Justin (x2), Vikram, Rose, Kirby, Jose, Production & Product
Q: Are there any plans to expand the features of Legendary Characters? For example, giving them their own menu portraits when selected, bloody prestige cosmetics, etc?
A: Yes, we have been considering a system for Legendary Outfits that would allow them to have their own outfits, and other visibility options, like a character in the selection menu. We have a bunch of Legendary Outfits that we'd love to get different variations for too!
Q: Will we ever get new cosmetics or some type of reward for reaching p100?
A: We are presently looking into ways to add more prestige rewards, including those for p100. Looking forward to sharing more info in the future!
Q: Will we ever be able to sort characters by favourites or prestige level?
A: A favorite system is something we have been looking into for a while, but we're still seeing how it can be done properly with the current framework!
Q: Would it be possible to add an accessory toggle for cosmetics? this would save Haddie mains
A: Hiding accessories is an excellent idea that we could consider, thanks for the suggestion!
Q: Why is everything in the Deep Rift blue? Thank you.
A: It's blue because the Rift is blue, and we've gone deeper into it! Joking aside, we will be adjusting how we create variants of our Battle Pass outfits in the future as we continue to update the system and its rewards. They will not always be blue!
Q: How about a fast Prestige System? Where I can choose like 5 items the system should prefer over other items and I can prestige with one klick? Anything planned in the future?
A: Thank you for the suggestion! We will consider it while we are discussing the improvements for Bloodweb progression.
Q: Are there plans to increase the Prestige further than P100?
A: Currently, we don't plan on increasing prestige level beyond P100.
Q: Are there any plans to get rid of linked sets?
A: Linked sets are necessary for some outfits as they either have technical issues (clipping, breaking) when unlocked, or are locked for licensed purposes! Due to technical constraints, we also still only have 3-piece sets at this time.
Q: Hi! Since the bundle's new feature was implemented in the store, are we going to see again individual cosmetics pieces from past rifts? e.g: Jane's Bohemian Wonder (head).
A: Hello! We will be starting a rotating bundle with outfits from past rifts to make sure that players start getting access to older content that hasn't been added to the store. We are looking to have that bundle in store at the very end of the summer. Its a good idea to potentially expand that beyond outfits just to the individual pieces though! We'll look into it. -Kirby
Q: Any official statement on when cosmetic gifting will be added to the game?
A: We don't have an official statement about it, but it's still in the works and not abandoned. :)
Q: It's been a long time since the experiment where prestiges were hidden in lobby and we were told you would post the results at some point. Is that still planned?
A: The update on this will be given around the Castlevania Chapter release!
Q: Can we get more perk and customization loadout presets up from 3? And to expand upon it could we potentially have the ability to favorite the loadout and name it and copy and paste it to all of the other survivors and killers?
A: It was supposed to be in the original new store update, but was delayed due to time constraints. No copy paste function, but more presets and the option to name them will launch when we finish the feature!
Q: are there any plans to feature all original survivors and killers in a tome? some characters such as Adam, Jeff and Dredge have been waiting a while!
A: We have a lot of characters, eh? What a fun problem to have!
While we want to tell stories for all of them to give players more insights into their background, sometimes we just don't have the time. We've recently been trying to find outfit collection themes that will be appealing for a wide assortment of characters, and then find characters that best fit those themes after. The goal is to create a very strong assortment of cosmetic content across the entire Rift. Tome 20 Mystic should be a great example of this!
We also try to avoid creating outfits for characters who are already receiving outfits in the same release, but sometimes it happens.
Beyond that, some characters like Dredge & Unknown are better left a mystery!
Q: What happened to the cosmetic plan? It seems like some characters are still taking over in outfit frequency compared to Haddie or Gabriel.
A: Although we have definitely improved the volume of cosmetics less popular characters get, it is true that character popularity is a large driver on defining who get more cosmetics. It is also true that a character who is not very popular is not going to be helped by having limited or less appreciated cosmetic options, and we absolutely plan to improve that. Through more concept testing & more community contests, as well as working with experts to respect the identity of our characters, we want to make sure all characters get a chance to have high quality, well appreciated outfits. - Jose
Q: Currently the "give props" option in post-game doesn't visibly do anything or impact players, if it has any impact at all (correct me if I'm wrong). Have you considered maybe adding a small reward that comes with it, maybe shards, bloodpoints, or even a bit of xp?
