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Is Shack a good tile?

Shack when played properly against most killers becomes an arbitrary waste of time with very little counterplay. It's even safer than a lot of main buildings. Should the tile be altered in any way? Should they all have a breakable wall a la Dead Dawg?

Comments

  • HugTechLover
    HugTechLover Member Posts: 2,482

    Shack is strong, but it’s mind - gameable. If a survivor tries to take you shack early, just leave them if you can’t seem to win chase there.

    I don’t think it needs to be changed.

    Were you around for the 2 windows shacks? Lol

  • Saitamfed
    Saitamfed Member Posts: 1,622

    I do not think the breakable wall changes a lot, but Dead Dawg shack is bigger, which is why not many survivors loop there, because there is more room for you to catch up. I do believe that, if we change the shack somehow, it will be better or fairest.

  • edgarpoop
    edgarpoop Member Posts: 8,445

    It's really easy to deal with. Rotate the survivor clockwise so they have to fast vault from the outside or drop the pallet. Shouldn't take more than 15 seconds to get the pallet down.

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    Imagine shelter woods with nerfed shack,,NO

  • MrPeanutbutter
    MrPeanutbutter Member Posts: 1,586

    I don’t think there are many players who consider shack a problem. It becomes a problem when strong tiles spawn right next to shack, creating quasi-infinite loops. I can think of one example on Crotus Prenn where a strong jungle gym spawns right next to shack and good survivors can abuse the hell out of it.

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    Or the infamous yamaoka gym where windows are literally facing each other, unless it has been removed

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,019

    This. Shack on its own is fine, shack when it connects to other strong tiles like it often can on asylum or cowshed is stupid.

  • TigerSnake
    TigerSnake Member Posts: 531

    If anything, just add a breakable wall like in Dead Dawg. Like everyone else said though, it’s fine, only an issue when you can chain other strong structures too easily with it.

  • solarjin1
    solarjin1 Member Posts: 2,232
  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    Ooh yeah, i bet i can use the infinite tree loop 😂🎄😂

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    And to think the infinite tree was nerfed to not trigger balanced landing. That was really op busted.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited January 2023

    I mean is it playable? Yeah. Is it fair for both sides? Not remotely. I’d rather have a balanced tile that rewards the better player more so than requiring the survivor to mess up heavily. It’s so safe that even slight mess ups can go unpunished. Dead Dawg breakable wall would probably be a better solution. Most top tier killers have ways to manage it so it just unfairly punishes the already weaker m1 killers.

  • bunnyfengenthusiast
    bunnyfengenthusiast Member Posts: 471

    Imagine Shelter Woods in the first place. If a map becomes weaker if you nerf ONE tile, then it's an issue with the map, not the tile.

  • Akumakaji
    Akumakaji Member Posts: 5,487

    I am a bit baffled that they had the solution at Dead Dawgs, ie breakable walls to make it more accessable, but then refused to apply it to further shacks, making the Dead Dawgs shack an anomaly, but it is what it is.

    At LEAST it would be nice if we could plug the holes in the walls. It might be thematic, but its basically impossible to mindgame, when the survivors can see the killer and their red stain through holes in the wall.

  • Monlyth
    Monlyth Member Posts: 982
    edited January 2023

    I think breakable walls like Dead Dawg would be good, yeah.

    And yes, as other people have said in this thread, it is mind-gameable, but it's a pretty strong tile nonetheless. Though it only really becomes game-breaking when it can be chained into other strong tiles.

    Also, this isn't particularly rational, but it irks me how a tile that's literally named "Killer Shack"- implying it's the Killer's turf- is one of the safest places for a Survivor to be.

  • Steakdabait
    Steakdabait Member Posts: 1,294
    edited January 2023

    shack is decent but it's only ever a problem when maps let you chain the shack window into other tiles.

    Shack in a void is strong but there's only 1 of them on the map and they tend to spawn on the corners so you simply can drop the chase if you don't wanna try to run it.

  • Steakdabait
    Steakdabait Member Posts: 1,294

    please do not bring up the accursed 2 window shack again.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,888

    Shack is fine on it’s own, although I think the ones where you can’t see through the long wall are the best balanced as it gives some more opportunities for mind games.

    The issue with shack is when it chains into multiple loops, which is what they seem to be doing with the new maps. Badham and Shattered Square can have a pallet right outside EVERY entrance to shack.

  • Nazzzak
    Nazzzak Member Posts: 5,851

    I think it's fine. It's actually the first tile I learned to loop because its one of the easiest, and I'm still learning other ones. I always look at it like the learner's loop. It gives newer players a chance.

  • Man_of_triangles
    Man_of_triangles Member Posts: 302

    It's fine against killers with chase power. It's only unfair when you're playing a killer that already struggles against basic tiles.

  • Bran
    Bran Member Posts: 2,096

    Yeah I'd say change it, either by breakable wall or something else. It's an annoying thing that is just too loopable.

  • Aceislife
    Aceislife Member Posts: 450
    edited January 2023

    Moonwalk as killer. I do it in every single loop, whenever I can. A good or a bad survivor, most of the times it helps. Often when Im looping shack, I pretend to go one way (the same way the survivor seems to go), and then, when the survivor sees this the survivor might change direction, I moonwalk and vault the window. Works pretty often actually.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,817

    The thing that people seem to firget about the DDS Shack is that it's actually larger, too, meaning that the breakable wall is yet another must-break that has a god window before it's broken and a semi decent one afterwards. Adding that to every map would just give every map a wall that the killer has to kick unless they're Nurse.

  • RainehDaze
    RainehDaze Member Posts: 2,573

    The sheer number of wall holes is a bit of silliness.

    Porous walls are just plain terrible. Only the Killer tends to suffer (unless it's shooty harpoon gun man), but they're just... weird?

  • bunnyfengenthusiast
    bunnyfengenthusiast Member Posts: 471

    Aye, this is the worst part about shack by far imo. If a survivor is going the long way, they are entirely safe from mindgames. If you follow behind, they just chain into the window. If you try to cut them off, they can see you through the holes and just double back.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,093

    It's one of the strongest tiles in the game with a god pallet to make it even safer. If you are a M1 killer or if you know the survivors you're chasing hardly makes any mistakes it is best for you to just avoid the killer shack entirely.

    I honestly prefer the Dead Dawg version with a breakable wall. It rewards killers for preparing and makes the tile more manageable.