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HaddixHaddix Member Posts: 901
edited February 2021 in Feedback and Suggestions

Why add EVEN more safe pallets when the map was already known for its billion god pallets.

There is literally no gameplay on this map with the exception of like, 2 tiles. Hold W, either loop around very safe pallet OR just instadrop a god pallet, keep going.

Why weren't more windows added? Pallet strength lowered? What is going on with this map?

Post edited by Mandy on


  • OniWantsYourMacaroniOniWantsYourMacaroni Member Posts: 5,898

    They just want us to play the demo version of their lumberjack simulator

  • SilentHillOnDvDSilentHillOnDvD Member Posts: 487

    This is what survivors want so when they get chased they can just drop god pallets and hold W. Luckily I main pyramid so god pallets don't exist for me

  • IWasLeft2DieIWasLeft2Die Member Posts: 2,004
    edited February 2021

    If you want more details on how bad it is i posted a similar topic on here (no idea how to link lol)

  • CheyeneKLCheyeneKL Member Posts: 718

    Was the Game not already considered one of the most killer sided maps? Last time they released map stats this map had a kill rate of... 66.57%, I believe. Which was only behind Hawkins with its kill rate of 69.48%. (Rotten Fields was the safest with 53.99% for kill rate, btw)

    Chase is sort of boring, for sure, but it's pretty much one of the only maps like it, so it can be dealt with. And that's coming from a survivor main who also doesn't really enjoy chase gameplay that is just throwing down pallets, but it is what it is. Not every map is super great for every killer- the Game is pretty nice for stalker killers and Doctor with Distressing

    Anyways, devs must have seen something in the stats to find it worth buffing on the survivor side. Most maps have received relatively killer sided buffs so like... I don't think anyone should be too upset if ONE map gets very clearly survivor sided changes.

  • Critical_FishCritical_Fish Member Posts: 583
    edited February 2021

    It would've been a buff AND made it more fun if they added more windows and reduced the number of pallets that are entirely unmindgamable.

    Also, don't get me started on how marginal the difference between a balanced map and a Killer sided one is, compared to balanced and Survivor sided. If they cared about balance they would have changed Disturbed Ward in a meaningful way and would've changed Haddonfield. Also, add the Coldwind Farm maps too.

    Plus the main problem with the developers other than not listening to feedback is that they ignore everything in favor of wide statistics. Additionally, player satisfaction is more important than kill rate. I have heard of no one who likes the Game.

  • wisdomwielderwisdomwielder Member Posts: 327

    Can we also talk about the number of breakable doors?? It feels like someone prepped the map for a zombie apocalypse or something. Dead ends EVERYWHERE, and really hard to navigate now if it wasn't before.

  • CheyeneKLCheyeneKL Member Posts: 718
    edited February 2021

    Idk, I personally am fine with having a little bit of variety as far as map spawn type goes. A lot of the outdoor maps are fairly similar as far as tile type- you're gonna get your pallet gyms, T&Ls, jungle gyms, etc. I do personally prefer to play on maps like that, where you can spot a familiar set up and run it the way you run it on every map. But it's ok to me that not every map is like that, because I'm sure it would get old. If you want your typical maps with vaults and mind-gameable pallets, there is basically every single other map in the game to get that sort of gameplay. It's not like the Game doesn't have killer sided perks on its own- like I already said, the map is great for stalker killers and it's easy to down someone if you catch them in a spot that already became a dead zone from an earlier chase. There also are multiple killers in the game now who domt really care all too much about pallets.

    Why are you talking about Haddonfield and Coldwind when they haven't even gotten to those maps yet...? They are getting changed, too, and they don't have to prioritize maps that are survivor sided over maps that are killer sided. No comment on Disturbed Ward yet- I haven't played it on the live version, only back on the PTB, so my memory is foggy. But aren't all of the Crotus maps quite a bit smaller, and didn't the problematic main building loop on Disturbed Ward at least get a breakable wall to make it more bearable? Correct me if I'm wrong on either if those- like I said, I haven't gotten to play on Disturbed since the patch went live, only Father Campbell's Chapel.

