Dead by Daylight's Biggest Problem



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The reworked and newly released maps often falling short of expectations. The RPD, Eyrie of Crows, Garden of Joy, and Shattered Square are just a few examples that come to mind, each possessing their own strengths and flaws.

One prevalent issue is the uninteractive loop design that plagues many maps. Some loops become god loops, offering survivors an unfair advantage, while others are so poorly designed that outplaying opponents becomes nearly impossible. The randomness in loop distribution and safety only adds to the frustration, with maps like Garden of Joy or Borgo spawning excessive pallets in close proximity. For killers lacking effective anti-loop strategies, avoiding these areas becomes the only viable option, leaving them feeling disheartened.

Another criticism frequently directed towards newer maps is their cluttered nature. The recently reworked Autohaven maps are prime examples, with countless insignificant objects scattered throughout. This overabundance of debris renders certain killers ineffective and severely impacts overall visibility. The initial version of Autohaven was beloved by the community, as it provided clear sightlines, particularly in the iconic Old Blood Lodge. Enhanced visibility not only aids solo players in feeling more engaged, but it also allows for a deeper understanding of chases, extending beyond the confines of the HUD.
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30 thoughts on “Dead by Daylight's Biggest Problem”

  1. I think that Behaviour has different teams for reworking maps and creating new ones or the team that makes maps just dosent care about feedback at all, or maybe the maps are done by the design team which could also be possible and would explain the cluterness and pretiness.

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  2. I hate clutter. It looks messy and is a cheap way to end/escape chases. Can't tell you how many times I've lost only because my character's foot bumped into a stupid fucking pixel of a random pile of wood. ๐Ÿ˜‚ Aesthetically I also just think this map is ugly. It looks like the Coral Highlands from Monster Hunter World but covered in diarrhea.

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  3. I think survivors need objects and obstacles in order to hide themselves, imagine if the killer could see you from the other side of the map with a clear field of vision, it would be unfair.

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  4. honestly 100% agree. the new map is the only big downside of this chapter, the reworked red forest is HORRENDOUS and we dont talk about borgo. dont get me wrong, clutter can be good, but theres a difference between clutter and messiness.. everything is just messy

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  5. Making all the clutter worse, DBD has one of the strangest approaches to hit detection in any game I've played – it's like every pixel has its own hit detection and it's almost impossible to know what's obstructed and what isn't. This must be a nightmare to code, usually hit detection simplifies all the complex graphics down to simple polygons to avoid this kind of thing. But for some reason they do it the hard way in DBD, making a real mess sometimes.

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  6. Did BHVR lose its map design team after releasing Silent Hill in June 2020? Only 2 new maps were added to the game between June 2020 and June 2022, old RPD and old Eyrie of Crows, both have been reworked. Every map released or reworked since have been awful. The latest map is just the latest and ugliest example.
    Did BHVR forget (or just not care) about their established aesthetic? DbD's established aesthetic before Skull Merchant was mostly from the distant past. One thing I didn't expect DbD to do is to go super-futuristic with a killer from 2313 and an off-world map. They could have given Skull Merchant and Cyborg Boy magical aesthetics with the same powers and kept DbD, but instead they wanted to recycle assets from Meet Your Maker.

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  7. The main problem with map development is that the dev play testers are complete ass at the game. Because of that they donโ€™t see the problem with the loops, god pallets, and windows, because they donโ€™t know how to abuse them.

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  8. The commentary about loops is valid, but the color scheme on medieval times would be a lot easier on your eyes if you didn't bleach it out with whatever saturation and brightness filters you've got going on, friend.

    In fact, your complaints about atmosphere run entirely hollow when you've gone out of your way to purposely disable it as so many "must see everything to gain an advantage" players do.

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  9. I have quite the eyesight problems since birth and the maps in DbD make it even harder to play nowadays, if sound bugs weren't throwing me off whenever they appeared these new maps just do it all the time. The new map is so cluttered that I am basically unable to play on it because I cannot descern any shapes on it and seeking a survivor and tracking them makes it more than just stressful and causes me to get headaches basically after every match, same with the borgo. It is so dark and somehow so bright at the same time that my eyes are just under so much strain while playing on it that it just is an unfun and even painful experience

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  10. They're too worried about making enough characters gay or stupid shit like that. I've stopped playing this game forever ago. Survivors are dumb killers are even dumber. The devs only care about pandering to people anymore.

