Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Why do these tiles exist?
They're so unsafe, and not fun to play, especially because they're so inconsistent with how they spawn that I often don't even know where the window's at. Like, does anyone here genuinely enjoy looping these tiles? Because I personally cannot stand these tiles as it feels like a constant 50/50 simulator with no real good check spots to hold and not good for forcing the killer out of Bloodlust. I feel like jungle gyms should have more of a degree of safeness than this. I wish BHVR would stop changing maps that don't need them as Coldwind already spawns enough unsafe pallets as is, and this just adds yet another problem to it. But please tell me, is it just me, or does anyone else share the same opinion?
Comments
-
These tiles are the sole reason I hate the cold wind realm now. The depressing fact that you could’ve had a short/long wall jungle gym and instead you get these wanna be jungle gyms just hurts. Instead of adding these, they could’ve implemented a coldwind version of the ormond junk tile jungle gym because at least that’s a consistent tile on realms like ormond, Macmillan, and the yamaoka estate. They recently added a nerfed version of a 4 lane on auto haven that didn’t need to be added. I don’t like the idea of adding different tiles instead of updating the maps themselves.
4 -
not all pallets have to be god, sometimes you need to play mind games
6 -
These aren’t mind gameable and it’s widely accepted that the Coldwind realm maps are fairly killer-sided with many bad tiles. Sometimes a tile is just awful and killer sided. Accept it.
23 -
They exist because at least one person thought it was a good idea.
0 -
These are part of the devs continuing efforts to increase kill rates that don't usually make it into the patch notes except for footnotes.
Maps getting reworked to be smaller is usually a patch highlight, but they've also reworked many tiles, reweighted existing tiles (so that mind gameable tiles spawn less often), and even hard coded some anti-tile-chaining logic in place so that you're all but guaranteed to get useless hills or something to break up the map between tiles.
All these are barely mentioned, if at all, but it leads to gigantic dead zones in lots of places, one-way vaults that can't be used to loop, just hold w (harvester, for example), and completely unsafe pallets that just water down the map spawns yet provide nothing.
And the devs have, admittedly, done a poor job of communicating that this is occurring, so people who don't ever touch survivor still think "just mind game lul" is a valid response.
23 -
Probably the same reason God pallets exist. To favour one side.
Do I like that? Absolutely not.
7 -
I gave up on maps. They seem to get worse and worse. At least the new map looks promising, but I haven’t played it, so my opinion could change on that.
2 -
I feel like you could have found some even worse examples lol. Even this horrible tile does not come close to what's on Borgo's surface nowadays.
Let's all remember this thing used to exist:
16 -
This reflects perfectly why I don’t like playing survivor anymore.
9 -
Coldwind tiles are mainly laughable now. I don't know what the thought process was when they designed them. What were they expecting survivors to do with them in a chase?
3 -
I think if the tiles were gonna be so bad they should have at least resaturated the maps with corn. I know killer mains complained about it before but like damn the tiles suck now, at least give survivors a chance at breaking chase.
5 -
Coldwind Farm is basically a death sentence these days. And to think most of its maps used to be good in the past (except Cowshed, that one was never balanced).
4 -
It's supposed to spawn the window. These tiles are not as weak as they look. Good survivors can loop pretty much anything, especially against 110% killers. I've seen someone loop here til Bloodlust multiple times and didn't use the pallet, like it's a jungle gym or shack. Sure, the killer can get you at tiles like this with Bloodlust. But any time the killer has to reach Bloodlust just to get you, that's his losing battle. It means the chase has taken way too long, and your team is gonna end up escaping.
Love all the slandering of Coldwind maps like they don't spawn anything, or that survivors can't win on them. Maybe I'll just put a bunch of map offerings for it, and instantly start getting 4ks.
4 -
Is it bad that I knew this was Cornwind before opening? What a turnaround for one of the most infamously survivor sided realms
3 -
Be real here.. "god pallets" don't affect the outcome of games and buy a survivor a whole 3? 4? seconds since most are in a 1 way area. Balanced tiles are far and in between and most maps are flooded with terrible pallet spawns.
1 -
I was also suspecting Haddonfield to be mentioned here. That map is just death for survivors
2 -
Rancid is a free win and its not close. This is not an uncommon gen layout, with a useless hill and a useless harvester in the middle. I think there might have even been a 4th gen behind me on the same side. The other maps were tolerable before the new tiles started being added, but at this point the entire realm is killer sided.
9 -
I have zero faith in any new maps being fair as long as the current version of Haddonfield is considered a "success".
4 -
They didn’t consider it a success. The devs have said they will go and fix.
3 -
Coldwind had been hit with multiple major nerfs (reduced map size, changed map layouts, nerfed main buildings, reduced pallet safety, reduced pallet amount) that left the maps a shadow of their former selves. …And then they went and brought these poor excuses for jungle gyms as the deathblow.
