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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Removing certain maps from the pool until reworked?

Financial_Stability
Financial_Stability Member Posts: 467
edited July 2019 in Feedback and Suggestions

I'm going to be honest, some maps are very, and I mean VERY broken in their mechanics. From legit infinites on Haddonfun to a map like Ormund, where scratch marks disappear as well as the amount of safe structures prevent majority of the roster from having a chance on it.


I propose we remove maps like Haddonfun that have very big design flaws from the map pool and re-implement them when they have been reworked. I've seen R6 Siege do this to a successful degree, and I think it can benefit the game now by removing maps that have very bad design.

Would be nice to see what the community thinks. Of course there will be some subjective maps, but I think maps like Haddonfield need to be reworked desperately, and any more of it would be a detriment due to literal infinites with Balanced Landing.


Thanks for reading!

Comments

  • Bludge23
    Bludge23 Member Posts: 234

    I don't think there are any infinites though even on maps like Haddonfield.

  • Financial_Stability
    Financial_Stability Member Posts: 467
    edited July 2019

    With Balanced landing on Haddonfield, you can create infinites that more than half of the killer roster can't catch up with. All it takes is a two story house with 2+ windows to completely shut down any chance of a killer being able to get a hit in. The main building is a great example of this.

  • Milo
    Milo Member Posts: 7,384

    3+ months of x map not coming up...

  • Bludge23
    Bludge23 Member Posts: 234

    The killer could just break chase and go after someone else. But yeah I can see why Haddonfield is a problem. It only works if the survivors have balanced landing.

  • Haku
    Haku Member Posts: 614
    edited July 2019


    Ormund scratches/auras were fixed few months ago. When we talk about maps and bad design my first 2 thoughs are - the game and lery's. These are the bigges nightmares for any survivors. I think you should add them to your "let's disable until fixed" post. There are few other bullshit maps with for example basement in the middle of the map being accessable from any point of that map but I just don't have time for this

    And just for the record ... I am pretty sure I've seen a dev mentoning few months ago that there are maps like Haddonfield just because there are also maps like The Game and Lery's so there is balance

  • Haku
    Haku Member Posts: 614
    edited July 2019


    The game has close to zero ######### of loops though and some of them are a one way ticket or not fast loopable, they are so few that is not even a comparison to ANY map. Basically the map last as long as there are pallets/and you know where they are/. There is also the most horrible place for basement from all maps. Basically camped from the majority of the killers if you get caught cause it is just that easy. Some of the best pallets on that map are also VERY close to that basement/which make them VERY risky/. Also gens are extremelly hard to find on bottom floor, you just have no vision on them, so you have to run around the entire map to find them. Very easy to 3 gens yourself cause you can't tell where the other gens are at any given time. Also extremelly hard to tell what pallets are already used cause you just can't see where the killer is most of the time so you have to run and HOPE there is a pallet ahead. Also hex totems are a nightmare there. Ruin, DH and the all time favourite NOED are very hard to find and NOED close to impossible to prevent. As you know killers claim it is just very to to clear all totems - well not on that map I am sorry. Even with Small Game it is just so hard cause you have 2 floors and the perks does not tell you a floor... Half the stage is very very bright, there is no grass anywhere - it is extremelly easy for a killer to follow scratches or to find ones, it is just impoisbble to lose the killer there. That's not a fun concept. Such horrible areas should not exist and make this map a breeze for killers

  • YaiPa
    YaiPa Member Posts: 1,929

    Tbh, if they didnt temporarily remove glitched perks/addons combo that caused massive exploits, they for sure won't disable maps. Plus there are still infinites, for example grim pantry vs huntress, theres nothing you can do but take the L.

  • Haku
    Haku Member Posts: 614

    You can't say because you probably didn't read it. I thought myself it was way too long but there are THAT many problems on that map...

    I don't know for how long you play DBD but if killers see what you just said about the balanace they would hunt you down ... If the game was balanced around SWF there would not be a million of threads of how UNFAIR SFWs are. The game is not even close to be balanced around SFWs because the majority of players are actually SOLO. It has been proven by the devs few months ago with stats. Also these 2 maps I mentioned are at the bottom for the % escapes - same stats from devs

  • Haku
    Haku Member Posts: 614

    I literally answered about that in my next post a bit below the initial post. The normal map design looks like this - a fair amount of pallets and then a FAIR amount of loops - like 5-6-7 where you can fast vault a few times like the shack loop. On this map I can think of only 2 loops on the bottom floor where u can fast vault more then once. So it is a more of a trade - more pallets for less loops. Problem is pallets don't grow back so survivors are on a timer. With other words the longer the match goes the worse it gets and this map is N1 map for slowing down the survivors with all the things I mentioned already - hexes, placements of pallets, gens, basement, lack of vision, easy for the killer to chase etc. It is just not even close / Lerys ofc being just as bad/

  • Raven014
    Raven014 Member Posts: 4,188

    Balanced landing allows survivors to get to safer places (houses) and if they can get to the outer roof then they are safe because the killer has to vault. You can almost loop them infinitely if you go between two houses. It's annoying to deal with. Haddonfield is definitely broken and on the survivors' side.

    I refuse to play on swamp maps, haddonfield, and ironworks of misery because they are broken in similar ways.

  • savevatznick
    savevatznick Member Posts: 651

    I don't think the amount of pallets or loops is as much of an issue right now, I think the problem lies more in the safety or strength of each loop and how maps generation can really screw killers over. There are a lot of pallets that are either non-mindgameable / rely solely on the survivor being bad, or ones that force a pallet break instead of any other counterplay. Pallets like the ones outside of Thompson house or Cow Tree come to mind for un-mindegameable pallets, and the pallets in the basement of old Badham or the ones that spawn near the basement in The Game come to mind as absolute chasebreakers. These aren't fun to play around because they cannot be played around - the killer simply needs to accept the loop and eat the pallet, no matter how much time it takes, because there is nothing else to do.

    There also is the issue of certain complex buildings / "setpiece buildings" in some maps being able to spawn loops so strong that they create a "safe area" for survivors to abuse. These are things like Wretched Shop's god awful double window loop, the brick wall window loop in the Ironworks of Misery, any house in Haddonfield combined with Balanced Landing, Killer Shack spawning in certain places. There's also stuff like Crotus Penn's entire central building, or the double-window Library nigh-infinite in Lery's. These, in my opinion, are just because the devs are too lazy or unwilling to make the easy minor fixes to these buildings to make them generate in a "fair" way every time.

    If every pallet was mind-gameable to the same degree, then it wouldn't really matter how many pallets were on the map - if the killer wins two mindgames in a row, they get a down. Instead, there are safe loops that demand a pallet break,and some loops, like Rancid Abbatoir's window loop, which can be game-ending if a killer is stupid enough to actually chase a survivor through. Sometimes you just have to know when not to chase.

    As a note to people who go "lol xd they're not actually infinite hurr durr, you can eventually catch someone in 5 minutes if you do it right" - that's not the argument when people call something an "infinite". It's an "infinite" because by the time you catch the survivor, enough progress has been made for the survivors to effectively end the game.