A: Thank you, we appreciate your suggestion! In the coming days, we will discuss this and consider its prioritization.
Dave Richard, Creative Director
Q: Now that current survivors all release with voice lines, are there any plans to go back and give older survivors voice lines? It feels a bit strange that half the survivors now speak while the other half are completely mute.
A: We're actively exploring this internally, but we can't provide a timeline for when these new voicelines might be added to the game. -Dave
Q: During the release of the All Things Wicked chapter, a very small minority of people said they weren’t okay with creatures like the wendigo being in the game as it was a “closed culture.” However, I as a native American, would absolutely love to see the wendigo and other creatures from my culture being represented in DbD, could you guys comment on the possibility of this being a reality? Thank you!!
A: Thanks for letting us know. When we consider cultural or folkloric content, we surround ourselves with experts to make sure the content is not toxic or incendiary and tips on how we can shine it with the right light! Our goal is to make amazing characters that are fun and represent different cultures, folklore, and themes well. -Dave
Q: Can we expect more queer characters?
A: Yes! We know representation matters and we know it's important for our community, and it is to us as well! -Dave
Q: Could ever get a definitive list of Original Character ages or birthdates? Very FEW Character have actual established ages and it is something we’re interested in!
A: Thanks for letting us know of that interest! We do not have definitive ages for most characters by design. Not saying this will never be defined but it is not something we are currently considering. -Dave
Q: What are the survivors from the official release trailer up to nowadays, do they have official names and will we ever see them in-game in any way? Also there was a female police officer featured in a concept art book - any words about her?
(I know the ones in the trailer were early versions of the survivors we actually got but let’s ignore that)
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A: These Survivors have been redesigned to the original 4 that are in the game today. There are so many concepts that we dropped and never used along the way. I have to admit it would be nice to revisit these concepts eventually. -Dave
Q: Is there any interest, even passing interest, on crossing DbD over with other things (e.g., having DbD characters make guest appearances in other properties)? I understand this is the kinda question where you need to keep your lips sealed, so a vague or personal answer is fine by me!
A: Of course, and it already happened. DBD characters have made cameos in other games like Move or Die, For Honor and PubG for example😊 -Dave
Q: I’m desperate to know, why did The Mystics turn on Talbot before he had a breakthrough with the soul chemical? My theory was always because Talbot intended to share it and not gate keep, and they wanted to hoard the information, but I don’t know! What really happened?
Also, are we gonna get more Blight lore? PLSSS I need more 😭😭
A: Thank you for this question! I can’t give you more details than what can be interpreted in the lore entries. As for more stories, yes absolutely, we want to go back to past characters and add more lore for them. As you can imagine, it is incredibly challenging to do so as we are adding more and more characters each year, but we have plans. -Dave
Q: Will we get more lore about Tarhos’ guards Alejandro, Sander and Durkos? I’d love to know more about the characters as would many other people.
A: Yes absolutely, we want to go back to past characters and dive deeper into their lore. It is incredibly challenging to do so as we are adding more and more characters each year, but we have plans. -Dave
Mike, Lead Designer
Q: Are there any plans to help make solo queue better to play? (ex: making kindred basekit, using the dbd mobile load screen to let us see teammates perks, etc.)
A: We are constantly looking for ways to make the survivor experience better, and we will keep these suggestions in mind. We have been hesitant to implement visible perks in the lobby due to other concerns like griefing and lobby dodging, but the topic as a whole is still in discussion. -Mike
Q: Do you have any plans to rework Myers or Freddy? It has been highly requested and they seem to no longer stack up with other killers.
A: Freddy has an update planned! We'll have more information on that soon, so please stay tuned.
Myers is definitely also on our radar and we're hoping to see an update for him in the not so distant future. -Mike
Q: Many survivor players are extremely annoyed by Skull Merchant's power and will often leave a match just to avoid playing against her. Sometimes it gets to the point where survivors disconnect as soon as they see her in the distance, or instantly kill themsleves on hook, which causes her kill rate to reach an insane 70%. Do you plan to change Skull Merchant in any way, or are you satisfied with her current state?
