Coldwind Farm Realm
Recently, we released a quality-of-life update that adjusted how pallets were laid out across certain Realms. We'd love to dig into the specifics of what you like and don't like to help inform future adjustments.
In this thread, let's focus on the Coldwind Farm Realm. How do you feel about the quantity of pallets here? Are there specific areas you feel have too many or not enough pallets? Share your feedback here - the more specific and detailed you can be, the better! Bonus points if you can share screenshots!
And as for this poll, overall, how do you feel about the current state of pallets in the Coldwind Farm Realm?
Coldwind Farm Realm 348 votes
Comments
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this realm was one of the few that actually needed some love pallet wise but it's just too much now. especially maps like Thompson House now have 4-5 very safe pallets all connected to each other on either side of main but the middle still is a big deadzone.
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Torment Creek might be the worst offender out of all Coldwind maps after the pallet density update.
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This map became playable after this, I'm not talking about the pallets btw, I'm talking about the jungle gyms, after the density update, coldwind finally have normal jungle gyms which are playable comapred to the old ones which were trash.
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Rancid Abattoir and Rotten Fields definitely needed more pallets cuz those were very killer sided before. Other maps? not so much
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Coldwind feels fair now
Before it used to have like 7 pallets max
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This realm was a little better than the rest, with the pallets better spread troughout the map, but i still think that it could have one or two pallets removed or better placed somewhere
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For Rancid Abattoir and Rotten Fields it feels now fair for survivor as those maps were just big deadzones lol, the other maps have too many pallets in some instances now though
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Torment Creek and Thompson's House are clearly overkill. Originally, thanks to the buildings featuring windows and surrounding loops that were never weak to begin with, these maps offered the fun of strategizing Gen's control and chase escape routes. Now, no matter where you run, it's just pallets everywhere, and you don't have to think at all.
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This content has been removed.
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A decent change but as long as theres loops like cow tree itll probably be a bit too much.
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I love the changes on this realm, but this is more a general feedback to the tile updates:
Please keep the extra lockers you've added, I love them on Dredge and I love them as a deception/head on user3 -
The amount of pallets added was fine, but it leads to certain unwinnable chases due to the buffed tiles that spawn. Previously all loops were unsafe and tiles were even riskier. Now it's a slight overcorrection. I think most players would accept a slight reduction in pallets in favor of keeping the newer tiles, as that was the primary issue with the realm previously.
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The new Coldwind feels nice. Torment Creek is still strong for survivors.
Post edited by theMasafe on-3 -
One of the better realms to buff with pallets and standardizing the jungle gyms. Could use some tweaks still regarding some maps having too many pallets concentrated in one area.
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I think Coldwind didn't need as many pallets as were added, it needed to not have coldwind jungle gyms that were a glorified filler. Giving them reasonable gym tiles while ensuring those tiles connected with multiple pallets was ridiculous.
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The issue of fillers on this map that haystack loop ones are unmindgamable, giving vision for survivor and nothing for killer. Fixing this, and they can be solid 50/50
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Just because a killer is considered “S tier” at the top 0.001% of the players, doesn’t mean that the average player will be able to easily handle the new pallet densities on these killers.
All the killers feel terrible with the new pallet densities. And a lot of the killers that can “shred through pallets” are actually stunned in place long enough that they aren’t really gaining that much advantage over M1 killers in breaking pallets. And a lot of the modern pallet loops are purposely designed so that M2 killers can’t ignore them and get “free hits”.
And this post applies to all the maps affected by the new pallet densities.
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Yep, I agree on this. More lockers is definately best part of this update, not only it helps Dredge and Trickster/Huntress, but I also love it on survivors, it helps to some builds.
Coldwind is mostly fine now, but sometimes it spawns too much now. I saw Rotten Fields and Cowshed with pallets every 5 meters and it were miserable matches for killer. Max amount of pallets should be lowered.3 -
Cold wind has to many pallets now as before it had not enough but the main building has upto 5 strong pallets not to mention the windows.
