r/PredecessorGame•
Kahziel

Fairly passionate player here. These are my thoughts on Daybreak

:Discussion: Discussion

Quick context, I'm a jungle & Yurei main. Throwing that out there so you can surmise that I spent the most of my time in the jungle and traversing between lanes. My main takeaways to summarize it are:

  1. Map is a lil too big but the map designer already knew that. It's close to perfect size but just a little too big.

  2. The minimap needs a slight adjustment. I think at this point, jungle bugs need to have a different default color than white. As a jungler, I look at the minimap and see 4 white camps but I have no idea at a glance which is a jungle camp and which is a bug. It adds uo quickly how much time gets wasted just trying to find my xp camps over the course of a match. If it weren't for that, I think pathing in my jungle wouldn't be a problem anymore.

  3. Certain parts of the map have walls too high and I feel defeat the purpose of vertical terrain. I can't say exactly which walls I'm referring to. Obviously some walls aren't mean to be leaped over. However, I just got out of a game where I was in my blue camp and my mid laner was started to get ganked. It already took me what felt like forever to get to Midlane to help (which is by design and absolutely fire btw) but once I got close. I found there was a massive wall separating Midlane and the part of the jungle I was in. I considered jumping + dashing to try to get over the wall but I figured it was highly unlikely that I'd make it over so I didn't bother. I don't think/feel like there should be a ton of walls that are too high to make use of. I feel like most should be relatively perfect height for most leaps & dashes to make gameplay more interesting. I already had a few moments like this on Daybreak like seeing a low hp enemy walking across an elevated platform to escape and I dash up there to secure the kill and a hero without verticality below gets cucked. It's awesome. Or me fighting someone on an elevated platform, realize I'm losing so i step off, they follow. I dash back up. If they happen to follow i can do it again cuz I'm yurei or play some other kind of mind game mixed with my blink to get up outta there. Elevated platforms are amazing gameplay wise. I kinda like that the lanes are all higher elevation and the jungle is sorta sunk in. Makes ganking more natural.

  4. The objective pits are too barren. I believe I heard the map dev saying the objectives may roam around their pits? Well I think a great idea would also be to put in a few walls in the pits. Hell, legacy had a weird staircase like crescent going around the fangtooth pit that made contesting fangtooth very interesting. Ranged heroes had a vantage point they clearly preferred to secure. I think we could benefit from small walls that people can stand behind to avoid adc shots or fangtooth burn, etc. Fighting in a completely open space leaves little for creativity during fighting. Lemme leap over a wall. A platform above one of the objectives would even be dope. Sure a jungler could stand up there and smite safely but they'd be trading off actually being down there doing good damage to the fang or teamfighting. And any knockback on the platform would likely knock a player down. Just a suggestion.

My personal message to map designers & devs: Adjust what feedback you feel is feasible, polish up and release what you got cuz i think the reality is. Mfs hardly know what they want fr. Legacy was sick. Map was smaller than Daybreak but people complained it was too big. Now we got Daybreak and no one really complains about the size. If anything all the sudden they love the map size. You can't please everyone but I think what yall cooked up is pleasing enough to be the new standard. So was Legacy. Don't be afraid to polish Daybreaks assets, add your world shifts and move on to the next important thing.

Posted Mar 1, 2026, 1:54 AM UTC

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