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This new tile is really bad
Comments
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Hey, that window has its uses for lithe users and that pallet can be used with lithe too! I think that tile is extremely lithe friendly at the very least. Either that or maybe that singular window is meant to counter a billy or a bubba?
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ong.. what the hell is that, it's kinda funny, I imagine it like that scene from amazing world of gumball where granny jojo gives the kids a plastic bag, and they ask how they're supposed to even play with it
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Any news on eyrie pits?
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nothing, sorry.
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Yeah let me just chain this Z-Wall real quick
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Cross wall, I was looking for a good name for that tile, thanks.
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Ima be honest, thats the one I thought this topic was originally about, couldnt really tell from the picture until i saw it ingame for comparison. As someone who actually promotes making more safe pallets unsafe, I definitely agree that new tile with the pallet and the little pointless window is an absolute abomination. The cross wall one is a fair bit better even without the pallet.
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So I tried recreating it using a grid and going for rough estimation of distance between elements to try to find out how this tile is supposed to actually be used, and good lord it looks even worse from above:
This was the iteration that I saw from a video and was able to use as a reference. I know my art is terrifying in itself, but entity preserve this layout looks like they just threw random stuff together. Just in case a legend is needed:
Purple circle = hook
Red rectanges = lockers
Green rectange = vault
Blue box = generator
Yellow rectangle = pallet
Black squares/circle = tall walls and flaming barrel
It has way too much going on and yet nothing that actually gives it value for either side. Both sides of the pallet are too short with nowhere at all to detach to (unless presumably another tile is linked and provides that escape, but it didn't here) and there is zero need/reason/potential to mindgame anything on pretty much the whole tile, even though they're all tallwalls. A lot of the tall walls also have a lot of unevenness to them for either side to get stuck on regularly, including more subtle ones like a refrigerator being part of the vault area on the right.
The pallet and locker are way too close together, and just begging for the wrong action to come out if pressed at slightly the wrong time for either. The locker on the top right is visible from both angles of approach, making it almost entirely useless (except for flashlight saves! those work on both.) The flaming barrel is literally only there to eat swings through aim dressing, it creates a completely random pathing obstruction for a completely random and pointless position, the vault serves absolutely zero purpose except as a lithe activation, and the placement of the generator is better for abandoning the loop preemptively than it is for using it.
Its one of the few actually killer sided tiles in the map, and only because almost every single element on it is either problematic or downright ineffective. In order to make sure of it, you basically need to secure a pallet stun, then have smash hit/99% sprint burst/lithe to be able to get away in time if on the north side of the pallet, since the killer will never have to break it. If they have enduring you're almost guaranteed to take a hit. And since everything is so short, any 110's who slow to use their power are basically going to be just m1ing due to how short everything is and how the only animation lock areas are the ones that have obstructions all over the place.
I think it might be objectively the worst tile in the game at the moment.
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Look at the window by the car in the corner of Garden Of Joy. Alone, it's a weak window. But because that pallet is there, and that pallet is next to another loop, usually a jungle gym, it's strong. What is stopping this new tile from spawning next to other tiles like that? They spawn close to each other all the time, especially on Azarov's Resting Place. And even if it is a 'weak' tile, maybe we just perceive it as so because the 'normal' tiles we're used to, like jungle gyms and 4-walls, are so ridiculously easy to run. It's not often you have to adapt and make snap decisions like you'll have to at this tile.
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While i think many of the status quo tiles like jungle gyms are indeed more strong than not, I don't think this one is a very good alternative. It actually has a lot of problems for a lot of killers, which basically makes it both extremely dependent on the surrounding tiles, as well as bully squad fodder. I understand what you mean about it as a link tile more than a main one, but it doesn't really suit that well for a variety of reasons, and it can spawn in corners and adjacent to deadzones/equally weak tiles. The only way it would really be ok as is, would be if the placement was static and the rest of the map was designed around it, like the office in lerys (or most static tiles above basements, now that i think about it.)
I made a suggestion topic for the devs about what i think is wrong with it and what considerations to take when addresing it, feel free to check it out and put your 2 cents in for the devs if you'd like. Dunno if they'll bother since they rarely comment on feedback forum posts, but im hoping they might have snuck the tile in on purpose hoping for feedback on how to break up the usual L/T into Jungle Gym into Killer Shack into Another Jungle Gym into another L/T into etc etc.
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still ingame
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Oh ok, to be honest only autohaven map this should go on is like gas haven since its super big and can benefit from some weaker tiles, this tile on asarov's though, ouch.
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Yea the wall beside the pallets needs to be bigger or even closed (not the window side). Also I think the window itself needs some more space so if you do it right you can at least medium vault it counter clock wise once (before bloodlust helps out)
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