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  11. I think the fundamental POINT for having multiple maps is so that each map can bring something new to the table, whether by allowing a niche build to flourish or by encouraging you to switch up your playstyle (there aren't too many ways to do this, but i.e: placing beartraps offensively instead of defensively).
    The Game and Midwich are 2-story maps which allow for Terror Radius builds and gives survivors a different way of gleaning contextual information based on the Terror Radius. Lery's is quite big, but all the walls make it difficult to pinpoint what direction the killer is coming from which makes it a great map for stealth killers. Even the Swamp maps have "Crow Bombs" in the main building, and I LOVE getting that contextual information on other players approximate location, especially since it's indirect enough that it feels like I'M piecing that information together by myself. Even Dead Dawg has those bushes which are fun to crouch in as a survivor.

    Recent maps like Eyrie feel like they're designed to be good for survivors (Eyrie makes all traps easy to spot and counters killer stealth, Borgo is wide and gives lots of pallets, now Toba's Landing is dense and colorful which makes hiding very easy and allows you to break LoS against projectiles also very easy.

    Credit where credit is due: I haven't noticed any strong 3-gens on Toba's Landing.

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  12. On the bright side, Toba's Landing doesn't really have strong 3-gens. The gen spread is pretty reasonable, I feel.

    I wonder how well a Scratched Mirror Myers could do on this map (assuming nobody is running Made For This, which just kills him). It's dense enough that a killer with permanent stealth and aura reading could probably catch a lot of unwitting survivors by surprise.

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  13. Absolutely. The entire outcome of a match at high level is almost 100% dependent on the map, and if your killer is completely countered by it.
    Either rework those killers that absolutely lose their power on certain maps or just adjust the maps.

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  14. As a human, the devoper has it's own vision of how to be, a human never listens to anyone, only learns by nothing, and forgets everything or tries to forget that was a mistake and does the same hoping it's be the other this time. Don't blame the devs, blame the human nature, the fucked up brain connections and it's working processes. We'll never get what we want. It's just it.

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  15. i fucking hate the maps. so many useless shit in the way. when i'm playing huntress…or trickster…so unfun. make using your ranged power useless unless you are right in a tunnel with someone. or random thing on the ground that i can't see or move past. idk how many times i thought there was a survivor crouching in front of me only to be a random tiny can that prevents my movement. not to mention 1000 pallets. you are forced to just break every one because all of them have no mind games or play.

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  16. 1) it's hilarious how they released the map that messes with killers that need line of sight, and signature killer for this map is also very depended on line of sight
    2) not only this clutters are hurting killers with line of sight, but also mobility killer. Billy bump into nearly every bush on a new map, Blight need to spend more rushes to navigate through this mess, and Wesker cant loop around tiles because their walls are not flat and have collision bigger than it textures. There are also some confusing textures on the maps. For example haystacks on borgo. Wesker bump into them, but Blight slides off of it. Same with bushes on red forest.
    3) and tgis really leads me to question: are there any balance maps in the game? Which is not super clatter but not extremely open? For me there is only Coal Tower like this. And MAYBE Ironworks of Misery

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  17. 100% agree. I started playing 2 years ago and every single new map or rework they have done since was bad to play on. it's crazy. there's clearly a ton of people in the community, even amonst the fog whisperers who have criticized the map design countless times and also brought suggestions on how to fix it. I generally think they do a good job with a lot of things but idk why they don't try to listen when it comes to maps. they're a huge issue in DbD.

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  18. Take it from the person who understood this game the most before you ever even touched it people.
    It's time you all learned the truth of DBD, and it's pro bully mentality.

    Here is a current list of what you criminals GET AWAY WITH EVERY DAY for illegal fraud, and scripted fraud for ttv gain.

    YOU WILL NEVER HEAR THE END OF ME YOU FRAUDS.

    – Speed hacking script. Every day confirmed

    -Illegal ddos terrorist attacks through DBD servers. Proven every day.

    -Auto coded hatch spawns next to you, despite WE ALL KNOWING it now has hundreds of new spawn locations for every map. Proven coded fraud.

    -Auto DOUBLE SKILL CHECKS ON GENERATORS. SO FKN COMMON NOW IT IS EVERY MATCH ALMOST. Now proven

    -AUTO Wiggle script. Should of played last night you criminals. EVERY team had one person doing this. (Same old scripted from years ago making wiggle on shoulder feel 3X more aggressive) Proven fraud.

    -Dev panel full control of the game, and a very rare AUTO WIN revealed to me last year. (Proven dev panel fraud.)

    -TTVS having dev panel for 'look at this crazy hacking' moments. This is fraud, they control, and are causing this code variation. You stupid criminals.

    These are just a handful of THE FACTS I am, and MANY are aware of. You will go to hell for this, or you will free me.

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  19. Tbh I think that we need a general map sizes for all maps in general, so there's no difference for a low mobility and high mobility killer, at the same time as you Hens said, the cluster needs to leave ๐Ÿ‘‰๐Ÿšฎ

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