#Daybreak Testing | Map Feedback Discussion | DAY 1

32 messages · Page 1 of 1 (latest)

low pine
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Hello everyone,

Happy Daybreak launch!

As we mentioned in the announcement blog, the map is here for a limited time only - 7 days starting today - and it’s important that you share your thoughts and experiences with us as candidly (and as often) as possible. You’ll see surveys appear in-game, and some will also link out to surveys outside of the game.

On top of that, we’ll be posting a new thread every day with questions focused on different aspects of the Daybreak experience. You’re also very welcome to start your own topics about any part of the map at any time.

Today’s questions are:

DekkerQuestion What are your initial impressions of the Daybreak map?

RiktorSuprised How does it compare to your experience on Sanctuary?

Let us know, me and members of the dev team will be lurking in the thread 👀

high magnet
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Since when is Sanctuary called twighlight?

Anyways:

  1. I think the map is too big. It feels like timewaste and a little bit boring to run from one lane to another.
  2. The objective pits feel too big, empty and boring.
  3. The lanes feel better than in sanctuary. but I dont like that the shadowpools are behind a step on offlane.
  4. the offlane feels like its on a mountain and the level 2 way between jungle and offlane feels unnecessary.
  5. jungle camps are not in a good position. they are too close to eachother.
  6. why does the red jumppad lead to another spot than then the blue jumppad?
  7. the bunker structure on duo lane feels weird.
rough raptor
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Timer for cyan buff overlooks the teleporter. Making it hard to read

winged osprey
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I defo think that we should put a map selector od what we matchmake for so e.g person selects sanctuary they match make for that daybreak only they matchmake for that or both

winged osprey
onyx sigil
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I love this map it's actually amazing don't change a single thing about it

severe thorn
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I like the size.
Once my duo lane was ahead. I could easily steal their jng camps on rotation. Good for me, maybe a little too rough on jnglers.
My only real negative is the shadow pools. I don’t get why they were added and I don’t like them.

proud remnant
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6 river buffs is unnecessary

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Please fix being able to kite jungle minions up and down stairs as you cannot leash the red minion down stairs toward next camp

ashen sphinx
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Agree that on first impressions jungle camps are too close together. It seems very fast for junglers to get level 3 then gank a lane super early. Enemy camps are also so close to friendly camps so oppurtunity cost of invading seems too high. A lot of dead space between the inhibitors and t2 towers in the jungle so maybe some camps can be moved further back there. Also on first impression I found that the rotation paths through the jungle are less well defined and so less predictable/engaging, but maybe that will be fixed with the inclusion of more assets on further iterations. For objective pits I like that they are more open so that you arent just trapped at the back of a pit as a carry and easily collapsed on, however as a result it does currently seem too easy to poke from the safety of the high ground at the enemy team that is trying to leash the objective. I would say that laning feels more dynamic and impactful compared to sanctuary, so that's nice to see. And I do love the open feel of the map compared to the claustrophobic nature of various parts of sanctuary. Anyway a few thoughts for now. Love to see the effort being put in and very excited for the upcoming iterations!

languid wedge
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Too big, empty and there are so many Walls where u can jump with some Characters and certain other can't reach or do something against it.

timid stratus
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Just wanted to highlight my currently targets/goals for the v2 based on a few hours feedback and gameplay

Jungle Rework/spacing out camps
Offlane access
LOS (Line of sight) issues and foliage (more of it)
Reworking Orb pit
Adding more ways to navigate around the map faster without giving OOC movement speed (out of combat) to everyone.
Adjusting river buffs spawn timers in jungle

Keep the feedback coming I got a week to get this done for you guys

rugged wadi
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Playing daybreak made me nauseous, disoriented, isolated and claustrophobic all at different points with a few brief moments I enjoyed as a jungle, like the red buff platform and cave for one of the camps, the added distance to offline felt more appropriate, the spacious obj pits feel cool.
Main issues are how we go from the map feeling like a shoebox to 2.5 lightyears from base to jungle camps. I could read a book during all the walking around there is.
There's just way too much going on, too many walls and corridors. It feels like someone with adhd was given control of the map builder.
I think it's important to keep the big dawn and dusk structures, they're symbolic.
It feels like a perfect time to incorporate unique jungle camps with their own little village aesthetics around them like the cave camp having their own cave decorations and something different for each camp.
It's a step in the right direction but also ten steps in the wrong direction. Way, way too big, obviously.
Just my feedback thanks for listening

winged osprey
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its true tho

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bam

fading vale
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Please bring back legacy… this is awful and almost unplayable

patent summit
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The map feels way too open and large, the movement through the jungle has no flow or rhythm to it, you can see practically across the entire map and through the jungle without much need for wards. i LOVED the legacy map, but THIS is a whole different feeling from it. This just seems like an entirely wrong direction. Jungle didn't feel good, duo didn't feel good, mid didn't feel good, and thats all i could give it tries for. The map didn't leave much to be given thought after 3 games.

sudden tartan
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I do think moving around as a jungler is more a skill based argument in this map. As it is larger, your choice making has much bigger impact. However contrary to some comments I was checking I do not think fog walls should be back.

