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Backwater Swamp Realm

ThatRyanB
ThatRyanB Member, Administrator, Community Manager Posts: 603
edited October 27 in Pallet Density Feedback

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 Backwater Swamp 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 Backwater Swamp Realm?

Backwater Swamp Realm 356 votes

The pallet distribution favours Survivors
64% 228 votes
The pallet distribution feels fair
30% 107 votes
The pallet distribution favours Killers
5% 21 votes
Post edited by ThatRyanB on

Comments

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 757

    Regardless of quantity, the quality of the pallets is exceptionally high. Not only do they connect to sturdy buildings and huts, but when generated near strong window frames (boats, logs, docks), they enable various looping possibilities.

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  • adam1233467
    adam1233467 Member Posts: 1,396

    I will say this for now, I did liked the edge map pallets, the only thing that conerns me is the jungle gym with 2 windows and 2 pallets, if this gets removed then I think swamp will be fine.

  • YmPrat
    YmPrat Member Posts: 58

    Pallets shouldn't spawn at the edge of the map. Survivors running edgemap are already eating a portion of my time by me chasing them there and then having to hook them and make my way back into the map. They shouldn't get rewarded for good macro gameplay with 2 pallets and a pog log in the corner. The only deadzone Swamp had before anyway was between main and shack on the map that isn't Pale Rose (I'm blanking on the name, but there's only 2 maps so saying which it isn't is enough.) And that deadzone was reasonable given that main building is a nightmare to deal with and a glut of pallets around main building only make an already super safe area even safer.

  • Vindruva
    Vindruva Member Posts: 29

    It's not even the increased pallet count that i was the most surprised about, but the fact that grim pantry didnt get shrinked like other huge maps (shelter, DW and torment creek). But still, there are too many pallets on both of these maps, altough they're not as unplayable as crotus prenn maps

  • mfaulk12
    mfaulk12 Member Posts: 4

    Swamp maps ultimately suffer from being released as a very large map and historically shrinking it down making the map feel "odd." The shrinking down made the edges of the maps obsolete unless you were looking for totems (which could still spawn edge map even with the map shrunk) so any sort of resources on the edge maps were nice.

    Swamp is interesting as it has loopable structures such as docks, small shack, and pog logs, etc. Have seen some spawns where RnG allowed 2 pog logs in one area, which seems to be rare, but is a nasty setup to loop.

  • Colin
    Colin Member Posts: 32

    this map needs definately more structures to loop around lol its one big deadzone so pls add more palettes

  • SlowLoris
    SlowLoris Member Posts: 324
    edited October 22

    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: Pale Rose seemed to miss the whole dead zone deleter, but decided to make every pallet you get a sanctuary. By that I mean, you still have a massive dead zone in the middle, but the tiles you do get are crazy strong since they all connect to something.

    Overall: My number one most hated thing is edge map pallets. Traveling to edge map on swamp is so much worse than any other map, because there is almost (not always) never an objective to protect near it. So, not only do I have people take me there and waste my time, but now they can loop there and waste more time. Pleasssseee remove these, even if it means you make tiles near them as long as they're closer to objectives. Unless you want to guarantee there is always a gen roughly near them. Next, having multiple POG logs that connect so easily is brutal and should be reconsidered. I do think these realms feel BETTER pallet wise now, but that's only because they were so miserable before. I guess what I'm trying to say is, it needs more BREAKABLE loops. The issue with it now is while the safety is spread fairly, a good loop can never be removed since it's structures and windows. That leads to killer late game still feeling like early game sometimes.

  • OnryosTapeRentals
    OnryosTapeRentals Member Posts: 1,777
    • The edge-map pallets on Backwater Swamp are nice additions, but the increased pallet density in the centre of the map is problematic. You can get multiple safe fillers around the pier, which is already a very strong tile, and its too much. As for Grim Pantry, the fillers around shack make it super hard to play for any of the weaker Killers.
    • The piers can now spawn two pallets arranged in a jungle gym setup and that really should not exist. These double pallet setups were removed years ago for good reason.
  • Skitten56
    Skitten56 Member Posts: 555

    Swamp realm was not perfect before, but the pallet changes made things far worse.

    A lot of people here are talking about the deadzones, but I think the deadzones are okay in general. The map had some strong tiles survivors can play and deadzones help balance it by making it harder to get to the next tile. I am okay with the Swamp realms size, deadzones, and strong tiles, as long as it servers its purpose towards map balance. Deadzones made the map fair for m1 type killers, but still allowed for balance as good survivors could play the strong tiles. It never felt unfair to me, as once you outplayed a survivor they would have no where else to go a lot of the time.

    The additional extra pallets changed this equation and means survivors can just play the strong tiles and then chain fillers easily into the next strong tile. Running to the edge of the map on large maps like Swamp realm should not reward survivors with new pallets, but a deadzone as YmPrat pointed out above. I believe, deadzones in-between these tiles is important for the balance in short.