And why is the porch sooo looonng ive had survivors abuse this as i play killer because of terrible hook spawns and itd take longer than 16 seconds to get their im not just gonna bring iron grasp because of one map i may noy even get have a drop down atleast at a part of it maybe near the window or breakable wall so its easier to make it to a hook. Sorry off topic
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- Coldwind definitely needed more pallets — it had a tendency to spawn very few, and those that you did get were far too weak and poorly connected to the rest of the map.
- Upping the pallet density has made Rancid Abbatoir and Rotten Fields a lot more fair for Survivors to play on, but I feel like Cowshed, Torment Creek, and Thompson House sometimes spawn a little too many fillers too close together. It's not egregious like some of the other updated realms, but it does feel that sometimes there's a tad too many pallets within close proximity to each other.
- Overall, Coldwind is a pretty reasonable Realm but a few of the maps could do with spawning one or two less fillers.
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For each of my ratings I'm going to break them down into two parts with info/map specific info afterwards.
Tile Type:⭐⭐⭐⭐⭐
Pallet Density:⭐⭐⭐❌❌
Map Specific:
Rancid Abbatoir + Rotten Fields = Perfect
Overall:
Besides the two mentioned above, you guys went a bit overboard on density. Cow Shed was already brutal due to the amount of large safe tiles. However, I do love the changes of tile types on all maps. Less of the massive guaranteed safe hay tiles and more middle ground tiles. There are just a bit too many overall. I've always felt like Thompson house was almost perfect, but could maybe use something small in the center, etc, but you guys stacked it. I do love the overall change to the jungle gym tile, though. I've always disliked the shorter tiles on Coldwind, since some of them had so few resources it felt bad that the good ones like jungle gyms were less strong.
Please consider keeping the two I listed the same, but tweaking the density of others.
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Some of them are alright. Rotten Fields has an almost appropriate amount of pallets now.
Other maps generate multiple structures that loop into CowTree.
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This realm is weird as I think certain maps like Rotten Fields are more balanced now but other maps on this realm now have too many pallets, even if I do think most of the maps did need some adjusting pallet wise, so I do think there needs to be more tweaks to pallet density on the maps that aren't Rotten Fields, but this realm shouldn't be fully reverted.
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Would you happen to have a screenshot of where these safe pallets are connecting? I'd love to make sure it was shared as a reference.
What specifically about the pallets do you feel makes Torment Creek frustrating in this case?
Would you be able to elaborate on what's making the cow tree loop feel too strong?
If you don't mind me asking, which maps specifically in this Realm do you feel have too many pallets now?
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Here is my breakdown of the different map variants:
- Rancid Abattoir - This one needed the pallet update the most out of all maps in the game, along with Haddonfield, due to its massive deadzones all around the main building, with little to no loops available whatsoever. Today it feels perfectly fine, albeit a little too small, which makes the tiles spawn very close together.
- Rotten Fields - Got significantly better after the update, as it is not a massive deadzone around the lone shack in the middle anymore. It is in a fine spot, but it could have been spaced a bit better, since tiles spawn so close together.
- The Thompsons House - It has become a bit survivor-sided after the update. It was in a fine-ish spot before the update, where it only needed a filler between the house and the cow tree. Now it has a bit too much safety for survivors.
- Fractured Cowshed - Pallet-wise it feels okay, but the small size of the map makes the tiles way too easy to chain together.
- Torment Creek - It was the most balanced Coldwind map before the update, but now it has become very survivor-sided, thanks to how easy it is to chain loops.
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To be honest, some maps don’t really have issue with density. Irrational logic of spawn is more common
That's why half of survivors don’t understand how actually insane the amount of fillers like, simply because without windows ofopportunity you can’t realise your map is half dead and half god like quality
I think on every map aside of considering pallet quality or amount, game should pay attention to the logic of placement for proper connecting, as well as generators spawn
Only one, maybe two generators should be safe. Others have to take a huge risk if not prerunning. Logic of 3/4 gen placement should be reconsidered on many maps
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I feel like most Coldwind Farm maps were good as they were before except for maybe the front of Thomson House and Rotten Fields. Though I think maps having predictable deadzones is not necessarily a bad thing, it's a macro gameplay element for survivors and killers. Survivors need to either get the gens in deadzones done quickly, or they need to not 3 gen themselves while avoiding the deadzone gens.
