Crotus Prenn Asylum 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 Crotus Prenn Asylum 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 Crotus Prenn Asylum Realm?
Crotus Prenn Asylum Realm 395 votes
Comments
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The pallet spread in this realm is so tight now to the point where you can literally have 2 pallets spawn inside a filler tile (not to be confused with double pallet fillers) + another filler/tile RIGHT next to it.
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This is one map that definitely didn't need any extra pallets.
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Ever since the update both Ward and Chapel have felt like their 2v8 versions without the upside of having a second killer helping you.
Upwards of 5 filler loops all chaining to shack, tons of double pallet loops, etc. It feels like anywhere a pallet can spawn, it will. Combined with both maps having very strong main buildings for survivors, it just feels like way too much unless you're playing a high tier killer than can ignore or chew through pallets like Nurse, Blight, Krasue, Dracula or Ghoul. For the other 90% of the roster, these maps just feel miserable now.
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This realm feels bugged idk. Before we had the doubt if one pallet would spawn or not and after this update, all pallets spawn in all possible locations. It's crazy the amount of pallets and they're like right in front of each other exactly like 2x8.
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Too many pallets too close to each other. Some loops have pallets facing eachother, some so close to eachother that the survivor can ignore half of the map and have some broken setups that can keep him safe as long as he wants to.
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Crotus Prenn was one of the most survivor sided maps in the game.
The main building on the Asylum map has multiple god pallets, and is generally very obnoxious to deal with as any killer who isn't Mid A→S tier. It's boring, bland and uninteractive for half of the Killer roster.
So I simply cannot fathom why on earth you guys would think adding MORE pallets, to an already heavily survivor sided realm was a good idea. I'm aware ya'll shrunk the Asylum bit (unaware if the same was done to the Chapel). Which is great. But then why did you guys also buff the map? The whole point of the size reduction to the Asylum map was to make it favour survivors less heavily correct? So why would you then double back, and give it a buff?
Playing a killer like The Unknown or Animatronic is a miserable experience on this realm, and several others realms after the update. Can you imagine what it's like to play Ghostface? Or Trapper? Or god forbid you decide to play Skull Merchant.
I'm happy ya'll have dealt with the issues that Haddonfeild had with this update. But realms like this one simply did not need it. The goal with this realm in particular should’ve been to make it less survivor sided. Which again you did with the size reduction. Not with the pallet one. It feels like Pallet Kicking simulator. And it encourages people playing exclusively Ghoul, Krasue, Nurse, Blight, Dark Lord. Any high tier killer. In turn making Survivor Games feel like Dead By John Ghoul. Or Dead By John Blight. So on and so forth.
You should've just reduced the size and left it at that. (And remove some of the pallets in the main building of the Asylum map for the love of God)
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Before the pallet update, it felt like there was little room to maneuver due to the combination of the main building and the existing pallets, with this update it is impossible to chase survivors effectively without getting bored of breaking pallets.
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Crotus Prenn is especially egregious as far as the pallet density goes. The amount of pallets is overwhelmingly high, especially for a realm historically very strong for survivors. The design of pallets (especially the square tiles that spawn leading into the shack and carnival) were previously very safe and now spawn pallets that chain not only into each other, but also to very strong windows. This over extends loops and the Entity blockers does not prevent abuse of window vaults early enough to secure downs.
It is an incredible overcompensation notably on Disturbed Ward. Despite that map shrinking it is arguably harder to win as killer post update due to the stronger implemented tiles and over abundance of pallets.
Meanwhile, Father Campbell's Chapel remains a very strong main building for survivors. It can be cumbersome to enter due to the breakable walls applying immediate safety for survivors, as well as nearly every window being a strong standalone loop while also chaining into neighboring pallets and tiles.
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If you're going to add pallets to Father Campbell's Chapel you need to make the pallet density dependant on which version if main building you get. You cannot have a main building with 2 god windows surrounded by 8 pallets, with a gym tile nearby on 3 sides and expect 70% of the killer roster to not struggle.
Also the previously 2v8 exclusive tiles should never make it into the main game. Those tiles are not at all balanced for regular gameplay.