A: As designers, we can't really say we're happy with where Skull Merchant is currently at and it's something we're looking into. We have some bigger changes planned for her next year. -Mike
Q: Slugging has become extremely common lately. A lot of killers create special builds to down all survivors and then wait untill they will bleed out on the ground. Some perks like Knock Out promote this playstyle even more. Are there any plans to add a feature which will prevent such unpleasant situations?
A: There are a few different "big" issues of this caliber that we are brainstorming and trying to address in the right way. Other than saying "we're working on it", all I can really tell you is that these issues are very complicated and all sorts of angles need to be considered. We're definitely aware of it, and we're trying to be as thorough as we can. -Mike
Q: Singularity's recent rework added aim assist feature on placing cameras.
It might be helpful for new players, but it's also making him way more clunky for more experienced ones as it affects the amount of control you have over the pod placement which can be crucial sometimes.
Will you tweak it or make it optional?
A: I think you'll be pleased to know that we watched the PTB closely and have decided to remove the aim-assist from biopods for now. Despite making it easier for players less familiar with the Singularity, we agree that it did remove some of the skill expression that makes this killer special. -Mike
Q: Is there a chance that you'll make a rework of certain perks/killers that seem to be really outdated or "unused" by the majority of the players to increase the usage
A: Definitely! Our recent update for the Twins had that exact goal in fact. Low-use characters don't always make it to the top of the list, but we try and update them periodically as we don't want any of them to be ignored.
As for perks, we have shifted our focus to include more boosts for low-use perks in an effort to diversify the meta. You should be seeing more of this as time goes on! -Mike
Q: While it's likely not high on the priority list, with the reversion of iron will to 100% volume decrease, are there still any plans to standardize survivor volume across the board? This was originally brought up with the original nerf to iron will, and hasn't really been acknowledged since.
The difference between survivors like Rebecca and Ace is jarring, and with the fix to the Were-Elk skin, I was curious if this was still planned or possible at this point.
A: We have done some work on making the grunts of pain more consistent across characters (loudness/noticeability). Though there is always more that we can do - we're currently looking into the inconsistencies in scream volumes. -Mike
Q: We can infer that all the modes and modifiers will probably come back at some point, but have you considered maybe making all of them permanent but be in rotation? Like this week will be 2v8, and next week will be Chaos Shuffle, and so on. That way they are "permanently" in the game but each mode will still feel fresh each time they come back.
A: If I told you, they'd have to kill me.
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Q2: Your glasses frame is spectacular btw.
A: I pride myself on very fine taste in eyewear. -Mike
Q:While the Executioner's base kit is basically perfect, will he be getting an add-on pass soon ever since he got a rework for one add-on?
A: We have a design for this! I wish I could give you dates for a release, but... wouldn't want to spoil the mystery. :D -Mike
Q: Recent UI changes in the lobby in the PTB have been met with incredibly negative feedback. Do you plan on going through with these changes or will they be reexamined?
A: We have definitely heard the feedback from the PTB. And we do have some changes in the works to address this before it goes live. -Mike
Q: Is it feasible to have a game mode where every player loadout can have 5 or 6 perks equipped?
A: Anything is possible with modifiers and modes! We'll add your idea to our brainstorming list. -Mike
Q: Complaints about implausible hits have been piling up recently. To quote Hens, "Woah, that hit?!"
Are there any efforts to increase the server tick rate to increase the accuracy of player positions? This would make a big difference, especially for fast-moving killers like Billy, Blight or the Oni.
Personally, I don't think a maximum ping limit of 2000 ms is up to date, especially since a high ping only helps one side, namely the killer. Wouldn't it be fairer for all players to change the maximum ping limit to 500 ms? Alternatively, I could also imagine more server interventions in which interactions are revised.
it just feels bad when you see that the other person has a red ping and you lose because of that and not because the other person is better. high ping simply destroys any skill expression
A: Okay, so I had to poke the reclusive "coders" on this one. Seems that:
"It's not clear that having the server running at a higher tick rate would result in more accurate player positions, HOWEVER... if we are seeing bad hits being validated (which it seems we might), we may need to have another look at the way we do it."
--The Gameplay Hivemind
Q:What were your expectations when you added the remote hook mechanic during the event?
Were you surprised by how survivors reacted when you added the mechanic?
Several survivor-main players and some killer-main players have agreed that the remote hook mechanic made the game miserable for the survivor player base. What do the devs have to say?
