges

Rainbow Map - Iri Rarity

  • Tracks 3 generators at the start of the trial
  • Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
  • Has 20 charges

The Great Map Add-On Overhaul

Map Addendum - Brown

  • Add 6 charges to the usage of the map (was 5 charges)

Retardant Jelly - Brown (was Yellow)

  • Reduces depletion rate by 20% when channeling the map

Unusual Stamp - Brown (was Yellow)

  • Increases tracking range by 8m

Glass Bead - Yellow (Unchanged)

  • Press the Secondary Action button while using the Map to use the Glass Bead to place a Pillar of Light at your current location that can be seen by all Survivors

Human Hair Cordage (Was Yellow Wire) - Yellow

  • Allow tracking of hex totems at 50% of tracking range (was ability to track Gate Switches)

Red Twine - Yellow

  • Allows tracking of killer hooks (was killer belongings)

Black Silk Cord - Green

  • Allows tracking of windows and pallets (was Hatch)

Odd Stamp - Green (Unchanged)

  • Increases tracking range by 12m

Glass Lens - Green (New)

  • Reduces time to start channeling Map by 25%

Crystal Bead - Purple (Unchanged)

  • Reveals auras to all survivors while channeling the Map.

Crystal Lens - Purple (New)

  • Reduces time to start channeling Map by 50%

Discussion Points

My hope is the brown map makes the map a more appealing/accessible option for new players who would benefit from auras a lot more. By standardising all maps to have basekit Generators, Gate Switches and Dull Totems, it gives players help finding thing they commonly struggle with and make totem bases perks especially more viable.

With gate switches also basekit, I've instead changed the gate tracking add-on to allow hex totems to be tracked. Maps are the single best counter to Hex Builds though, so I've toned down their effective range to 4m at base and 10m at best with add-ons so that Hexes aren't completely nuked by maps.

I've also removed hatch tracking from maps, since this makes more sense to exist as an ability for keys, and I feel newer map users would benefit more from an add-on for tracking Windows and Pallets instead. This gives a genuine appealing use for maps for newer players, where they can instead use maps instead of WoO, which may bring that down in meta usage, while also giving a little more skillful option to use.

I also add add-ons to reduce the charge start up time for players who find the down time annoying.

See Also:

Full discussion on the issues with maps and keys here:

Keys sister thread:

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 8,809

    fixing maps makes killer totem builds more irrelevant than what they already are. you'd need to bring old undying back where hex takes 5 times to die. even than, map that detect totems around the map will decimate any hex build within 30 seconds of the match. maybe if a block effect is put where hex totems have protecting blocking effect for 30 seconds every time a hex gets cleansed.

    toning down radius of maps makes detective hutch to 4 meters makes detective hutch stronger without changing anything related to it nuking hexes.

    I think sole purpose of maps is to find hatch in late game because hatch was super strong before since you could finish 4/5 gens, have one person suicide and then just spam map to find hatch super quick. a key had no counter-play so everyone would instant jump through hatch in the killer face. now they're kinda bad because hatch is bad.

  • UndeddJester
    UndeddJester Member Posts: 3,352
    edited November 19

    fixing maps makes killer totem builds more irrelevant than what they already are.

    I agree that hex totems are a concern, and I've tried to add mechanics to address that issue.

    It's already the case that maps are too good vs. Hexes, but it's not really a noticable issue cause no one uses maps. I dont think either of us would disagree that just because hexes exists and are not great, it doesn't make it a good idea to keep maps so they suck and no one uses them...

    To address that issue, I have instead made all maps function the same at base in regards to what they track, they can track dull totems, but not hex totems at base. Map auras do not reveal hex totems unless: -

    • You have the hex totem add-on (Human Hair Cordage)
    • The range of the map is reduced to 50% specifically for hex totems.

    In this way, the maximum range you can get to track a hex totem in this arrangement is 10m if you take the odd stamp, and the beauty of this is this can be reduced further of its a problem. Maybe 40%, 30%, 25%, etc, etc.