Yes you can see from a mile away, all those corridors and corners are there for that. If you’re playing as a jungler using terrain is one of the most important things, specially if you’re planning an ambush.

And yeah 6 river camps can be a lot. I’m an awful midlaner so I’m bias, but skill differences magnify a lot on mid because of how much a better player can get so much ahead, or if you decide to rotate by the time you’re back the other midlaner is so much ahead because of all of those buffs.

As it is for now I think it’s a great map for competitive/ high rank players because they know the dynamics of the game and understand much better how much a rotation will cost them if things don’t go as planned. But maybe for a majority of players who are so used to a much smaller map for so long this might feel like a lot.

However, I feel like that’s what brings the game closer to a MOBA instead of feeling like an arena brawler.

proud remnant
spare swift
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Legacy map is good, Daybreak is very bad

inner bridge
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this takes the good parts of legacy and removes the bad parts you guys have your nostalgia goggles on too tight

weak helm
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They need to make the map a lot more symmetrical, especially red and blue buff.

languid idol
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this map is way to big without out of combat travel speed. legacy map layout is better in my opinion. jungle camps here are squished and so far into the jungle. rotating or ganking lanes take way to long then then jungler is penalized for trying to rotate and not making it so its wasted time. way to many twists and turns and open areas or big areas like fang and prime. haven't laned yet and i really don't want to try.

sly lily
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Regarding the objective pits.

I really like the direction that was taken with them, feels like an arena and place of importance.

I also really like the doors that lead to places around the map. I know they are probably place holders but I hope they become estheticaly imposing on the final product which is porbably more the art teams responsibilty

Im not sure where work ends and the art teams pick up regarding the map.

sly lily
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Other than the things that have been stated by Cynic being adressed I think this map is perfect and very well done. There is enough verticality and across the map to benefit those that can utilize it without hindering the ones that cant. I also like the over hanging structures. The jungle feels like an actual jungle now.

sonic tangle
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Honestly, it's not enough to make a strong impression on the new player in 2026

I feel like the stones and walls are positioned to fill anything in a very wide map

The jungle area still feels stuffy like a monolith map

The team fight where the object is located feels unilateral or very monotonous.

The object area on the overprime map is really well designed

And I hope the layout and terrain of the jungle is as impressive and interesting as lol

sonic tangle
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https://youtu.be/hgPLsjJhToc?t=350

It's spacious and open

At the same time, however, it is possible to engage as tightly as a tug-of-war

Both teams can take advantage of high verticality

It may be better to use bushes than place stones to create variables

Compare the jungle and midline configurations of the op map

Of course, this composition also has its disadvantages

Paragon: Overprime from Team SoulEve, published by Netmarble, and shut down on April 22, 2023.

▶ Play video
tulip hull
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New map is leagues above what we had. not sure on the elevation choices in spots yet as I have only played a couple matches need more time on it I feel. Im not sure why people are saying this is to big I dont understand that at all

as it feels roughly the same size as smites map which is a lot better of a size to work with and rotations are a lot more tame which is good it feels much more Like Moba game play and not just a hero brawler where everyone can reach eachother I think its more possible to catch solos out of position and punish them which is again good.

first impressions good Ill complain on what needs changes once I play on it more.

tulip hull
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Nah I really like this map the more Im playing on it the more I like it very well thought out in execution. I think if It got polished up textures and all and probably round out some of the abrupt edges/ turns make jungle minions less buggy on the stairs make all stairs better feeling this thing really is a winner in many many ways.

I cannot understand the people saying its to big because as soon as we shrink it again we are going to have a lot of hallway CC is busted problems like we have on the current map and had with the legacy test. The new map has a lot of space to fight and do combat with the mobility and verticality the game offers this is way way better!

timid stratus
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Will post some WIP stuff for the new version of the map later today, see what you guys think 😄