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Size reduction of the map is fantastic, but now there's too many pallets condensed into the smaller area with hardly any space between them, too easy for survivors to chain everything
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Absolute tragedy. The one good thing is the size reduction of distrubed ward - the map was way too big and shrinking one of its pockets was a great choice. However, the number of pallets, especially on father campbell's renders the game unplayable for most killers. The latter was already known for having too many strong filler pallets and the update made it even worse
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No. This map is now just The Game with windows.
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I feel bad loading onto Crotus as Survivor, it's been autopilot looping of late with the sheer concentration of pallets surrounding the already strong main building. Probably the strongest Survivor map in the game right now, imo!
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This one was a bit heavy handed. Not too fussed about the others
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It was a good idea to reduce the size of Crotus Penn Asylum given just how big it was, but frankly it didn't need any buffs to the amount of pallets on the map. The main building to asylum remains the strongest building in the game for survivors that is pretty accessible from most areas of the map. With the additional pallets, survivors can too easily chain them together.
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Statistics do nothing if you have killers that actively ignore pallets (Nurse, Ghoul somewhat, etc). Posting this in every thread is not contributing to anything, as those killers skew the statistic so much so that it'll just even out and make the results null. 💤
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As a killer/survivor hybrid. Complaining about the pallets when we have really bugs and issues lile.tunelimg and slugging become k ing.so fuckimg rampant that its making me want to leave the game? And start to dc when it happens. Is skill issued
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This should honestly honestly be a survey because what are you guys going to do with all this ordinal data? Your players do not have time to give you detailed feedback on each map- and the one's who do have that amount of free time to spare maybe aren't reflective of the playerbase as a whole. Or you could play the maps yourselves
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Here is my feedback on the whole pallet density update all in 1 poll cause I don't want to comment on all the other one it'll just take all day:
Haddonfield: the change is good, haddonfield passed from being incredibly survivor sided with the realm beyond to being extremely killer sided with the map size reduction, now the tiny bit of pallet added round feels more balanced, great job
Decimated borgo: this change also feels fair, on the dungeon it feels better to play, but on the shattered square it needs a weakening of the filler tile all around, it needed more pallet but the strength of the individual filler remained the same, just shorten the size of fillers on the shattered square and it's alright
Azarov/macmillan: I'm gonna clump up both of these realm cause they had both 1 thing in common, and it was that they were considered the most balanced realm in the game, both killer and survivor had a change to win on one another by pure skill and not by luck, now it's all been thrown out of the window and the only thing that was kinda good about it is that a handful of strong filler on macmillan got weaker and that change is OK, but seriously those 2 realm really didn't need those addition
Asylum: now idk if the addition of this realm was all just a big joke from the team and I hope everyone was laughing, but let's be for real, since the conception of this realm everyone day 1 started calling it survivor sided, the big size, filler strength and most importantly main building strength all contributed to making this realm absolutely miserable, now there's 20+ pallet, great, if you really want to keep this change then please, reduce the size of both maps, reduce the strength of filler and make them harder to mindlessly connect and PLEASE, for the love of everything, NERF, THE, MAIN, BUILDING (for only the asylum the church is ok after the removal of the God window)
Coldwind farm: I'll keep it simple, the change is meh, Coldwind balanced it's lack of pallet by having the realm with the widest map (especially rotten field) so the change just adds pallet to already planetary sized maps, just reduce the size and it's o.k.