    I think sole purpose of maps is to find hatch in late game because hatch was super strong before since you could finish 4/5 gens, have one person suicide and then just spam map to find hatch super quick.

    This is why I feel it should have a new purpose, since they are good for helping new players find their way around.

    Maps are actually good for new and soloQ players, and is one of the reasons why I added windows and pallets as an optional aura add-on.

    This version would be a much healthier version of WoO that actually helps a player learn the game instead of having the auto pilot mode. Reduces WoO in the meta, since the user has another option to the same ability.

  • Zuiphrode
    Zuiphrode Member Posts: 21

    This is a terrible idea in every way, but the totem part is especially egregious considering how often they spawn literally next to generators and hooks.

  • UndeddJester
    UndeddJester Member Posts: 3,352
  • Memesis
    Memesis Member Posts: 186

    In respect to finding and tracking generators, maps are completely outclassed and made irrelevant by deja Vu, used frequently by all skill levels. It breaks 3gens and gives repair speed AND is always active, no charges needed.

    For hex builds, it's pointless to bring a build with a map to counter totems because hexes are awful and the few good ones have built in tracking for survivors (noed, plaything, that one dracula hex). There's little more deflating than brining a map with anti totem perks just have it wasted by a killer bringing pain res, pop, corrupt, deadlock.

    Even with these changes, it is not worth bringing any map in place of a good tool box or medkit for objective value, nor are maps as fun as bringing a flashlight.

    I guess the brown map would be nice for finding a spot for a boon? A huge time waste in my opinion.

  • UndeddJester
    UndeddJester Member Posts: 3,352
    edited November 20

    Hmm... fair enough, though I feel like you're looking at it through the lens of higher level player, which is not the target player for these changes. Auras fundamentally aren't good for high skilled survivors of SWFs... but for low level players a perk like Kindred is God tier.

    I would personally think a map is quite good for newer players if you get the effects of: -

    • Visionary
    • Wake Up auras
    • Small Game but better
    • Windows of Opportunity

    All of that to me seems a pretty good deal off a single item with 1 add-on for a newer player. It also frees up their perk slots to take stronger things like Lithe, Off The Record, Prove Thyself and We'll Make It, instead of having to take the equivalent aura perks.

    For hex builds, it's pointless to bring a build with a map to counter totems because hexes are awful and the few good ones have built in tracking for survivors

    Higher skilled players tend scoff at Hex's because they consider hex's easy to deal with. However even ones like Huntress Lullaby, Ruin and Third Seal can and do absolutely decimate a newbie team. Just Devour Hope with Undying is absolutely brutal for low level players to handle if they are unfamiliar with totems spawns... which is very common. I don't think you'll find too many new players that'll consider these easy to deal with.

    So to be honest, I do think your assessment is looking at it from the wrong perspective.

  • Langweilg
    Langweilg Member Posts: 1,261
    edited November 20

    I don’t think we should get a grey map. It would just be another trashy item, which nobody needs/wants.

    Maps should work without charges and they should always show the auras without having to charge them. Then they would be good.

    Killer belongings should be a part of all maps and not be split up into parts. I don’t think maps can be too good and there should be a reason to equip it over other items.

    Do you always see the aura of 3 generators? The part with at the start the trial confuses me.

    8 meter range is too small. What is the point of revealing the gates location in an 8m range? It should be something like 32m.

    The hatch aura should be part of the map instead of keys, because maps always show structures and keys show auras of characters. Edit: After reading over your key suggestions, it should be part of both.

    The WOO addon for maps is nice.

    Post edited by Langweilg on
  • UndeddJester
    UndeddJester Member Posts: 3,352
    edited November 20

    Thanks for the feedback!

    I don’t think we should get a grey map. It would just be another trashy item, which nobody needs/wants.

    I'm not convinced a map is trash myself. It offers some very good aura reading, especially for a newer player. The problem for me when I was new was I was unable to get them easily in the blood web. When I did, because they were a "rare" item, I didn't want to waste them, so I didn't really use them. If you can acquire a cheap map easily that you'd not really have to worry about losing it, I would have definitely used them more when I was learning DBD.