    I'm also not sure what you mean by "how marginal the difference between a balanced map and a Killer sided one is, compared to balanced and Survivor sided one is". Are you saying somehow that a survivor sided map is less balanced than a killer sided map...? Or something else? Genuinely asking, because if the middle is exactly 50%, NONE of the survivor sided maps dipped below 50%, while the most killer sided maps approached 70%. Most survivor sided map was 15.49% safer than the most killer sided map, but again, it still didn't dip below 50% kill rate. Are you talking about tile differences on survivor sided vs killer sided maps? 🤔

    As far as the Game goes for player satisfaction, I more often see survivors hating on it. I've not met a single survivor who likes the Game, although I'm positive they are out there. However on the flip side, most killers I know are perfectly fine with, and enjoy playing on, the Game and will even through the Jigsaw Piece offering on if they see a lobby they think is sweaty.

  • chadbeastofpreychadbeastofprey Member Posts: 433

    Survivors aren’t allowed to have maps that favor them duh.

    Killers are so used to getting maps “balanced” with deadzones and laughably unsafe pallets.

  • Critical_FishCritical_Fish Member Posts: 583
    edited February 2021

    I wasn't saying it needed the same structures, but do you really think having ONLY pallets is good? Only SAFE pallets?

    I'm talking about them because they need changes MUCH more than Killer sided maps do. Unless you're Nurse or Spirit, and you're against good Survivors, have fun. On the Disturbed Ward, it has much less space between all the loops now which makes it feel the same size in my opinion, and the generators are still very far away from each other despite the slightly smaller size. Breakable walls are not good design either, and shouldn't exist, but I won't get into that here. I don't know if Disturbed Ward is smaller or not, but I'm almost certain that Campbell's Chapel is. Either way, though Disturbed Ward most certainly doesn't feel smaller.

    Also, you need to think about how the percentages are gained. ALL games across ALL skill levels for ALL people. The game is incredibly Killer sided below rank 10 or so, and I've even seen Purple Rank Survivors playing like dumbasses and losing games constantly. But at red ranks, the game is slightly Survivor leaning. Not overly, but on most maps the game is fair, or slightly one way or the other. This applies to all but the following Realms: Coldwind Farms, Haddonfield, Badham Preschool.

    Don't. Only. Use. Percentages.

    the last paragraph is poorly worded but I'm tired of ranting and can't be bothered to fix it.

  • CheyeneKLCheyeneKL Member Posts: 718

    Right? I'm all for maps getting deserved buffs for the killer side of the game- there obviously have been some heavily survivor sided map aspects in the past, and perhaps even now. But I'm not gonna lie and say that I'm too offended that they gave survivors more to work with on one of the maps that has been considered killer sided for a very long time.

    Haddonfield and Coldwind are probably right up next in line for map changes, and I am sure they are gonna get some HEAVY nerfs LMAO

  • Critical_FishCritical_Fish Member Posts: 583

    You still haven't said anything about how boring going through 30 safe pallets is

  • chadbeastofpreychadbeastofprey Member Posts: 433

    Exactly. I never see killer mains complaining about the gross amounts of deadzones they keep adding to the reworked maps so I really don’t sympathize for them to have to deal with one map with good pallets.

    Oh cold wind is gonna get hit the hardest, no doubt. I hope haddondield stays mostly the same though. I think that map is really fun, even when I get it on killer.

  • Critical_FishCritical_Fish Member Posts: 583

    Until you get bad rng and you have to chase a Survivor around 1 single fence for a minute before getting a single hit?

    Also, dead zones suck ass but Survivors can plan around them. Not much you can do with a god pallet other than break it as Killer.

  • TurretcubeTurretcube Member Posts: 225

    The breakable wall's on Gideon are rather obnoxious and unnecessary, when you need to hook a survivor you always come across a breakable wall preventing you from hooking, it feels like every wall divider has one. With the amount of pallet's on top of that, you could build a boat.

    Will say, i do love the random amount of pallet dead ends that spawn and trap the survivor between a closed sliding door and a pallet.

  • CheyeneKLCheyeneKL Member Posts: 718

    There is an upside and a downside to a map's looping potential being pallet based- the first few chases will be annoying, but the last few chases will be more of a breeze. Survivors can't force themselves to only be chased in one area, so eventually they're gonna be pushed into a complete dead zone with very little potential to avoid hits. It's a fair trade off, even if it can be annoying to both sides. God pallets that you can destroy are better than god windows, no? Sure, it's not the most interesting gameplay. But it's different than the other maps and it isn't a reoccurring theme to have "only safe pallets" maps. And I'll bring it up again- it's not a big deal for killers who don't care about even safe pallets, and the Game can be very fun for stealth killers and Distressing Doctor.

