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Map variants have been removed.

sizzlingmario4
sizzlingmario4 Member Posts: 7,833

This somehow escaped the patch notes (probably should've been included there) but as was mentioned on today's livestream, map variants have been removed from the game in today's update. This includes all the 2nd variants of Macmillan maps, the 2nd variants of the Yamaoka maps, Ormond 2 and 3 (not Ormond Lake Mine though), and all Badham maps except for Badham 1.

How do we feel about this? I always felt like most of the map variants weren't very good (except for Suffo Pit 2 being better than 1 imo), so overall I'm okay with this change.

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Comments

  • Skitten56
    Skitten56 Member Posts: 555

    A bit sad about it.

    I know why they did it and I can understand the decision to help new players or balance. However I personally am going to miss the variety. Probably in the minority here but I like the Badham variants, just wish they were a bit more balanced.

  • Science_Guy
    Science_Guy Member Posts: 2,073

    It's kind of irrelevant as far as Badham since its variants were barely distinguishable to begin with, but a massive improvement otherwise. All the other ones were literally just worse versions of the defaults.

  • TWS001
    TWS001 Member Posts: 392

    Is there only one RPD now? And if so which one is it?

  • SoGo
    SoGo Member Posts: 4,179

    My honest reaction: YAY!

    Really, all these ever did was take up space, confuse people and in case of Ormond, make the new map hard to get.

  • BurnedTerrormisu
    BurnedTerrormisu Member Posts: 361

    all that work to delete it again?

  • tjt85
    tjt85 Member Posts: 1,644
    edited April 2

    Not gonna lie, I never had the map knowledge to be able to tell the variants apart anyway, so I doubt I'll be missing them much (especially not the Badham variants).

    I get the idea behind them, to keep things feeling fresh for players, but to be honest there are already a lot of maps in DBD even before considering the extra variants. Things were in danger of becoming unwieldy and difficult to maintain, so I totally get why they've done this.

  • Yippiekiyah
    Yippiekiyah Member Posts: 588

    Is there still two eyrie of crow maps on the latest update?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,833

    No, RPD is not included in this change. East Wing and West Wing are both still in the game.

  • TWS001
    TWS001 Member Posts: 392

    OK, thanks. That could have been extremely annoying depending on which side you are playing at the time!

    Won't be sad to see the back of a lot of the varients. I hated the Family Residence second version!

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,833

    Yes there is Eyrie of Crows (which got some changes in this update) and the new map Dead Sands, which is a new map within the same realm but it's not a "variant" map, they are different maps (Dead Sands has no main building, just the killer shack)

  • Madmillennial
    Madmillennial Member Posts: 120

    I'm cool with this as well. Honestly, one good variation of each map gives them more wiggle room to make better new maps more often now.

  • JawsIsTheNextKiller
    JawsIsTheNextKiller Member Posts: 3,433

    I liked the Ormand map so I'm disappointed. They could have removed the Badham variants and left the others. We can't look forward to new map variants any more, so there goes my hopes for some atmospheric night time variants of Coldwind and Eerie.

  • UknownShredder
    UknownShredder Member Posts: 204

    Thank god. Hate those 46 variants of ormond and coldwind

  • TieBreaker
    TieBreaker Member Posts: 1,308

    So they're adding a new variant to the Eyrie of Cows, and removing variants at the same time?

  • Rudjohns
    Rudjohns Member Posts: 2,814

    L change

    I like the variants, they were making things fresh for once

  • MechWarrior3
    MechWarrior3 Member Posts: 5,347
  • Jadelysta
    Jadelysta Member Posts: 189

    Can someone please explain this change to me like im a 5 year old? I am at work and i cannot for the life of me figure out what exactly this means lol. I know on badham there's like 600 versions but like does this mean they are getting rid of all realms except one within MacMillans, Coldwind etc? for example they are keeping ironworks and thompson house but getting rid of the others?

  • Royval
    Royval Member Posts: 1,109

    so classic maps like auto haven are gone?

