Haddonfield is Bad Again – Dead by Daylight



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42 thoughts on “Haddonfield is Bad Again – Dead by Daylight”

  1. Killers that defeat ‘insanely strong windows’: wesker, legion, demogorgon, huntress, chucky, blight, plague, trapper, hillbilly, nurse, hag, dredge, doctor, spirit, oni, gunslinger, trickster, artist, knight, and even the clown. But, yes, we need more Haddonfield dead zones and for all that is right for Scott, finally kill distortion and calm spirit because 24 aura reading perks aren’t even enough to fix the problem for killers.

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  2. This map is so weird. You either have god windows that are impossible to get caught on, or are in one of the many areas of the map with literally nothing. 1/3 of the map is pretty much a complete deadzone, and another third is easily made a deadzone after one or two pallet drops.

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  3. The biggest issue is that the loops are separated from the generators. So, a killer has no incentive to actually CHASE a survivor, since the survivors will be running away from gens. After a few generators in the houses are completed, the killer has no more incentive to patrol those houses, as the houses are all really strong loops…but survivors NEED to go to the houses, since those houses are all they've got. It ends up turning into a really boring war of attrition until one side makes a mistake.

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  4. The problem is that Haddonfield has barely anything to loop on. The fact that it's so flat and most loops are short makes it kinda trash for going against ranged and then once the two or three pallets are gone you get left with a massive deadzones with no walls, no TLs, pallet gyms or structures to loop on. The only walls you have are basically useless against a decent huntress or Wesker. Personally I'd rather them nerf the windows if it meant that there was an extra pallet or two in those massive dead zones.

    When it comes to killer I still think the worst window is easily the upstairs one in Strode's house. I don't really mind these ones as much because you can double back on them if they vault the close one or build bloodlust but the other one is almost always gets blocked out unless you happen to hit a ranged shot or something like that.

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  5. remember how fast they nerfed chucky's flick? How long it took them to nerf MFT? How they removed the 3 gen but not the problematic windows? and don't even get me started on how they nerfed PTB gearhead before it even went live despite how dogshit it was.

    And yet…some people still think this game is fucking killer sided…

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  6. Whenever im playing slinger, the houses are a nightmare to go against. First, hes slower, second, by the time you either walk around or vault, the survivor is hugging the wall tighter than your grandma on christmas so you have half a second max to look the right way while scoping and hope that it connects in time. Yes, injuries are usually easy, but downing is the hard part

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  7. If any of the buildings are made worse, they'll have to make loops on the outside better. The reason those buildings are so good is because you have to walk a mile from one side of the map to another with essentially nothing but a killer bloodlusting your tail and forcing you to take a hit. There's like 1 pallet on that street if I recall, and a few pallets right outside the houses that a killer can literally just walk around and get a hit before a survivor's pallet throw animation finishes. The rest is just empty space, so removing the god windows would just bring it right back to killer sided imo.

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  8. Was Haddonfield ever a good map though? Honestly, I've said this since it got reworked, but the last version of old Haddonfield was more balanced and fun to play than any version of the new Haddonfield. BHVR's map reworks are failures nearly every single time and this map is no exception.

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  9. Haddonfield is the epitome of "balanced in the worst way". Because as a survivor, anything outside the god houses is a wasteland 2 minutes into the match, meanwhile any killer but wesker or nurse is stuck in the "run the infinite" simulator. Also if huntress hooks some one on the road, you might as well consider them as basement hook by bubba.

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  10. Haddon field is miserable and I play wesker (controller) the amount of times you clip into a bush or a doorway is actually ridiculous why is everything is tight.

    Now let's swap to survivor point of view, this map has one redeeming quality but that's only if you play head on deception and quick.

    Given each locker is positioned (ignoring main) in a relatively good spot you have 2 to 3 paths to vanish in its quite easy to bamboozle killers by taking the path less travelled and swap it around each chase.

    But the window vaulting till entity block? That is some mind numbing by the books uninteresting running, not looping in the entire game. Holding W is more interesting than playing Haddon field windows!

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  11. My personal problem with Haddonfield is that the generators are extremely difficult to defend whereas the hooks are actually very easy to keep in check. This alone incentivises the killere to play as scummy as possible, camping every hook and just making sure that unhooks arent happening, because defending the gens and slowing down the survivor objective "naturally" is just that much harder to do now. That the downs can be super difficult to get once a survivor makes it to one of the 4 buildings only makes every easy hookstage that the killer can get feel the more necessary.

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  12. any map that has gens "hidden" inside 2-floor buildings are awful for killer unless you 3 gen. loops on haddonfield are mostly trash tho, it's a deadzone especially on solo Q when teammates just throw every pallet like they're nothing

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  13. Generators that aren't on ground floor are often just too safe, to the point where ignoring them entirely is often the best play for killers. When it's just one or two it's not too bad. But then you have maps like Badham or Haddonfield where generator RNG can just completely screw you from the start of a match. fixing the windows would help, but the structure itself is still a full line of sight blocker that can usually provide a couple loops at minimum. even on a map like Gas Heaven, you can at least see gens in progress from their lights, even near high walls.

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  14. I don't ever recall having a gen spawn middle of road in that 3 gen.

    I think all of mine was the one by porch corner, The 2nd was in house on first floor to left side of same house as you enter, then one that was by the lamppost on other side of bush around where you pointed out the hook.

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