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Pallet Density Update Feedback.

JAG_1029
JAG_1029 Unconfirmed, Member Posts: 6

First off, for those who based their entire opinion about the pallet density update off of presumptions and not the actual changes on the updated maps (thinking that they just added a bunch of pallets everywhere, etc.), I recommend you watch DStrike's video on the matter so you actually understand what they did.

DBD's balancing updates have tended to revolve around killer and perk updates since the beginning of time, which don't get me wrong, absolutely needs to happen. However, one of the most forgotten and debatably the most important thing to balance is maps. If you look at a random killer tier list, you tend to notice a pattern where a lot of the lower tier killers don't have map mobility, while higher tier killers do. Over time, BHVR has realized how important map traversal is for killer, so their solution has been to add a mechanic for new killers to get across the map rapidly, whether by teleports, built in movement speed increases, etc. However, a lot of older killers still struggle with map control with no great way to solve the issue without completely reworking several killers, which of course is not a great idea. Combining map size with tile spawns can heavily sway to one side's favor just by loading into a match. In short, on occasion you already are looking at a very tough (or easy) match to win just because of the map you spawn on. Losing a match before it starts (metaphorically) should not exist.

This is where I applaud the fact that we are finally receiving some changes to an aspect of the game that has been so neglected for so long. Balancing maps to be more neutral to both sides along with being more friendly to killers with less map mobility is a GIGANTIC step in making DBD a more enjoyable experience for everyone. You balance maps well, the game itself becomes more balanced. It's as simple as that.

As for adding a bunch of unsafe tiles to the edges of maps, I have mixed feelings about it. On one hand, they are still unsafe loops that generally don't change much, but at the same time, you are giving survivors more of an incentive to go further away from generators and the rest of the team by playing the edge of the map. It already was pretty good in a lot of scenarios to run to the edge of the map if you knew you were going to die soon, but this just pushes it a lot more. I guess we'll have to see how it goes. By the way I absolutely love the new U wall.

Overall, these changes are a step in the right direction for the game's balancing. Please continue with these updates with older maps, along with prioritizing balancing new maps as well.

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