We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Oh my God get rid of the obstructions around loops!!!

DyingWish92
DyingWish92 Member Posts: 794
edited November 2022 in Feedback and Suggestions

This is insanely annoying. I'm encountering T&L walls that are completely blocked right next to the windows with junk!! What on earth happened to the maps with this update its infuriating. Yes I enjoy losing a chase because a piece of square of hay blocks me from downing a survivor, trash man!! Is this going to be patched in the next bug fix?!?!?

Post edited by entertainment720 on

Comments

  • StibbityStabbity
    StibbityStabbity Member Posts: 1,839

    If they can determine the root cause of the bug, then it will likely be fixed.

    If they can't, you might be suffering through it for a while.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    It's not just around loops that bugs the hell out of me. In fact, it's the part where every single open space between loops is full of junk that drives me mad. What's that, you have a power that wants any amount of open space to use? No power for you! Hold W between tiles with pallets.

  • TWiXT
    TWiXT Member Posts: 2,063
    edited November 2022

    I'm Mixed-Feeling about it...

    On one hand, there's the loops with obstructions that "Fat-Pixel Shame" the killers but let survivors run right through. This creates infinite loops that even an average killer with full bloodlust can't win against, and provides a very one sided "safe haven" that survivors immediately run to the moment they enter a chase, making the trial obnoxiously unfair and frustrating.

    On the Other hand, The loops with obstructions that hinder both the survivor and killer by making the loop longer, and therefore transform a normally safe loop into an unsafe one, provide an element of surprise and strategizing. Sometimes you can see how the loop has been messed up and avoid it, other times you don't realize it's been lengthened by an obstruction until it's too late, which can be quite jarring and frustrating, but also completely break chaining loops together, and allow the killer to cut the chase shorter than a good looper intended, or inadvertently end up becoming a bigger problem for the killer, depending upon the obstructions position and height.

    This new element of RNG has made my games as both survivor and killer a bit more interesting and fun most of the time, save for the broken "Fat-Pixel Shaming" ones, as it's no longer guaranteed that routing from tile to tile will be a bonified time waster for the killer, but can also be more detrimental to the killer as well.

    For example: I was playing Wesker, who is king of quickly rounding corners and catching up to survivors in many loops, and I chased a survivor to a TL wall not knowing that on the L side there was this big-ass rock next to the window. After I accidentally slammed myself into it with a bound after rounding the corner, the survivor used it to their advantage since the obstruction had essentially turned the TL configuration into a TT, which was one hell of a difficult thing to chase around, even with Wesker and all my mind games. Eventually the survivor screwed up and I got the down, but not before losing a gen due to the extended chase time.

    The very next game however, I had a chase to a jungle gym that had a tree to close to one end, and the survivor ran right into it allowing me to catch em early with a bound and cut the whole thing short.

    The way I see it is, for the most part, it's complete randomness as to whether or not these obstructions are going to favor the killer or the survivors adds to the fun of the chases. They have the potential to break the flow or routing from tile to tile, or make it stronger, which adds a new element to the old boring loop and routing routine that forces both players to adapt on the fly, and that makes the game feel a bit more fresh, challenging, and exciting to play.


    If they could remove the "Fat-Pixel Shaming" obstructions which provide one side too much of an advantage over the other, but leave the random ones that change a loops overall shape, I'd be happy with it.

  • BrightWolf
    BrightWolf Member Posts: 444

    Yep, I've been having to play Trickster and Huntress like ######### M1 killers due to the odd tile spawns. It's not fun being constantly cucked by the environment. Like I've found that Trickster can adapt because of his quickfire nature, but Huntress? Might as well be playing Trapper.