Ormond: same monologue about crotus prenn, the joke is not funny, reduce the size, adjust the main building and reduce the strength of fillers
Swamp: I'll be real all swamp needed was a damn visual rework (rest in peace swamp update) and not 10+ pallet added to an already hit or miss realm, really it's still funny that swamp is so prehistorical that it's the only realm that still has a 2 window jungle gym, and with this update it's now a 2 window and 2 pallet jungle gym, here we're entering dbd beta period, and now jokes aside (other than the 2 window gym) it's kind of an unnecessary update and some thing could have been changed, for example the so called "pog log" has been a problematic filler since it's creation and i was kinda surprised that with this update it was not weakened, but DUPLICATED, c'mon bhvr swamp is a relic of the past and it doesn't need more pallet to keep up with the most modern map, but if we don't really have the time for a complete redesign than I think that removing the 2 window 2 pallet gym and the pog log can be a great start, and maybe change the down floor of the grim pantry main building, it's really just a heavy rng labyrinth where some killer power can't even work for how small the ceiling is
Yamaoka: this change broke my heart honestly, yamaoka was a Really balanced realm and it didn't need more pallet, this really need a revert
Red forest: red forest is also bad, idk what is it with this realm but now there are like a billion filler tiles with the 2 interconnected pallet, all i was thinking was that this realm needed fewer pallet but oh boy now there's more, and p.s. mother's dwelling main building is still broken and can spawn God window (which are also relic of the past and should be deleted)
T.l.d.r the pallet density update is overall bad except for borgo and haddonfield, bhvr need to revisit individual realm problem before deciding to add more pallet to it
Thanks for reading it and I hope it gets the attention of bhvr, I seriously love this game but this update is really breaking my will to play it since the majority of killers I play are low tier and really suffers from this change
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Crotus Prenn has one of the strongest survivor main buildings on the map and the pallet density update was not desperately needed on this map. The layout almost reminds me of 2v8 gameplay where no matter where you turned there was a somewhat safe pallet.
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Crotus Prenn was the last map that needed help brother
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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: I didn't think you could make me hate getting Father's Campbell's more than you had, but hoo boy was I wrong.
Asylum size reduction is good
Overall: For years when I've given an example of a map that is poorly thought out for broken RNG I always use FCC. The reason why is because it was not uncommon to get shack window into jungle gym window that often easily got you to main building which is a whole other can of worms. Somehow you took that philosophy and said, "what if we doubled down, but also took away any ability to mind game for the other pallets?" I cannot stress enough how survivor sided it already was and then you doubled that. The ability to get the 2v8 tile that is basically Crotus's version of two pallet gyms facing each other, but the walls are waist height is absolutely insane. On survivor I can basically figure 8 loop this tile for ages forcing them to respect and if I do end up having to drop one, I can easily do that, remove their bloodlust and play the other side all while still being VERY SAFE, because I can see them. Now, add on to that being able to chain all of these things into a main building that is still absolutely miserable all these years later and you've lost the game if you aren't on Sally or Talbot.
DON'T ROLL THIS REALM BACK - DON'T KEEP IT LIKE THIS - GO BACK TO THE DRAWING BOARD
The map needs an entire overhaul on distribution and what tiles are allowed to spawn next to each other. You should never have shack window facing another window. There are times before this update that I'd simply refuse to take chase near shack and just accept I'm losing that quarter of the map, because if I chase a good survivor there, it's over
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I don't even know why we gave this map extra pallets it really didn't need it the main building is strong by itself and has good tiles I don't know why we needed to make them stronger the amount of pallets here make me want to run tuned carburetor on billy and wish that he had a factory charge up time
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- Disturbed Ward is possibly the strongest main building in the entire game for Survivors. The only saving grace this map had for Killers was that there were a couple of deadzones you could sometimes catch Survivors in. Even then, the main building is central and accessible from multiple angles so they'd almost always make it to safety after the first hit anyways. This map did not need any more pallets, and it has since become absolutely unbearable as Killer. I'd consider this map actually unplayable for the average Killer.
- Father Campbell's Chapel also did not need any more pallets. The main building is not as egregiously strong as the Asylum, but is still a strong, central loop for Survivors nonetheless. Now the Chapel and shack are completely surrounded by safe filler pallets too. Sometimes it even spawns those 2v8 tiles with two pallets opposite each other. It's way too much.
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Before the update changes I thought this map was pretty fair. A bit survivor sided due to its size, but killers could play it by writing off a few gens and artificially shrinking their patrol zones.
It didn't have crazy amounts of pallets but instead a few good tiles spread out with deadzones or easily create-able deadzones in-between them. This allowed weaker killers to off-set the map size disadvantages and make chases deadly. Deadzones are not inherently a bad thing, but instead a tool to balance maps. Some maps should have deadzones due to size and other factors while other maps should have less or no deadzones. Just trying to remove deadzones entirely as a whole should not be a goal for this game.
In my opinion, this realm was an example of how larger map design ideally could be handled by balancing out deadzones with stronger tiles. There are a few instances where they should add deadzones or weaken a tile, like shack spawning next to a strong tile for example. Changes like these would help the map feel more balanced without destroying what makes it feel unique to play on.