A: We intended for it to be a desirable ability for killers (as all of the invitation abilities were). The risk of negativity came up in internal testing, but it was also flagged as a fun element of the event as well. Sadly, the magnitude of the negative response was much larger than anticipated. -Mike
Q: Is it in the plans to add more audio settings? I would like sliders for chase music, hook screams, notifications, etc. I find the chase music much to loud when I'm trying to track a survivor with audio and it often gives me headaches on certain killers like Spirit, Nemesis, or really any killer with seemingly louder than normal music.
A: This has indeed been a topic of discussion on our team. Audio is a big part of the gameplay so it's not without risk, however we are talking about it! -Mike
Q:Demo main here. His portals are massively overshadowed by some of the mobility powers we’ve had since, e.g Xenomorph. He continues to fall behind other killers. Any tweaks planned for Demo, especially his portals? We got some very minor base kit buffs a bit ago but admittedly I wished we got a bit more. He is a very beloved killer and could do with some love imo!!
A: Thanks for the suggestion! We just did a prio-pass on our killers for live updates today actually, and I CAN tell you that Demo's priority was raised due to recent data/feedback, but we don't have a design or any dates for you. -Mike
Q: Are you planning on ever doing something about survivors blowing up gens when they leave? It's very frustrating to have it happen multiple times with nothing you can do about it when we know other skillchecks (overcharge) don't work that way.
A: A previous AMA brought this to our attention, and it's something we do want to address. It's not on the roadmap right now however, so we cannot give any specific dates as to when you can expect this to be changed. -Mike
Q: Will survivors ever get a new item? Like a proper new item with new add-ons and rarities it would make playing survivor a lot more fresh. And if not will we get an addon pass for items? since a lot of add-ons aren't being used at all
A: There's a lot of activity in our team around new items! We did a lot of R&D and experimenting last year to get some good ideas in place and we're pumped to see what players think of them. You should see some of them make their first appearances in upcoming events/modifiers. After that we will determine which (if any) should go into the core game. -Mike
Mandy, Lead Community Manager
Q: Will there be a new roadmap of planned changes? The one you guys made last year that told us of all of the different changes was awesome and it would be equally as awesome if you guys did another one for the coming months!
A: There will be! Working on one right now that should be available by the end of the month! Glad to see that you enjoyed these. -Mandy
Q: Besides sending an email, what are the most effective methods/platforms to send feedback?
A: The most effective way of giving feedback is our forums and Reddit - these are the two strongest platforms for discussion. -Mandy
Q2: I blooming KNEW you guys are always in here, watching, reading…
A2: We see everything. EVERYTHING. We can't respond to everything, but we. see. everything.
Q: Will you acknowledge the rising trend of hackers impersonating small streamers and casual players to get the actual innocent player banned?
There is clear bias of only helping large creators who were impacted by this. There is almost no chance of smaller creators/casual players getting their case given a second look by a real person unless they have a large fanbase.
A: We've investigated the issue you mentioned and are actively working with our EAC partners to unban the affected account. We have reached out to the player, we apologize for the error that led to their ban and will offer compensation. We're also reviewing our processes to prevent such incidents in the future.
While we can't share too many details on this topic, as doing so could aid those developing cheats, we want to reassure our players that significant efforts are continuously underway behind the scenes to maintain a fair, safe, and enjoyable gaming experience. -Mandy
Q:Why is the Killswitch feature not used more often?
Blood Moon Event - Oni has a gamebreaking exploit with lunging while carrying,busted with Mad Grit. Not kilswitched.
7.7.0 - Hawkins is completely unplayable. A week without comment,until we get told it has "reduced odds of appearance" instead of being killswitched.
Past 4 months - Potential energy exploit being widely available,constantly reported and bans are handed out. PE never got killswitched.
These past few weeks - BHVR has been repeatedly made aware of Trickster being a seizure danger. When finally acknowledged it's stillnot killswitched.
I would like an explanation why the Killswitch is not directly used for it's stated purpose.
A: The Kill Switch is a nuclear option, and we assess carefully the impact of the bug and the effect on the matches.
With the Trickster issue in particular, we only had one confirmed report and video, we're asking players who've been affected to contact our Player Support Team. -Mandy
Q: Will there be a Dead By Daylight Design a Cosmetic Contest this year?