From what I've played Rotten fields is okay now, though it has the issue of stronger tiles having fillers too close to them. A filler tile imo, should never spawn close to the window side of a long wall jungle gym or shack.0 -
This realm sorely needed an update both in tiles and pallets and this change was great for that! Maps definitely feel better now.
However, many of the fillers are quite short still. Having a bit more variety with them would be great.-2 -
Pallets are too safe for the high number of them.
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Rotten Fields:
A very strong survivor map already. Very large, very connected along the outside. Now, the outside has better pallets and there's more pallets in the middle leading to shack.
Fractured Cowshed:
Insanely strong main building now has EVEN BETTER loops surrounding it with strong loops leading into those. The whole map can be looped. Not even to mention how easy it is to include shack and cow tree into your chases. Just silly to keep it as strong as it is.Rancid Abbatoir:
This map is fine, but cowtree, shack and main are too good to warrant even more pallets in the map
Torment Creek:
Main is very good, the middle is very easily looped together with shack and the often spawning cowtree. All the filler pallets being more plentiful and with how strong they are now, this map is crazy.
Thompson House:
Areas are the house are much better, but this map is fine.0 -
Rotten Fields is fine.
Rancid Abbatoir feels much better for survivors now overall which is great, the prior version had too many deadzones and was far too killer sided, so no complaints here.
Thompson House isn't too bad but I think it could be better if the pallets were redistributed a bit. There tends to be a lot of resources around the building now (usually on the left side of the building if facing away from the shack, but not always) but the middle can still be a bit barren. But the overall pallet count here is fine I think.
Torment Creek and Cowshed I think are a little too strong now mostly due to loops being too close together/having a few too many filler pallets. Torment Creek especially has too many pallets around the main building now.
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Rancid and Rotten Fields are fine now. The rest of the maps getting stronger tiles is good, but that with more pallets isn’t good. Thompson House needs the pallets put more in the middle where the huge dead zone actually is. The loops on Cowshed and Torment Creek now connect with each other too much and are too safe, especially around main building on Torment Creek. Torment Creek could be made a little smaller too instead of filling it with pallets.
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This map definitely needed more loops. It was heavily kill-sided.
Tho I believe we need corn pallets to be just a little stronger - because they are very easy to play around as a killer.
It's almost impossible to make a stun on most of them and that's what required for surviviors to have a slight chance to make it to another tile/pallet/window.
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It depends on the map. For example, maps like Lothon Fields, which clearly became survivor-favored after adjustments, or Rancid Abattoir, which was originally even, still maintain some balance. But on maps like Thompson House, Fractured Cowshed, or Torment Creek, the killer is still at a significant disadvantage.
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Coldwind Farm definitely needed the help with the massive and multiple deadzones it could have and I'm happy it got good help. The maps now feel fair for both sides.
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do you want us to go to each thread and vote seperately? Can you just do poll over all? or one of your survey doobalackies?
I love DBD, but I got too much going on right now to go to each seperate thread and vote. I will just say that on many maps there are excessive pallets especially the double pallets.
Im one of the people who turn this into a persoanl challenge, but I am a Killer main (Huntress) with 3300 Hours combined of which about 3000 is Huntress alone so I am kind of enjoying how difficult even baby survivors have become.
But I fear and worry for newer killers, they are going to be suffering terribly right now. The balance has tipped heavily in survivors favor in many areas at the higher MMR's (depending on Killer type and ability)
Good luck and be reasonable1 -
I fear alot of people are voting/commenting with extreme bias.
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Revert it on this realm.
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This realm needs more structures on them (Thompson's House being the worst because there's a gigantic dead zone in the middle), not more exactly more pallets.
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