The realm isn't prefect, but simply throwing more pallets on the map or making them smaller like most maps is not the solution. I would prefer this map realm is completely reverted to how it was, and instead suggestion BHVR try to balance on a map by map basis, rather than trying to apply broad solutions for all maps in a complex game.
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That would be a good point if these numbers weren't low. The devs aim for a 60% kill rate. That's the standard for balanced. This shows that the maps are unbalanced in survivors' favor.
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Smaller map size was needed, a bunch of extra loops, especially for Crotus Penn was not needed. It was already super survivor favored, now even more so. Surrounding the main buildings and shack, buildings with actual god pallets with fillers is insanely unfair to the m1 killers.
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Have you thought that because of every update that hurts the Killer side of things especially weak Killers this encourages them to use unsportsmanlike strategies like slugging or tunneling.
Pallet density and Generator repair speeds are part of this problem. skill or not. if it is based on skill how come more powerful Killers have became more popular recently the ones that depending on how you look at them, take more or less skill such as Wesker or nurse?
Even I started to use them more often because I am not trying to slug as Billy sure Billy can destroy pallets instantly with this chainsaw but he still has to rev up the Chainsaw for longer than it would take to just break the pallet and it does not help when the Survivor can just constantly pre-drop palley and move on to the next pallet just 10 feet away doing this for the entire maps length as three generators can pop in the first minute of the game because of gen rush perks and tool boxes
I guarantee there's at least one person most likely a sable lol, running weaving spiders in a third of the Killer games anyone plays and on top of this the new survivor has not only a generator perk that can be paired with other generator perks and items to constantly get great skill checks that can complete the generator in half the time by Yourself
But a perk that lets you escape from chases extremely easy because you leave barely any trace or tracks to follow or go off of after the Survivor runs away faster than you to Somewhere out of Sight, but can also be paired with perks that do the same thing without any requirement I could literally run a circle in the side of the shack and have my scratch marks disappear before I can Circle back to them because they disappear in under 3 seconds
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Far too easy to chain pallet after pallet. Requires very little effort to play, which usually results in pre-dropping 2 or 3, and then actually having to mindgame the 4th pallet. It's silly.
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The double pallets are insane. They are literally unplayable for most killers. The Disturbed Ward main building was already disgustingly strong and now it's been made better due to the cluster of pallets around it.
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Would you happen to have any screenshots you could share of this? I'd love to share these concrete examples with the team.
If you have any screenshots of these multiple filler loops chaining together, they would be incredibly helpful for us to bring back to the team.
Would you be able to share screenshots highlighting these god pallets? I can make sure these are flagged to the team!
Thanks for taking the time to share all of this! I'll be sure to go through this and include any relevant notes for the respective Realms.
Do you have any screenshots you'd be able to share of these particularly strong loops? I'd love to bring concrete examples back to the team.
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This realm got way too survivor-sided after the update.
The only thing that was needed was a shift that prevented pallets to spawn on the upper level of Disturbed Ward, and instead had one semi-safe tile added to the outside as compensation.When I tested the changes on the PTB, I managed to get a seed that spawned two jungle gyms with pallets in them, next to eachother. This should absolutely never happen.
Father Campbells Chapel on the other hand feels okay, but it has always had a very strong main building, with some insanely strong window spawns.
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As a survivor main - crotus penn is way too heavy on the pallets. main building has always been strong and now theres way too many possibilities to continue chase away from main. If i had screen shots or videos I would show them, maybe I'll keep that in mind if these threads will be open for a while. The size reduction was good, but the size reduction AND added pallets was not needed.
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Some 2v8 stuff right here lol. There's a pallet in the back as well leading into shack. And one behind me.
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As many have already said, this update made too many strong pallets with little diversity in too many places which makes gameplay too easy for survivor. Diversifying pallets here would be great.
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Already strong survivor map with strong tiles, a strong main and shack. Didn't need double pallets and didn't need more filler pallets.
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Pallets are way too close and abundant. The strength of the pallets didnt really go down with the increased number either. Make asylum map smaller was a W though. Still one of the most survivor sided maps though.
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Father Campbells:
This map was already heavily survivor sided due to the connectedness from main to shack and how strong those loops were. Now? The whole map can be looped with itself with little skill required. This is one of the many maps where you spawn into a loss depending on the killer you're playing.