A: Stay tuned to our social channels for news on this (that's a yes)! -Mandy
Q:Hello, I want to start with a thank you for doing this AMA today.
Now, for the question, we have started to get more stats these years, something great, now it would be nice to know if you people plan on release more and bigger stats, one example maybe the average prestige on the characters.
A: Stats are something we love to give and we are going to continue to release more stats to our players. We try to always show something that will appeal to a wide range of players - so something fun together with something more serious. If you have any request for what stats you want to see - please feel free to ask on our forums, the more we see what our players are wanting to see in the stats post the more we can tailor these to meet your requirements. -Mandy
Q: Will Lara Croft get a trailer?
A: This time around we tried to do something different - instead of at PTB we're looking at trailers for launch instead - so stayed tuned! -Mandy
: Should we expect DbD to move into direction of becoming an actual esports, backed by BHVR themselves?
A: This answer comes in two parts!
As far as the development of the game goes, we are not planning on balancing with esport-level competitiveness as the priority. Our current focus is around making the game enjoyable for as many people as we can. This means that we may sometimes make changes that are positive for most players, but less so for competitive folks.
With that said, a competitive scene has flourished despite that! Player organized tournaments have their own rule sets designed to keep things fair and interesting when played at that level. We have recently begun supporting some community driven tournaments by providing prizes, and we are planning to continue this moving forward. We're also interested in seeing how we can support these tournaments in the game with features & improvements to custom games. If there's something in particular you'd like to see, let us know! -Mandy
Q2: Hey, there’s one very simple improvement that will probably help the competitive scene out more than literally anything: letting players choose the seed of the map they’re about to play. a seed override would fix the problems of RNG since comp players could play the same one over multiple matches.
A2: That's a great idea! Please keep those ideas coming! -Mandy
Q: how competitive does the team intend for dbd to be? how much priority does a competitive mindset take in balancing decisions? etc
A: We don't make any decisions on balancing the game for competitive level gameplay. We're focusing our balancing efforts on making the game as enjoyable as possible for a wider variety of players. -Mandy
Q: Hiya! Great work doing another AMA again, makes the community feel heard.
In any case, could we, at any given time, see a "health" chapter in the game? As in no new content, but instead hard focusing on QoL for the game's health?
Its amazing to keep getting such good content, but old perks are being overshadowed (hard powercreeped) by new ones, old maps (like swamp) have totem issues or look plain compared to others natured maps like Toba Landing, issues with hitboxes, concerns about killer balance as killers like trapper and myers remain at the bottom, etc.
A: We're happy to do another AMA for all of you!
This is a bit complicated to answer because Mid-Chapter updates (the big ones that happen between new Chapters) already serve as our dedicated time to revisit existing content and implement quality of life features. Replacing a new Chapter gets a little trickier because it takes a lot of highly skilled people to create a game, but not all of those skills can be diverted to existing content. For example, concept artists and animators have a ton of work to do on new stuff but can’t necessarily help with balance changes or new quality of life features - they have different specialties!
I’m glad you pointed out older perks though because this feels like a great time to mention that we're currently working on a big perk update planned for this fall. This update will focus almost entirely on buffing around 20 existing lesser used perks, creating more interesting and viable options to play with. We’ll go more into specifics when it’s a little closer and we have everything nailed down! -Mandy
Andre, Level Design Team Lead
Q: Are there any updates or plans to revisit old chapters that didn’t receive maps? Such as the All-Kill chapter or Binding of Kin?
A: While we on the level design team don't control the content of the chapters, we are definitely eager to delve deeper into the lore and environments mentioned in the archives, character bios, tomes, and even comic books. We appreciate your enthusiasm and interest—please keep the feedback coming. Though we can't specify when, we're committed to exploring these elements in the future. -Andre
Q: Is there only one golden toolbox per realm? ie: Toba Landing and Nostromo Wreckage are both in the same realm but are very different maps, so is there only a golden toolbox on one of them? Or do both maps have a golden toolbox? Unknown’s map is another example, it’s in the same realm as Dredge’s, which does have a golden toolbox that has been found, so does Unknown’s have one too since it’s such a different map? Or does it not have one since Dredge’s map already has one?
A: It is indeed one per realm, even if visually it's different. I take from the question that you look for this kind of easter eggs, and I like it too! Let's see what else we can come up with in the future ;) -Andre
Q: Hi there! What is the status of the swamp rework, being the last one still needed for the realm beyond update?
