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What kinda loop is this?

vBlossom_
vBlossom_ Member Posts: 607
image.png

I don't know why maps are reworked into this.

Very weak tile, in front of nothing, at the edge of the map.

How I can chain tiles or outplay the killer here?

"I don't know why survivors give up >:(" yeah, maybe let's see the state of reworked maps?

Comments

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 2,273

    Paging @solarjin1

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,905

    Especially considering it’s on the edge of the map, I agree that tile should be a little safer.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    the stronger tiles still exist. tiles were always optional. the weaker tile is just an option. It is like saying "Hill are useless", just remove all hills.

  • solarjin1
    solarjin1 Member Posts: 2,390

    i can only assume them pallets exist to die underneath for background player play.…OF COURSE IF YOUR TOP TIER SURVIVOR IT BECOME A GOD PALLET SOMEHOW

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,965

    They started adding pallets like this with the Autohaven rework as a way to fix the edges of maps being dead zones. They aren’t meant to be strong and exist just as a back up if you are in the area.

    However unlike this one, the ones in Autohaven usually have another tile nearby that you can try to reach if you play the filler correctly or you can reach this filler from the other tile to extend the chase slightly.

    This one however can spawn quite far from anything so there is no point in ever going there. Not to say it is useless though as you could technically get a pallet save or a Smash Hit/Power Struggle play from it, but overall it’s a really bad pallet and there should be something else to encourage you to actually use it. Even just making the walls slightly longer would make it safer. It’s way too unsafe to be the only loop in a corner of the map.

  • NODD3RS
    NODD3RS Member Posts: 197

    when u get one of these loops at the end of the street with nothing else it can be a little frustrating

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i have opposite perceptive. a survivor that understands terror radius can perceive the killers location well in advance. This is often known as pre-running where a killer is looking for a chase but survivor is not giving any easy follow-up chase.

    in term of pallet breaking…. pallet break still takes an eternity so when the survivor is chaining-loops, they mostly free to choose any loop they want to use. You don't have to use this corner loop.

  • Xernoton
    Xernoton Member Posts: 5,965

    They really messed up on these loops. The weird thing is that they had pages and pages of feedback all telling them, that this was ridiculous and they just went for it anyway. After they just removed the weak pallets on Ormond because they didn't offer any interesting gameplay (though they replaced them with nothing smh).

    Even with Smash Hit this results in a hit. The killer is the one that decides which way the survivor has to run around a loop and if you back them against the wall, then Smash Hit doesn't really help them either because they cannot make that much distance. This is a pretty zoned out loop to begin with.

    That would be so funny, I'd send myself there every game just to bask in the glory of this pallet.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    smash hit is 4 second of sprint burst and 2 second stun. there is also 99% sprint burst and Lithe. Maybe you can use dead hard on this pallet but i feel like you'll get hit during animation lock.

    i like pallets like this where you need to outplay the opponent. Hawkins 2nd floor pallet or temple pallet are probably much harder to outplay the killer.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,115

    Smash Hit is only 4 seconds because part of it is already lost when dropping the Pallet.

    Furthermore, you dont really outplay the Killer here. Even if the Survivor gets the Stun (Killer can just respect the Pallet and even if the Survivor does not drop it, they will not have any distance so it will be a hit), they need to have Smash Hit to make distance.

    I dont mind unsafe Pallets. If they are fair. And fair means that both sides can play them and outplay each other. This is not the case here.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
  • Sava18
    Sava18 Member Posts: 2,514

    I'm really disappointed with the direction of maps starting with the autohaven/Macmillan changes.

    Those two realms + cold wind could have stayed the exact same outside of the changes to gas heaven and cold wind filler tiles being a tad too strong.

  • Souplet
    Souplet Member Posts: 345

    The edge of the map should NEVER be a strong loop.

    Killer chases you ? You go to strong loops. Strong loops are in the middle of the map. It allows the killer to keep pressure on gens

    What happens most of the time : survivors will drag you to the opposite sides, at the edge of the map in order to earn more time on gens.

    You simply cant put strong loops there, if survivors go there, they have to go down quickly because killer needs to :

    • Hit you
    • Grab you
    • Hook you
    • Walk back to the gens
  • Souplet
    Souplet Member Posts: 345

    Yeah cos new haddonfield doesnt have strong loops

    Oh wait, it still has the house of pain, the main building with the 2 hours long chase, the 2 other buildings with realy strong windows

    So yeah, if you compare it to the old hadonfield, its way less, but dont tell me there arent strong loops there

  • edgarpoop
    edgarpoop Member Posts: 8,778
    edited May 2024

    They seem completely lost when it comes to map balance. They nerfed the buildings and filler tiles on Haddonfield, so the buildings are essentially giant deadzones now with terrible fillers in between. And they also shrunk the map, so it's a small map that's also somehow full of dead zones.

    The dead zones have become really problematic on Coldwind too. I've been getting many instances of Coldwind maps where half the map is an L/T wall, a complete deadzone, a harvester, a deadzone, and another L/T wall. That's impossible to lose on as killer.

    But I also got a Coldwind spawn with a completely safe hay bale filler pallet that spawned next to shack window, which is also a problem. I know the devs love RNG, but it creates so many more problems than it solves. The maps need static balancing.

    Post edited by edgarpoop on
  • Aven_Fallen
    Aven_Fallen Member Posts: 18,115

    Yeah, with two differences:

    • The Pallet in my picture is even worse.
    • It is intentional while I am pretty sure that the Pallet in the video was a Bug…