I will say that I do sort of enjoy these gyms, they do have some interesting checkspot and pathing opportunities, it's just that they should never replace actual jungle gyms. These tiles still ultimately boil down to 50/50s at best against a remotely competent killer, and even against a poor player will eventually result in a hit. The safety rating for these should be that of haybale/cart fillers, LT-walls and bracket pallets and spawn randomized against them, never replacing proper jungle gyms.
While Coldwind deserved most of its nerfs, they went a little far or at least didn't account for how the nerfs would compound. With as few pallets as they spawn to begin with, having 2-4 of them be those new incredibly unsafe corn fillers is just not feasible. Those corn fillers should not detract from the tile budget, meaning they should spawn on top of any other pallets, not instead of them. This would also help in the sense that then if you play them well and actually get the stun or some distance, you can reach something else instead of taking a guaranteed hit stranded in the cornfields.
Harvesters offer little to no gameplay for survivors currently and are glorified hills. At the very least, enable survivors to also be able to jump onto the offshoot side's haybales from the ramp again and vice versa. And/Or make it possible to drop off toward the backside of the harvester from the offshoot again. Or even bring back the elevated haybale on the other side's vault that killers without a ranged attack cannot hit survivors on. Harvesters need at least one of these things to provide any play opportunities for survivors apart from using them for Balanced Landing.
Thompson House should never spawn without cowtree. They could just create possible spawns for it and the harvester in the middle and bottom of the map.
The main buildings on Thompson and Rancid also offer almost no gameplay apart from using distance. They could at least have a safe pallet and semi-safe window, like Cowshed and Creek.
6 -
- yes, since they heavily reworked some maps, I can't play without DH. Many current maps are designed for you to go down, regardless of your skill. I don't want to make a video "I do chases for 5 gens" ... I just want to do decent chases with a minimum of skill on my part. I can't understand how there is in DBD "the Game" and "Haddonfield" …
1 -
I absolutely DESPISE Nostromo and Toba for this reason and it is a shame as aesthetically I would probably like them a lot. But they have these weird ass bizarre tiles that are incredibly awkward to run and it just makes the maps frustrating more than fun.
I like how BHVR moved away (mostly) from problem combos that were just unfair to killers but can we not have these weird tiles that create a whole new and frustrating problem. I am okay with tiles not all being super safe but can we just stick with normal ones please BHVR?
I absolutely dread loading into Nostromo and Toba
3 -
Because someone wanted to nerf Coldwinds a little too heavily.
0 -
I go back between Cowshed and Rancid Abattoir, Rancid Abattoir has absolute dogshit tile spawns usually, but Cowshed is so comically small, or at least it seems so, that it feels like a stadium.
4 -
I dont like tiles / pallest thhat are one sided. These weak tiles heavily favour killer, often leaving no real gameplay. Similarly, god pallets offer no gameplay to your usual killer. As survivor, you go down. As killer, you break the pallet. Thats what I dont like.
Its not about the outcome. Its about the gameplay experience.
1 -
They're here because for the past seven years, the Devs have been so bad at addressing Killers and Killrates that the game was Survivor-sided for aboutn 5 years, borderline Surv-tilted for another two, and only just now is balancing out to more Killer-sided.
That's why these tiles are here,and it's stupid because they should have just addressed the issues that made the game a slog for Killers and gave a lot of Survivors an expectation that they deserve to win more than Killers do before having to DO this.
1 -
The fact that they had all this PTB feedback and still pushed it out is worrying. They have never been great with maps but Haddonfield really takes the cake.
There is no way for a match on that map to be even remotely fun.
5 -
Yep.
Out of all the map reworks, Haddonfield is probably the worst.
2 -
I agree 💯 my friend.
Killer and map reworks is not there best skill set unfortunately. 😔
3 -
I hope maps stop getting worse. I don’t want to imagine, what they will do to the next map rework
1 -
I like that tile but the fact that it can just straight up not spawn a window is wild. It should be a guaranteed spawn on that tile otherwise there's basically no point in it being there. The pallet is extremely unsafe without a window to chain it to.
2 -
I remember a few years ago, I would actively hope for many maps to get some nerfs.
I have come to realise that while some set ups were too strong, nerfing maps overall was not a great idea. Because that enforces the need for survivors to finish the gens extremely fast, which leads to killers having a need for extremely short chases as well. This is an unfortunate downward spiral, that makes games a whole lot less enjoyable.
We shouldn't be trying to rush through matches as fast as humanly possible and neglect every other part and the game shouldn't encourage that play style over everything else.
4 -
I'm starting to genuinely miss old DBD maps…
10 -
I’m 100% sharing the exact same opinion, that you do. Hopefully behavior realizes what they are doing. I’m not a fan of matches ending super fast and stomping most players because they have nothing to use or having nothing to use myself.
2 -
Something has to give. It can't only contain junk tiles and also be filled with dead zones like it currently is.
1 -
Starting to, my friend?
I've missed them since the moment we lost them.
0