  • JPLongstreet
    JPLongstreet Member Posts: 6,976

    There's five variants of Badham for instance, and this change eliminates four of them. So no more Badham IV or II for example.

  • Jadelysta
    Jadelysta Member Posts: 189

    Thanks king! you literally explained it exactly how i needed it.

  • kit_mason
    kit_mason Member Posts: 682

    Huge, huge improvement. Most variants were not that fun, especially Ormond's new variants, which both deeply suffered from subpar gen placement logic.

    Hopefully if they do ever return they'll recieve some more care for quality.

  • Emeal
    Emeal Member Posts: 6,601

    This is probably the worst patch in a long time, we lost 13 maps and your all laughing.

    BHVR could have retired the worst map variants and remade them, but no, we lost so many good maps and why?
    No good Official reason given.

  • Emeal
    Emeal Member Posts: 6,601

    What do you mean the corpses on the ground? Yeah, if you didnt ask BHVR to shoot them, they would still be good.

  • EmidioPeguero
    EmidioPeguero Member Posts: 17

    I love you guys so much for getting rid of the Badham preschool variants. I hate that map with a passion both survivor and killer side.

  • Emeal
    Emeal Member Posts: 6,601
    edited April 2

    [to Mandy and BHVR.]

    I get the logic of “players don’t like this, so let’s remove it.” But surely, the decision to remove content should be based on more than just general dislike—it should be rooted in strong, causal reasons. What exactly made these variants bad? Was there clear data showing they led to significantly worse gameplay experiences? Were they unbalanced in a measurable way?

    From my perspective, map design in DBD has always had some level of procedural generation, and part of the challenge is navigating an unpredictable space. If maps are being removed simply because players "dislike" them, rather than because they fundamentally break the game, then this is a massive departure from the original philosophy of Dead by Daylight, even if it is just a slight reduction in unpredictability. And let’s be honest—this is happening at a time when many in the community are already saying that the game isn’t scary anymore. Making every match more predictable isn’t going to fix that, it will make it much worse.

    I made a thread about this (link), and the main complaint I’ve seen is about the Badham variants being too similar, which is fair. But Ormond 2? That’s a perfectly fine variant, and I haven’t seen a single solid argument justifying its removal.

    BHVR, I hope you have real, objective reasons for removing 13 maps because “they don’t like it” seens like an incredibly shallow justification for such a major decision. If you do have those reasons, I would love to hear them—because from where I’m standing, this feels like a massive mistake.

    To me, from the responses I have gotten people seem to have much bigger problem with realm repeating, which is unrelated but come Ormond.. what are the reasons that the B and C Ormond experiences are so much worse than A. If you ask me, they are the same, but the slight differences make the game much better for me. But now I feel weird because I don't blame the map for not downing survivors as fast and as far as I can see, everyone else is blaming them maps for it.

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 547

    good, thank you Mandy.
    one of the coal tower maps was so small that i remember spawning with the killers terror radius music playing. Those variants were just awful

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,468

    I'd be lying if I said I won't miss the Suffocation Pit II variant a bunch, that was a map variation done right. However, this is an overall good change I think, a lot of the map variations were not all that fun to play on.

    It also means more Ormond Lake Mine, which is a W. Love that map and I'm glad it won't be crowded out of the realm by the Resort variants.

  • jajay119
    jajay119 Member Posts: 1,232
    edited April 2

    The maps are going to become even more boring and predictable than they already are. Unless they’re going to massively improve RNG, which I doubt, we are now just going to end up with a load of maps where everyone knows where everything is all the time.

  • jajay119
    jajay119 Member Posts: 1,232
    edited April 2

    accidental post

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,833

    Exactly how I feel about this as well, I think they should remove Suffocation Pit 1 and put Suffocation Pit 2 back in, but other than that keep the variants gone. Pretty much every original map version was better except for that one.

  • I_CAME
    I_CAME Member Posts: 1,578

    Fantastic change that I have wanted for a long time. Good work.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,468

    Honestly, both are good maps. I'd hate to see Suffocation Pit 1 to go considering how iconic it is.