A: Yes, and that will depend on what opens up in the roadmap. Our Art team has some great ideas already. On the level design side we will also do a pass on the tiles to make sure the gameplay is consistent with the rest of the game, i.e. no more generators on the fence tiles. -Andre
Q2: Is this to say a proper visual rework has yet to have work started, in terms of implementation?
A2: No work started, but it's in discussions at the moment. We have other content coming before, but it is not forgotten. I can be very annoying in meetings and I keep asking about it, so no worries, I got you ;) -Andre
Q: Are you guys ever planning on adding a variation to any of the current original maps that are set during the daytime to night or vice-versa. I feel like it would add a ton of variety to the map pool and change the vibe of certain maps significantly. I don't know anything about coding or how games are made but it doesn't seem like it'd be insanely hard to pull off, but I definitely could be very wrong.
A: Yes, this is something we are considering for the future, we are looking into what would be needed for it and see how this would be deployed on the maps. -Andre
Q:When will you listen to the people and GIVE VICTOR A TOP HAT?!?! Little dude deserves a top hat and monocle. He wants to be fancy!
A: Not a map question but I have great designs and suggestions.
Maybe could be a new building in a map like a top hat shop.
̄_(ツ)_/ ̄
-Andre
Q: Do you have plans on making generators more interesting by including gameplay variety when using them?
This is a concept I heard about a while ago that really interested me, and I was wondering if you guys have considered something like this, or have a plan to rework generators so they are just less focused on holding mouse1. The way I see it, generators can become similar to how Among Us's tasks system works, which is far more interesting since each task completed in that game has some unique gameplay associated with it.
For example, you can make it so all 7 generators on the map have random colors assigned to them with different gameplay requirements needed to fully complete them.
White generators could have small minigames instead of the typical skillchecks, similar to the Skull Merchant's drones minigame. Black Generators could be stopped at 90% completion unless the player grabs a gear somewhere on the map to fully complete the gen. Purple generators might just have more skillchecks that can either make the generator completion work faster, or be a detriment and lose progress by missing skillchecks. Green Generators have no changes and act as they are now. Etc.
Just some food for thought =) **
A: We are currently exploring different type of gameplay for the generators and how we would create something that feels fresh, and interesting for the players.
Here's a hint : we actually something coming your way for a future event!
We have other ideas currently in prototypes and I would love see those ideas come to life. -Andre
Q: Following up on a question from an AMA a while back - Why has the map design team not progressed noticeably in the balance department?
It seems every time a new maps comes out it wildly swings towards one side or the other. Forgotten Ruins came out with no pallets upstairs, incredibly close to each other gates, just a single hook downstairs with very clunky portal mechanics.
Similarly the community has been very vocal about hard and annoying to play on are the maps with tons of clutter and overwhelming detail due random collisions & visuals being really hard to tell apart - Toba & Nostromo being worst offenders recently.
Can we please get something done about the map design? There are amazing people in the community knowledgeable on map design like AMGC and I just don't understand why the map team seemingly does not take their feedback into account.
I would love a concrete plan forward for maps to be better as they have been widely accepted as the worst aspect of Dead By Daylight since 2016.
A: For the upcoming Chapter, we’ve made significant changes to the Forgotten Ruins, improving the pallet count and the placement of exit gates. These updates will be available in the next mid-chapter release.
Our community managers recently asked players on the forums which maps needed prioritizing for updates. Haddonfield was a top request, and we released an updated version of the map earlier this year. Next on our list for updates are Badham Preschool (with a focus on the main building), Garden of Joy, Midwich, and the Swamp.
We hope these upcoming updates enhance your gameplay experience and improve your perception of the maps. -Andre
Q: Overall, the way you work around map designs are some of the weirdest I have seen, and I would argue it is the current main issue of the game.
A few patches ago, you reworked the Garden of Joy. Everyone was happy about that, but the changes were overall underwhelming, main building was even arguably stronger. You reverted some changes, but did nothing more after. In the end the map is still problematic in a lot of ways, the only progress we got is the addition of Greenville Square which no longer makes the map offering a 100% Garden of Joy. So you announced a map rework, which ended up being super underwhelming and then did nothing to patch it.
