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Pallet density needs to be reverted.

Slan
Slan Member Posts: 404
edited October 11 in Feedback and Suggestions

For a few weeks we've had a few issues, it is clearly the Krasue's release came with unfortunate things. One of them is the pallet density update.

I admit there was one map that did need it. Haddonfield had a very large deadzone in the middle and now that's gone, which seems fair.

But the rest of the maps did not need it at all. Pallets feel stacked everywhere, making the killer experience miserable for the vas majority of the roster. I know the intention was making a Quality of Life improvement, but this feels like a massive buff to survivors by making all maps be like Gideon Meat Plant.

One of the worst cases may be Crotus Prenn. Both maps have a main building that is very survivor-sided at least, deadzones were needed to compensate for that. After 2 days playing, it was oddly common to find these ruined wall tiles spawn pallets on both sides, with one leading straight into the other.

Swamp also was a place where I found the wonder of a jungle gym on the outer part of a pier which had 2 pallets plus a window that led to the part below the pier, where, of course, there was yet another pallet. And that without counting the 3 filler pallets that led into this structure.

But, for me, the worst was coal tower. It was regarded as the ideal map, balanced and fair for all sides. It had interconnected loops, it had decent filler tiles and it had deadzones to compensate. Plus main building isn't one of the strongest, but if well-played it can be very good. The pallet density change tipped the scales in favor of the survivor side. The map that was the most balanced no longer feels like that, and what should have been a standard was disregarded.

This creates a feeling that killers are being robbed. Survivors no longer need to do resource management as exhaustively as before, making players with less skill overperform. Now everyone can hold w and get to a pallet always, no matter where they are. Skill expression on the survivor side is now severely hindered: good survivors can still loop like gods but bad survivors or newer players can just do whatever in chase, they are almost guaranteed to get to a pallet in every case unless they mess up real bad. This is something that will push most killers to play the big 3: nurse, blight and ghoul. Because these three don't care that much about pallets, thus granting that robbing a killer of their kills isn't as easy.

We were on a good spot before the density change, not all maps needed this. Haddonfield should stay as it is, but based on this, the rest should be reverted.

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Comments

  • Deadman7600
    Deadman7600 Member Posts: 412

    I feel like the borgo realms did also need it but yeah I agree mostly

  • Slan
    Slan Member Posts: 404

    Depends. Shattered square had this bit of a problem, but one would argue it's because it is so frikkin' big things are far from each other.

    Forgotten ruins I'd say did not need it as much, the map is smaller and the lower floor does have pretty niche things for survivor to use. Plus, portals can be abused to create a sort of infinite loop.

  • Emeal
    Emeal Member Posts: 6,601
    edited October 11

    Nah, my team-mates can find pallets now for the first time in forever.

    Maybe pallet density should be dependent on MMR though. Adjust it to MMR and/ or Killers, seems like good solution.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,833

    For the most part, I agree.

    It should stay for Haddonfield, and I'd say it should partially stay for Rancid Abbatoir as well, those maps were killer sided before and did need a few more resources.

    For Mother's Dwelling and Disturbed Ward specifically, I don't think a full revert would be appropriate since other parts of those maps did get some substantial nerfs, Mother's Dwelling god windows in the building were finally removed, and Disturbed Ward got shrunk in size, so I think adding a couple more pallets on those maps is fine, but definitely not as many as there are right now.

    Mostly everything else I agree should be reverted, and I also want to point out Blood Lodge in partcular as needing to be revisited. While it's common for the shack side of that map to have a ton of pallets now, the opposite side still frequently spawns a giant deadzone on that entire edge of the map almost. So the changes didn't even really address the issue on that map.

  • Slan
    Slan Member Posts: 404

    The disturbed ward I disagree. The main is obscenely strong for survivors. The deadzones are needed around it to compensate. Still, I recall that before there were still like 2 or 3 fillers in the inmediate surroundings of main, which was fine, and then jungle gyms and fillers on the edges. That way you got a centre strong for survivors, a middle strong for killers and edges in which things are more equal for both.

    Mother's dwelling does have a problem, yeah, but it's the same as Shattered Square. It's so big it feels like everything is far from...everything.

    I haven't played blood lodge yet because my maps tend to be nostromo-dead dawg-borgo for some reason, but looking forward to it.

  • dramafinesseXD
    dramafinesseXD Unconfirmed, Member Posts: 150

    Coldwind borgo haddonfield and swamp needed these changes everything else didn’t

  • Slan
    Slan Member Posts: 404

    I disagree with swamp. Both maps have strong buildings for survivors and a pier, which is a structure that also favors survivors.

    In pale rose main has some strong pallets, the pier plus the smaller boat with that one god window. Add in the fillers on the middle and there you have it. It was fine as it was.

    Grim Pantry has a busted main with that one god window everyone likes to use, a pain to get around, and many pallets below with some good windows to get in or out. The 2-floor smaller building has 2 pallets, upstairs being better than the one downstairs but still, resurceful. And a pier as well with shack just 1 filler away. Add in fillers on the middle and there you have it. I recall the only true deadzone was between that 2 story building and the jungle gym. Adding the front slope to shack as well, which wasn't that big. It was also fine.

    For Borgo I'd say Shattered square could use this well, but not forgotten ruins, I explained it on a previous comment. Forgotten Ruins has many resources downstairs, plus that portal infinite.

  • Zuiphrode
    Zuiphrode Member Posts: 490

    18 pallets on a map is just ugh

  • Elan
    Elan Member Posts: 1,402

    100 % agree. Every map including in this change should be reverted, there were already enough pallets. And Haddonfield, which was by far the most balanced map in the game is disgustingly survivor-sided now.