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Why do I suck so much on Dead Dawg Saloon?

I feel like I always get super smart SWFs on this map and lose horribly even though it's one of the most Killer-sided maps on the game. I lose people super easily among the grass and never feel like I can defend gens effectively.


What's worse is that even with Pyramid Head or Nemesis, who usually ignore loops, I just can't seem to quickly catch survivors. Any Killer mains have advice?

Comments

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    That map from what I've read is more killer sided, so survivors absolutely refuse to mess around on that map, they'll try so much harder on that map and I don't necessarily blame them.

    We do the same on Haddonfield.

    We need more balanced maps lol

  • BigChapAlien21
    BigChapAlien21 Member Posts: 250

    Yeah, I understand. I'm not blaming the survivors here, I just really feel like I can't play the map to my advantage much anymore...

  • ringwinning
    ringwinning Member Posts: 552

    Lots of big loopy pallets, and it takes time to climb to some of those gens, and also people blend into that environment A LOT...

  • VioletCrimes
    VioletCrimes Member Posts: 878

    It might just be me, but the saloon seems like a really small map. A lot of the generators are close together, which is both good and bad for survivors.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    Don't beat your self up too hard, everyone says "this killer is so and so op, survivors are so and so op"

    I think people barely think about is how maps treat both sides and it depends on the character and power.

    Coldwind sucks for anti loopers, but is amazing on chasers

    While Haddonfield sucks for chasers, but is amazing on anti loopers

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    The map is a LOT more survivor sided then most people think especially with the main building whose window loops most killers can't use their powers on(the back upstairs window is a near infinite even with bloodlust if run right).

    Let alone there's always 2 generators that spawn on 2nd floor areas that both are always next to shack and shack is always next to the main building with a strong pallet always spawning behind it.

    Effectively as long as the survivors leave the main building/gallows generators for last they should always win unless they are facing one of the very few killers who can deal with that set up.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    The main building is very good, until the killer breaks the walls, then it just feels wayyyy to dangerous to deal with

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917
    edited July 2021

    Not really as the back window is still a near infinite WITH the door broken and its still next to shack and the gallows' god pallet.

    What kills survivors 90% of the time is completing the safe generators first then being left with the generators in the massive deadzones the map has.

  • justbecause
    justbecause Member Posts: 1,521

    Same but not as killer but survivor I completely lack of skill on that map

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    Really? I never had an issue chasing a survivor on the map after I broke the door next to the window. It always felt super unsafe.

    Huh. Thanks for telling me, but still. I feel like it become super unsafe

  • Snowbawlzzz
    Snowbawlzzz Member Posts: 1,419

    That building is far, far from an infinite


    The vast majority of killers can use their power to get a quick down once they've broken the wall

  • humanbeing1704
    humanbeing1704 Member Posts: 8,998

    Cant stand the map for either side wish it got a game breaking bug that requires it to be removed for the next 5 months

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    The issue with the window is survivors looping it on the long side aka the side that doesn't have the door as its a long elevation changing open LoS loop that is unmindgamable.

    I don't know if breaking the door effects that loop at all with how far away it is from the window on that side.

    Its like the haddonfield windows: Nearly useless to the average survivor but overpowered against good survivors.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    The wall next to the window? Oh it makes it remarkably easy when broken. If they go left there will be a hole but not even balance can help with that because a killer will immediately drop down shortly after and on the left is too long with no safety so they'll get hurt

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    The stairway side aka the right side(If your looking at it from the doorway).

    The left side has the door aka that side isn't good.

    Heck it isn't uncommon for killers(At least in red ranks) to not break the upstairs window wall as it doesn't matter.

    Btw the elevation changes does mess with the killer's powers as I don't believe either the doctor's power nor pyramid head's power can hit you while your above them on the stairway.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    I never mentioned their power... I've been primarily playing Ghost Face. I'm not talking about the room next to the window on the right, I'm talking about the path towards the right after you use the window

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917

    Ok your trolling now by purposely misunderstanding me.

    Have a nice day.

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495
    edited July 2021

    What? O.0

    When did I mention their power? I have not mentioned their power... what???

    You're talking about the window straight up the stairs, right? There is a hole on the left and a pathway with a set of stairs that leads down towards the right. The path is too dangerous for survivors and I rarely had them get away safely when they use that window when I prebroke the wall. But, before the window on the right, still in the building, there's a bedroom. That's what I was talking about

    What did I say? I'm so confused..

  • InList
    InList Member Posts: 85

    1- You can walk through the bushes and get free hits when you bump into a survivor.

    2- The gens spawn very close together so if you commit to a 3-gen strat and drop chase when they leave you can create a dead zone pretty quick

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495
    edited July 2021

    This is the stairs next to the bar, on the right upstairs is the bed room which is a dead end if the killer doesn't break the walls. On the left is the broken wall leading outside.

    On the outside side of the window, on the left is a drop off point, and the right has stairs where a survivor is unable to properly defend themselves.

    I'm so genuinely confused why you said it's survivor sided then get mad at me for trolling.

    Here's a better drawing

  • Squirrel_Thicc
    Squirrel_Thicc Member Posts: 2,677

    I hate that map. It's very difficult for uncoordinated survivors who are mediocre at looping. But against any survivors who know what they're doing it can be a very tricky map for killer. It's very unfun for both sides I feel.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    I hate this map. Apart from ugly aesthetics, the gameplay is also meh.

    I do bad on it as killer and survivor, it may be small but it can be really bad for some killers.

    Half of the map is deadzone but the other half that matters has strong main building and connected tiles on the other side of the street. These gens are almost always undefendable.

    Not to mention the amount of breakable walls, really hate that map

  • Zozzy
    Zozzy Member Posts: 4,759

    To win on this map you need to defend the gens far away from the saloon.. its tedious and boring so not worth the effort.

  • Kalinikta
    Kalinikta Member Posts: 709

    Break the doors required early on usually helps. But above all Pick which gens you want to focus on, the one on the bar upper terrace is pretty a free be. Usually you have 3 to 4 good gens to defend, 2 decent ones and 1/2 just horrible ones.

    Pay attention when chasing as it is a pretty small map, but can be pretty easy to catch one out of position that is a bit to comfortable on the gen. Some of the gens are really not that close to safety.

    With PH the small elevations are nasty as it does not travel upwards, but you can place trails in bushy areas.

    In the end it is a great map to practice applying general map pressure and overall decision making rather than just looping. Though it isn't a free win by any means, as it is also a pretty good map for survivors to slam gens quickly.