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Are there any planed changes for Forgotten Ruins map?

UnluckyMan
UnluckyMan Member Posts: 46
edited June 2025 in Feedback and Suggestions

So this map is not really good but today I had probably the worst game there ever.

This game was against Skull Merchant and ehm… I thought chess merchant is gone for good. No I'm not joking I was held hostage in game for about 40 minutes and that thanks to bottom part of the map. Killer was there from the start not leaving it at all. All of it was trapped with drones and killer was all the time undetectable. I and others were able to enter dungeon but that was almost always instant hit because killer was always near entrence. Thanks to thoes drones she always knew if someone is there so no way to sneak in. The rest of that game looked like this. 4 surviwors are trying to enter dungeon everyone take one hit everyone uses portal to run anway reset all health states repeat for over 40 minutes.

How something like this is even possible after this killer had so many nerfes? Yes she is weak and I know about her rework so I had to chceck map. I did it with Trapper. I trapped entrence, near portals and other critical places and the result was almost the same. Not a single gen was done for over 10 minutes. I could play like this infinitely but I just left for free.

If trapper and merchant are able to hold others on this map I'm sure at this point hag can too

So please for some fixes or changes not for killers they are already weak but for this map because being held hostage is not fun at all.

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Comments

  • SoGo
    SoGo Member Posts: 4,495

    Forgotten Ruins are way too small.

    The same issue is with Haddonfield, you can see the other end of the map when on the edge, and a TR perk is basically map-wide.

    Forgotten Ruins should maybe get an extra room or two in the dungeon, a bigger size on the surface layer, and a second pathway in aside from the tower.

  • Emeal
    Emeal Member Posts: 6,835

    Honestly there is a point that can be made about the portals, it seems the only ways into the dungeon is far too easy to protect.
    Given that the entrance portal or the stair down is right next to eachother.

    Solution 1: Make the one way portals flip directions every minute.

    Solution 2: put the One way portal in further away from the stairs down.

    Solution 3: Add an additional Portal in the shack that connects randomly to the two Dungeon Exit Portals.

  • Wezqu
    Wezqu Member Posts: 1,197

    The main problem is the three gen possibility in the basement they either need to remove one from the basement or redesign the map a little bit.

  • Elan
    Elan Member Posts: 1,707

    I disagree, this map is not small at all - compared to Haddonfield, Dead Sands… is very balanced and fun in vertical playstyle.