You also added Forgotten Ruins, who is probably nowadays the worst map in the game, arguably worse than RPDs. The upper area is quite empty while the lower area is just super obnoxious to play around. In the end, the only loop survivors do is endless portal entering.
I think it's no mystery most people's favourite maps are the older ones. Mcmillans, Autohavens, etc. They are simple, but readable and thus playable, making them fun on both sides. (BTW, we saw some new loops on Mcmillan which look super weird and busted, new loops designs should honestly be part of patch notes in the same way than perk balance etc, it is one of the most important part of the gameplay so putting them aside is pretty weird)
Big question would be : Why when maps have issues, you do pretty underwhelming changes and never add later on ? And when maps are close enough to perfection you make important and impactful changes without really mentionning it ?
(Still wanted to say that the previous patches and chapters were some of the best we've seen in the game. While the game still has major issues, it is going the right way albeit a little too slow.)
A: Garden of Joy is still on our radar and we aim to enhance it even more in the future, similar to what we did with Haddonfield.
Forgotten Ruins will also see some changes in the coming mid-chapter, we changed the placement of the portal to remove the exploitable loop, we also increased the number of pallets and investigate solutions for the placement of the exit gates.
We'll keep an eye out for the loops that are problematic. In the last PTB, we tested a new maze tile in Coldwind Farm, it was not satisfying and we have an updated version coming for the release. As you can imagine, the gameplay is super important to us and we want you all to have fun, so don't hesitate to send more details our way, we will focus on the problems to improve things for everyone.
For the last part of the question we'll see how we can improve the communication to send the proper info. Community Managers can be very scary (!) when they want the patch notes, so we do our best to provide the info, but again do not hesitate to communicate with us through the forums. -Andre
Q: With Castlevania being added, will it mean that vampire from the tome cutscene will never be used?
Also I wanted to say Unknown is the coolest original killer ever, Sable is my new favorite survivor and the map is pretty good. Just wanted to compliment the creators of that chapter
A: I sadly can't comment on the Castlevania chapter question.
And thanks for the second part, we are happy to work with a great team of artists that create beautiful visuals and we do our best to deliver interesting level design around them.
Sable is also my favorite <3 -Andre
Q: When can we expect to see biased maps getting a rework to be more fair for both roles? Maps like Garden of Joy and Haddonfield, despite already being reworked, continue to be a chore to play on.
A: Haddonfield was reworked at the beginning of the year, Garden of Joy is on our radar, we also have Badham Preschool, Midwich and Swamp on the list, we will keep going with the updates as soon as we can fit in the work on the roadmap.
Still don't hesitate to voice your concerns about the maps and we will do our best to address the issues. -Andre
Q: Will you guys start addressing the new map design issues? I understand that older maps had plenty of tiles that were too strong, but the current map design philosophy is very much going in the wrong direction, in my opinion. Forgotten Ruins is especially egregious and has little to no counterplay for survivors due to the complete lack of tiles on the outside portion of the map and only 1 strong set up for a single chase downstairs until all pallets are used and then that is bare as well. Along with the absurd MacMillan and Coldwind changes, rendering maps far too small with very few resources. I understand that you are trying to address the complaints of older map layouts, but I feel that the current design philosophy has simply gone too far in subverting it. It also does not help that the newer killers have very oppressive anti-loop abilities, so this truly does not accommodate for the latest map design. Please consider shifting course on this a bit as the chase mechanics are what keep people playing this game. You do not want DBD to become a hide and seek simulator. Any information on this and whether or not better map decisions will be made or if realms like Coldwind and Forgotton Ruins will be getting reworked would be greatly appreciated!
A: In the next mid-chapter release, we will address issues related to pallets and loops.
We have also made updates to the Coldwind Farm maps in the latest PTB, and based on player feedback, we will be making further adjustments to address problematic loops.
Our commitment is to continually deliver content that everyone will enjoy. We maintain a proactive approach, working closely with our amazing community managers and player experience team to gather feedback and take actions. -Andre
Q: Are you planning to graphically remake the swamp? Currently this is the only map in the game without such a change.
A: Yes, we will! Stay tuned for an official announcement on that. -Andre
Q: No need to be specific, but is the Egg Sac on MacMillan's tower ever gonna be anything? You can check my comment history to see how obsessed I am with this thing lol. Just wanna know if I can stop theorizing
A: Keep an eye on it. ;) -Andre