    Like I already said, devs don't have to prioritize map changes based on their stats. Why do they HAVE to prioritize killers? Do you realize that's what you're saying? It's pretty much just total bias because factoring everything in, red rank killers still have kill rates higher than 50%, which would imply that the killer sided maps make up for the survivor sided maps on when it comes to evening up those kill rate averages.

    Don't forget that Ormond (honestly the most killer complained about map that I've ever seen BESIDES Haddonfield from- definitely the map that I saw the most DCs over from the killer, even more than Haddonfield) has already been worked on, so it's not like they sat down and said, hey, let's leave the survivor sided maps for the end. Haddonfield and Coldwind WILL be changed within the next few months and that honestly should be good enough for people who hate those maps, even if having to wait kind of sucks.

    As for the Crotus changes- I REALLY can't comment on what changes were made for Disturbed Ward, though, simply because I have neither played on it since the patch nor have I watched content making comparisons between pre and post patch Crotus- so I'll leave that one be.

    I'm well aware of how percentages are taken. But what does that mean for kill rates on Hawkins, Lery's, and the Game? Higher skilled survivors are still going there and escaping at lower rates. Based on statistics, the notion that survivor sided maps are somehow more survivor sided than killer sided maps are more killer sided literally just does not hold up. If the best killer map is 70% favorable to them, and the worst killer map is 54% favorable to them, that means the best survivor map is only 46% favorable while their worst map is 30% favorable, across all ranks. And I personally don't think that low rank survivors are the ones solely driving the kill rates up. I've watched my brand new, baby rank brother play and escape way too often against TERRIBLE low rank killers to think that hahaha

    In any case, I do understand what point you're trying to get at- correct me if I'm wrong, but you're basically saying that a map like Haddonfield could have a 40% escape rate for every rank other than red, and then at red ranks have an 70% escape rate, and still average out to around 55%, yeah? That's unfortunately something we have no specific numbers for, though, and can only base what we believe about those maps on anecdotal evidence.

    In any case, though, it still comes down to that there are just as many killer sided maps as there are survivor sided, or else kill rates for red rank killers would be below 50%.

    I hope I didn't come off too confusingly??? When I start mixing all these darn numbers together I feel like that spinning Mr. Krabs picture LOL

    So my math MIGHT be off but hopefully it holds up lmaoo

    As for your other reply to me, sorry! I got caught up in something else and didn't get to reply for a bit.

  • CheyeneKLCheyeneKL Member Posts: 718

    They literally had to change some settings for the Autohaven maps to not have huge deadzones LOOOOL, and the majority of gens STILL spawn next to absolutely nothing. When I play with my friends and we get an Autohaven map, I'll tell them "I'll do this gen since I have Sprint Burst and can deal with the fact that THERE IS NOTHING BUT NAKED SPACE FOR A MILE!".

    Haddonfield is, by far, my favorite map. I don't enjoy the gameplay as killer, but I LOVE the aesthetic and of course it's fun to play on as survivor. I'm sad that it will probably get turned into something ugly rather than keeping the cute blue hue and almost unsettling air it has about it. Really, really love that map and hope they don't change its appearance too much, even if they nerf some loops to hell.

    And yeah, Coldwind is probably gonna get bodied LOL, hope the new corn at least will look really cool

  • SweatyTBaggerSweatyTBagger Member Posts: 14

    Survivors are supposed to plan for dead zones they don’t even know are in yet?? Wow that’s the most killer sided thing I’ve heard in a while lmaoo. You know most dead zones are where pallets can spawn right ? Cmon bud

  • OniWantsYourMacaroniOniWantsYourMacaroni Member Posts: 5,898

    I will now keep on using the term Indoormond for The Game.


  • Critical_FishCritical_Fish Member Posts: 583

    You can plan around them by... looking at them? Do Survivors not have eyes? I play Survivor a fair bit and I never knew this.

  • GoobyNuggetGoobyNugget Member Posts: 682

    Not so fast, bub, im copywriting this term right now, have fun in court.

    this is jok pls no kil

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