    It'd also allow new players to try boons reliably rather than having to screw around with perks to let them even try…

    Maps should work without charges and they should always show the auras without having to charge them. Then they would be good.

    I dunno... I find the channel quite engaging as a quick reminder ability. Having permanent auras makes the map uninteractive and pretty boring... my personal preference is without a perma aura, and an active use ability, especially with the WoO add on. I'd like this a lot as the non dumb version of WoO.

    Do you always see the aura of 3 generators? The part with at the start the trial confuses me.

    8 meter range is too small. What is the point of revealing the gates location in an 8m range? It should be something like 32m.

    Just to check (and I'm genuinely asking), have you tried using the maps? Cause this makes it sound like you haven't? So just to clean up any confusion...

    The range for maps is not the range the aura is revealed, it's the range at which the object is scouted. Once scouted it is always revealed whenever you Channel the map, so the aura is global once it is discovered.

    This is why the range is 8m, cause once you pass by an object within 8m it is permanently known to you and revealed globally when you channel.

    The hatch aura should be part of the map instead of keys, because maps always show structures and keys show auras of characters.

    You're not wrong, but the reason I moved this to keys is having it on maps doesn't really serve much purpose. Remember you track the hatch when you are within 8m of it, so with that in mind: -

    • It doesn't spawn until you're the last alive, so you can't "pre-scout" it.
    • If it is open you can easily hear it within 8m, so the map doesn't help you with finding it.
    • If it is closed, who cares? The map can't open it so finding the hatch is useless with a map.

    For these reasons I feel like the key with its straight AoE reveal around the survivor coupled with ots ability to open the hatch actually makes the hatch aura fit the key much better.

  • Langweilg
    Langweilg Member Posts: 1,261
    edited November 21

    The range for maps is not the range the aura is revealed, it's the range at which the object is scouted. Once scouted it is always revealed whenever you Channel the map, so the aura is global once it is discovered.

    This is why the range is 8m, cause once you pass by an object within 8m it is permanently known to you and revealed globally when you channel.

    If that is how maps currently work, then this explains a lot and why the aura reveal was so lackluster whenever I used them. Still the range should be bigger in my opinion (at least 12m).

    Thanks for explaining.

    I have used them in boon builds, but they haven’t work that well. Often they only revealed one or two totems in a match.

    I always thought, they reveal the aura of stuff in a certain range. I haven’t know, that you have to scout things first. The hatch should still be part of the map, but just get revealed map wide.

  • Memesis
    Memesis Member Posts: 186

    Alright, I see the case you're making here. Personally, I would love to see maps giga buffed to be made useful even in higher skill brackets, not just lower. I would take your buffs a step further and propose that your new maps don't require any charges nor need to be "channeled". They should always show all auras at set distance of 32 meters (synergizing with open handed) that they've tracked, as long as the map is held. I would make them always be dropped after any health state loss but can be picked back up.

    It may seem strong at first until you realize how many perks outclass the current maps in every way, and these proposed changes would just make them an alternative to those perks, with the drawback being you cannot bring a toolbox medkit or flashlight.

    Maps could be useful in further bridging the gap between the info shared with swf vs solo, it just sucks that they would have to sacrifice bringing in a stronger item.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,304
    edited November 21

    I think your suggestions are great!

    Your ideas to make it a more objective focused item are wonderful <3

    Also those complaining aggressively about dull totems, bloodstained map is currently in full circulation on those who played frequently back then, they track them baseline and very easily. I always bring one if I'm doing a totem build, it's nothing new.

  • UndeddJester
    UndeddJester Member Posts: 3,352

    Thanking you!

    I too like to play quirky builds, and agree using a map to find totems for a totem build beats the heck out of literally any perk you can take 😁

    The blood map is plain GOATed. I have a bunch, and it's silly how good that map is 😅