    Simply removing the deadzones from maps is ignorant to how large maps differ to smaller maps in terms of killer balance. Just making all maps smaller is also boring for the game. Map variety is important and can be balanced as long as you don't try a one size fits all method to map balance.

  • LoveTom
    LoveTom Member Posts: 4

    This one just needs minor adjustments to the filler pallets in the center or around shack in order to avoid long loop chains, but the edge map loops are a nice addition.

  • KingNerd
    KingNerd Member Posts: 19

    This map still has big deadzones at times while also having too many loops. I'd rather only a couple lops get added but we spread them out a bit more. Ideally swamp gets shrunk a little too.

  • MechaSandvich
    MechaSandvich Member Posts: 31

    This realm doesn't just need the pallets reverted, it really needs a full rework, because it's honestly miserable on both sides most of the time, for killers the new pallets can be crazy at times and really out of the way gens at random places make patrolling annoying, and for survivor there's hooks also way out of the way that are hard to get the save on, as well as weird totems. Hopefully we get a realm beyond for Swamp too.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 603

    This is a great note. Would you happen to have any screenshots that show examples of these? I'd love to make sure they're passed along!

    If you had to break down the biggest pain point you have with this map's pallets, then, what would it be?

    I really appreciate how you're structuring these comments! If you don't mind me asking, are these star ratings specifically looking at the map/Realm from a Killer perspective? I just want to make sure I'm framing your replies (which I appreciate the depth of!) correctly.

  • Harmacy
    Harmacy Member Posts: 4

    I have two screenshots to share, showing three pallets spawning in this structure very close to each other. A window spawned betweens pallets 1 and 2, creating a very strong loop. It's not okay for them to spawn so close to each other.

    image.png image.png
  • uxie
    uxie Member Posts: 7

    The pallets spawn too close to each other and there are too many edge fillers that can extend the chase greatly and can grant survivors a good dying spot without really putting in too much effort. The fillers in the middle of the map are also too large for anyone who doesnt have a movement ability, and even if a killer does (say chucky, pig, myers or wesker), they are still very strong, and can be chained into very close by fillers.

  • ppmd
    ppmd Member Posts: 147

    This realm update was absolutely a wonderful step in the right direction! Pale Rose in particular felt like one massive deadzone so it felt nice to have more resources. Even some of the unnecessarily long filler pallets on both swamp maps got shortened which is good.

    I don't fully understand the desire to put pallets on the edgemap and make them so unsafe though. It discourages killers using their powers and playing their M1, making them samey. Additionally, they're very easy to zone break(killer kicks it while toward center of the map) and then lands a free hit. It might be better to put more pallets toward the middle to allow for more interesting gameplay for both sides, but overall it's a good update here.

  • NekoTorvic
    NekoTorvic Member Posts: 827

    Firstly, this realm still needs it's cosmetic glow up. It never got a proper one like the other OG maps, and it is a shame since a swamp could be extremely moody and cool to play in. Especially if you do decide to add little puddles or areas with actual knee height water level and stuff. It could look SO cool.

    Secondly, most of the tiles in those maps are fine. However the pier area for both maps is very unfair for killer. Waaaay too many pallets and windows connected too each other. It's tricky to navigate. You can chain tiles outside of it with the windows it has. If anything needs to be looked at, it's those piers in both maps.

  • yezzir
    yezzir Member Posts: 5

    this is wild, there’s zero chance the swamp has too many pallets now. It was a walking dead zone outside of main and shack before, with the worst tiles.

  • DarKStaR350z
    DarKStaR350z Member Posts: 906

    The structures on this map have always been a nightmare to loop as killer. Now there are extra pallets both in them making them stronger, and between them making them easy to link together where you could already reach a strong structure with the speed boost after getting hit from anywhere on the map.

    The log loops have always been particularly egregious for me, and now there seems to be more of them spawning, with pallets between them that link into other things making them a ridiculous time waste there is no time for.

    I hate this map and if someone knows how to use the logs or on every hit runs to one of the main structures I just have to leave and ignore them. It’s one map I would rather take chase at killer shack which usually killers would avoid due to how long it can take to chase someone there because of how soul destroying the rest of the buildings are.

    Just delete this map and start again imo, it’s long overdue and is just a lone relic of the past. Only good thing is the aesthetics are nice and it’s got a dark horror feel most maps used to have before they were redone.

  • GageBeast1n
    GageBeast1n Member Posts: 14
    edited October 22

    Pale Rose:
    The increased pallets paired with the already strong buildings and the prevalence of the "Pog Log" structure can make nowhere on this map "unsafe". Good pallets spawn along the edges, where pog logs spawn. More pallets can lead into the pog logs that can spawn into the main boat structure or the pallets can lead into a strong Dock structure. The map on the interior is too close together to have so many pallets, safe or otherwise.

