Garden of Joy is legitimately broken.

That main building... Oh my God. How has the map-design team learned nothing from 6 years of progress? Even if the main building was nerfed -- WHICH IT NEEDS TO BE -- there are enough filler pallets to chain all the loops together. What were they thinking? Did they any competent killers to playtest this thing? Why are those bush-hitboxes so absurd?! Why hasn't it been nerfed yet. How have your experiences on the map been? I haven't felt as useless on a map as a killer since Cowshed.

Comments

  • The main building has one gen and then becomes useless to survivors to be anywhere near it. All the gens are out in the open in that map and there is always a heavy cluster towards the shack. I honestly end up with a three gen on this map so many times. The house is a waste of space really, I don't think it's that big an issue from my own experience. Killers still seem to do well it.

  • The map sucks for killer especially ones with weaker chase powers like pig or sadako. The main building needs more holes beside windows and the bushes need to not be so strong

  • This map is horrible...and survivors go to the main building even after the gen is finished because they know its busted...

    Steel bushes and many safe pallet loops. Thats why i call this map the garden of pain.

  • Rarely have any good survivor games on it. Rarely have any good killer games either. Very average in my opinion.

  • @jajay119 said:

    The main building has one gen and then becomes useless to survivors to be anywhere near it. All the gens are out in the open in that map and there is always a heavy cluster towards the shack. I honestly end up with a three gen on this map so many times. The house is a waste of space really, I don't think it's that big an issue from my own experience. Killers still seem to do well it.

    As we learned with the saloon, having one gen way out of the way in a very strong main building just makes it a place to lead chases to make them extremely safe while also removing all of the killer's ability to pressure the rest of the map if they commit. Its basically a dead zone for killers, and survivors who know that use it for immunity every opportunity they get. That is extremely bad design when one side has to counter up to 4 players around the map simultaneously, and makes it suicide for killers with no mobility.

    They're afraid to put more gens into buildings like that because, understandably, it would create the liklihood of very strong 3 gen scenarios for the killer. Unfortunately they lacked the nuance to do it in a way that didn't make it an extremely safe timewaster for survivors in the process.

  • @jajay119 said:

    The main building has one gen and then becomes useless to survivors to be anywhere near it. All the gens are out in the open in that map and there is always a heavy cluster towards the shack. I honestly end up with a three gen on this map so many times. The house is a waste of space really, I don't think it's that big an issue from my own experience. Killers still seem to do well it.

    Direct quote or paraphrase of Luke Skywalker: Amazing.. everything you just said was wrong.

  • I haven't gotten to play on it that much so maybe that's why, but I haven't really had that much of a problem on it from either side. A little survivor sided, but most maps tend to be.

    My major complaint is that it's impossibly dark inside that house. I don't know why this keeps happening, it's such a nightmarishly bad decision to make in a game like this...

  • It's very obvious at this point after the bloodlust buff they have given up on making balanced maps.

  • My experience on this map has been rather relaxing. Mostly because I completely refuse to play on this map by now. This map can really only be described as broken. The amount of bugs you see on this map should be enough to instantly killswitch it. I mean there is the potential for literal infinites to spawn. I'm not talking about ridiculously strong loops but objects where survivors can squeeze through and the killer has to walk around. Second problem are hitboxes and bushes. I experimented with these hitboxes a bit after being sent there for the 3rd time in a row and literally hit a bush BEHIND me with Hillbilly's chainsaw. Also it's quite funny how often auto-aim screws you over. The survivor runs around a bush and you better hope you're not getting "corrected" to hit the bush and let that survivor get away. Next is the old problem of connecting loops. Pretty much every pallet has to be destroyed or it can be chained to create the most insane loops imaginable.

    From a graphic aspect this map is beautiful. But the gameplay is absolutely horrible. Especially if you're playing a killer like Billy, Bubba, Blight etc.

  • Funny fact, it's called garden on joy but has the least grass for trapper traps on any outdoor map...

    Garden of sadness for trapper.

    But yeah I dont enjoy the main building, it's that back window on ground floor, the fact you can take that multiple times or be pushed into a god pallet it's a little lame

  • All you can do as killer is refuse to chase main building and hold a strong 3/4 gen across the street. It's painful playing against a SWF that slaps a boon in main building then immediately runs there every time they get hit. BHVR designs these maps so baby survivors can have 20 safe pallets to chuck and get them out the gates, they don't care about balance

  • @jajay119 said:

    The main building has one gen and then becomes useless to survivors to be anywhere near it. All the gens are out in the open in that map and there is always a heavy cluster towards the shack. I honestly end up with a three gen on this map so many times. The house is a waste of space really, I don't think it's that big an issue from my own experience. Killers still seem to do well it.

    This isn’t true. Completing the gen in main building makes it a great place to run because now the killer is stuck in a great loop spot and can’t patrol gens. Survivors essentially become invincible in the house.

  • Every map since Sanctum of Wrath has been awful.


    Dead Dawg - Bad, but not the worst. Breakable walls never should've been added.

    Midwich - Pretty bad. Hold W city because Lord knows the pallets aren't gonna help you. God help you if there's a Nurse.

    Eyrie of Crows - Safe pallet, safe pallet, safe pallet, safe pallet, busted main building, safe pallet, safe pallet ect ect oh and ######### you for trying to be skillful here's some jank ass collision on bushes

    Garden of Joy - More jank ass bush collision, more safe pallets and here have a main building with two god windows, a god pallet and a room of infinite darkness (only on some platforms though)

    RPD - Literally the undisputed GOAT of awful maps. It is so bad. The rework map it worse because...well

    1yyrdh.jpg