Should DBD Revert the April 2020 Changes to Window Loops and Survivor Safety

In April 2020, Dead by Daylight got one of the most biggest balance updates before The Realm Beyond update to the main realms in the game at the time.
Patch notes for the update: https://deadbydaylight.fandom.com/wiki/Patch_Notes_3.7.X#Patch_3.7.0
This update changed how windows generated and worked during loops. For example, adding holes to the sides of windows. Whilst this change was meant to address balance issues with killers unable to pressure and catch survivors at windows, the impact of gameplay for survivors has been a hit topic among of the community, especially with recent RNG changes and reworks that came from The Realm Beyond. New killers have been gaining either more mobility in chases and for traversing the map or have anti loop abilities like breakable doors or something base kit in their power with additional buffs to weaker killers. Should Behaviour do another PTB like they did with removing Bloodlust that one time by removing these changes to reduce survivor safety to see how it works now that the overall balance of the game is different when compared to 2020.
As I can think of some good and bad things from this, but a shift in gameplay potentially.
Comments
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Windows like Torment Creek, Ironworks, or Wretched Shop (and more) are best left in the past. Sure we have a lot more killers that can deal with these windows nowadays than we did before, but there are still quite a few of them, new and old, that would struggle A LOT with these and they are the ones that would be impacted the most.
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If you've ever played against these windows you would know why they are gone. They were absurdly broken even with Bloodlust 3. You couldn't do anything about them. If you go play killer now and break the walls on Badham, you can get a little taste of how much all of those old main building windows were broken.
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There are still insane windows in this game that need to go today. Groaning storehouse is insane, Crotus Prenn has one and Rancid Abatoir.
No 110% killer besides Spirit and Hag can land a hit at any of these loops until the 3rd time around which is a huge time sink. Literally free 40 second chase with zero skill needed against some killers.
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Maybe if they were designated as special windows and they blocked after one vault or injure the survivor after 2 or something along those lines.
But other than map aesthetics I'd rather keep the '10s era DbD in the past.
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Man, you REALLY seem to be struggling at this game when you call those windwos "insane". Groaning Storehouse is dealt with with breaking the wall. The good Window on Crotus Prenn does not even spawn the breakable Wall next to it anymore. And Abattoir is probably one of the most killer-sided maps in the game (granted, more because of the huge deadzones and less because of the Main Building) and the window in the Main Building does close to nothing at this point.
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Nah, it is fine that those Main Buildings were changed. There was nothing more boring than Survivors beelining to those safe Windows, because you basically had to vault them 3 times or have Bamboozle to deal with them. Or, which was the smarter choice, just abandon chase and search for a different Survivor. It is good that those Windows are gone.
The problem with Maps is more that they become more and more killer-sided outside of the Main Buildings. It is fine if you have a weak(er) window in the Main Structure of a Map, but it becomes a problem when you have either deadzones or only very weak pallets around it where Killers can just swing around or respect them and get a hit. Especially because the most recent Killer additions can even easier play around those unsafe tiles. So instead of making the Main Structure-windows super strong and creating something where Survivors will just run to every time (this was a problem with old Grim Pantry for example - the map always spawned big deadzones in the middle and Survivors would just beeline to the strong Pantry-Window, simply because there was nothing else to use), the Main Structures should be okish, but the sorrounding area should be okish as well.
(Even tho, I would say that the Devs can look at Bamboozle at this point. The Perk was introduced to help with those super strong windows, but nowadays is only a brainrot-Perk where Killers just vault every window to shut it down instead of trying to play the Tile, since there is not really any unmindgameable tile left in the game)
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You’re very antagonistic, and wrong. Groaning storehouse has a different window variation with 2 windows with NO breakable wall next to one. That is in fact insane. Why do you think MacMillian map offerings are used so often?
Crotus Prenn main building has one window with a wall next to it and a Godlike window on the other side of the building that is also insane.
Rancid Abatoir has a variant of a God window where you can’t get a hit and one where there is a breakable wall next to it. It doesn’t matter if the map is killer sided; fix the brain dead window tile and add more pallets. There is no reason a survivor needs zero skill besides holding W to waste 45 seconds of killer time.
Don’t even get me started on Mothers Dwelling. THAT window is insane. A lot of the main buildings are problematic in this game. I know you don’t play killer a lot but you should try it, especially a 110% killer. Nothing quite as infuriating as survivors running around a rock 470 times to force you to M1 to boot.
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Ok, fair enough on Crotus Prenn, I only just realized you are talking about Chapel (the Clowns Map) and not Asylum. This indeed features a very strong window, I agree.
Still disagree on the rest. But since I know that we wont find an agreement here, I am fine to agree to disagree. I just dont think that those Windows (aside from the one on Chapel) are that strong. And if you struggle on Abattoir, I really dont know what to say.
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I think you don’t know what window I’m talking about on Abatoir because I don’t think I’ve ever seen it before until the other day. Maybe it’s a bug but there is a window that spawns in the middle of the long wall with no breakable doors anywhere by it. It’s ridiculous. You can’t even attempt a hatchet till the 2nd time around it’s absurd.
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The Window you are describing seems to be the old God Window, if you mean this window:
It used to be this window without an opening, then got changed into this window with a breakable Wall and then got changed into what we see here.
If you encountered it recently without the opening, then I would assume this is a Bug. It should not spawn this way, so it must be a bug (if it would be intentional we would have seen it more often and more epeople would have rightfully complained about it).
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Yes that was absolutely the same window but there was no door. I guess it was bugged because I’ve never seen it before but that was insane.
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@Aven_Fallen yeah I love how people always say bubba/wraith/Billy weakness is windows and yet they all run Bambi to fix that weakness and get easy downs, that perk does need some kind of restriction or a cool down.
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Groaning Storehouse's window spawns never change..? There's always one by the gen inside and then another by the shelves and lockers. There used to be different window spawns but theyve been removed years ago.
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Well whatever, the window that doesn’t have a breakable wall next to it is absurdly strong.
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