    Grim Pantry:
    The main structure is much too strong anyway, so having safer pallets in the middle, around the dock, and the other structure makes this map even harder to control as killer. Throw in shack between the dock and the other structure, which, no matter which way you run it, can be run into the main structure. It's just way too much to work with.

  • Tipsy
    Tipsy Member Posts: 69

    The addition of the pallets edge map was nice and all but honestly the edges of both maps should of just been removed and made the maps smaller. Their is nearly no gameplay elements on the edges of those maps other than dying corner to waste a lot of time. The maps are huge.

  • xoreyna
    xoreyna Member Posts: 26

    just rework these damn maps already. both maps are awful in every conceivable way. the palette change just made it even more insufferable.

  • HOMOGRIMOIRE
    HOMOGRIMOIRE Member Posts: 64

    The perimeter pallets were a good addition. They add something to the infamously empty perimeter of the swamp maps. They're not strong and don't easily connect to anything stronger, they're as a perimeter pallet should be. On the flip side, the piers have become busted. They were already good places to run as survivor, but become much more stronger with pallets closeby to chain loops into. And funnily enough, there's still deadzones that can pop up even in the middle of the map. Overall, perimeter pallets are fine, a few additional pallets were needed, they just need to be better distributed.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,834

    Double pallets here in a setup with two windows should not exist:

    Dead by Daylight Screenshot 2025.10.22 - 22.28.49.11.png

    The center of these maps frequently spawns too many safe fillers now, previously RNG was kind of an issue on these maps because you really could get anything from super survivor sided to a killer-sided map with a giant deadzone in the middle, now these maps are just consistently too safe overall. I've also been seeing more poglogs, we didn't need those either.

  • xMyst_x
    xMyst_x Member Posts: 2

    Overall, the pallet density changes are amazing vs blight and billy. This is just showing how much blight is bottlenecking the game, and deserves a nerf. Maps the feel balanced vs blight feel extremely survivor sided versus practically any other killer.

  • MajrGaming
    MajrGaming Member Posts: 24

    I know this about pallet density, but this realm NEEDS an entire rework. I hate these maps so much. They look so ugly and have some of the most annoying loops in the game. The log loops are RIDICULOUS for most killers. They are way to safe and if they spawn around main or killer shack they can easily become infinites. If they just disappeared I wouldn’t be upset at all, but if you want to keep them make the windows on those loops pallets instead. The pier spawns way too many pallets. The main building for Grim Pantry upstairs is pretty much an infinite against M1 killers, and downstairs is essentially an annoying maze, that main building should be completely changed. Reducing the size of Pale Rose would be nice too. The edge map pallets weren’t really necessary cuz edge map on swamp is really good for hiding as survivor, but if main and the pier get fixed I can see them being ok.

  • Mistfit
    Mistfit Member Posts: 25

    This map being voted for too many pallets is insane. Swamp and haddonfield needed pallets more than any other map. So if swamp gets affected this will be a crazy take

  • Fools_gold
    Fools_gold Member Posts: 14

    The change of pallets did not have a significant impact on the map itself, but this does not mean that it is balanced. This map has the most brutal main and is complemented by relatively safe pallets.

  • pvq
    pvq Member Posts: 32

    This area originally had pallets and windows evenly distributed, making it well-balanced. But after the recent update, the balance has gotten worse.

  • itsmyghost
    itsmyghost Member Posts: 223

    The Backwater Swamp realm feels perfect. Maybe one or two variations that are bad and need to be removed as possibilities, but for the most part the maps are a lot more fair. I haven't seen any bad cases myself, but I did see some ridiculous possibilities in other comments and I agree some of those are a bit much.

  • Jen0701
    Jen0701 Member Posts: 6

    I think the pallets at the edge are superfluous, they weren't needed. I mean, who goes to the edge when trying to escape?

  • GoodHunter
    GoodHunter Member Posts: 4

    This is just a bad map in general, but the pallets just exasperate it.

  • Qarrus
    Qarrus Member Posts: 1

    The number of pallets being on top of other pallets is ridiculous and #########. Survivor can drop one, and by the time you make it around make it to either a) another pallet on the right b) another pallet on the left. Idk who designed that but since you like to do layoffs maybe fire him too.

  • GuSaHe
    GuSaHe Member Posts: 25

    Revert it on this realm.

  • The_Count
    The_Count Member Posts: 153

    The issue with this realm is the damn rework that never came.
    The damn ramps messes up with a lot of killer powers.

    Also it was another one well balanced realm with it's pallet quantity and now have almost the same issues as the other problematic realms.

    The double pallets are the worst thing you guys could've cooked since Greenville Square was added and now it feels like a plague that's bleeding to the other realms. A lot of killers powers, like Wesker's, is completely useless on them.
    This realm have something unique now that is sometimes two pallets can be next to each other and 2 meters from a window in the pier that's close to the Pale Rose ship.

This discussion has been closed.