Disturbed Ward:
This main structure is the best in the game, and with even stronger loops leading to it and shack, it's ridiculous. The map is still huge.0 -
Adding pallets to almost every maps in the game when it is already survivor sided is insane. Stop this nonsense, please, you're making killers miserable to play.
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Chapel is a monstrosity. Insane central main buildings with god windows, and now those windows chain into other pallets a few meters away and those pallets chain into even more pallets with spawns so ridiculous it feels like ever possible spawn has spawned. Same goes for disturbed ward, excep main isn't as strong, though still strong, but makes up for it with insane shack set ups. These maps genuinely didn't need a buff. They needed nerfs if anything.
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This realm is particularly egregious, especially Disturbed Ward which already has one of the strongest buildings in the game and now on top of that it's just absolutely littered with pallets. Go back to the drawing board on this one.
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This realm is the worst offender in this whole thing, revert all of the pallet changes and just make these maps smaller. These were very survivor sided maps already and y’all made them pretty much unplayable as most killers. Revert the pallet changes, keep the size reduction on Asylum, consider shrinking Chapel’s Church, and that’s it.
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Only reason im going to agree with too many pallets is because main is already insanely strong. Then topping it off with more pallets oof
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This part is completely out of the question. I wish it would just disappear.
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This is the first realm I think has been overdone in favor of survivor, and it's by a decent margin. Most of the variations that can spawn are significantly strong. While something was needed to combat some of the really bad deadzones that could spawn (mostly on Asylum), it didn't have to be this much.
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Thank you both for sharing these screenshots! They're a huge help!
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Hello, i was one of the commenters here. You asked for screenshots so here they are.
The pallet on the far left is 1 of 3 god pallets in this one main building. There is no alternative path other then running the other way and looping back round to the other side of the pallet. The pallet then leads into either the upstairs, which has another god pallet ill go into later, or the window which ill go over now
Here is outside of that window. The fence thingy makes it hard to get to survivors as an M1 killers, as the lead up to the window is a straight line. Making fast vaults easily obtainable. Not to mention killers coming in from the right can't cut them off because of the fence thingy. So they can't intercept survivors going for the vault. This also makes the god pallet easy to get to from outside the Main Building. Which itself is surrounded by tiles with decent pallets. So you can loop a killer on a tile, run to the main building and get to the god pallet. This is 1 god pallet out of 3 btw.
This is the second god pallet. Predropping this basically ensure the killer has to kick it unless your Nurse, Blight or any ranged killers. The wall being see through makes it impossible to mindgame this pallet, not to mention even if it was a solid wall, the tile is so long that by the time the killer comes around the corner the survivor would be given plenty of time to vault the pallet. This pallet also isn't to far from the previous pallet and window. Making it very easy to chain that pallet into this on.
The 2nd god pallet is also very close to this section of the main building. You can't see it in the previous screenshot, but I if i looked to the right i would be right infront of the doorway to this section. This section is particularly bad as the window here isn't high enough that survivors don't slow down after falling from it to heavily.
The window leads into tiles like this one for instance. Meaning you can chain a god pallet into a window and then into more tiles, With little to no skill expression on the survivor end. It's just: "Run to pallet, Drop Pallet. Run to Window, Vault Window. Run around to Tile. Drop Pallet". IT's super uninteractive on the killers end. Even if your playing a strong killer, it's not fun when a map basically holds the survivors hand when looping like this.
This is the third and finale god pallet. It is located upstairs, which if yiu look at the first screenshot, the first god pallet is very close to stairs. Making this pallet very accessible (although note the stairs in the first screenshot and thi one aren't the same. the pallet is still very accessible tho as the killer is going to be preoccupied kicking the first pallet survivors can just make it to this one). Just like the first pallet, there is no other way past this pallet, unless if you try to cut through the middle section, which takes awhile and the survivor can just vault this pallet and run back downstairs into the 2 other god pallets.
The stairs behind the pallet lead directly into the window that's next to the 2nd god pallet. Which is close to the first. Which is very accessible through the window. So that's 3 whole god pallets in one section of the map alone. This map also has shack, so that's another very good tile survivors can loop. What is Ghostface (commonly seen as a very weak killer) supposed to do in this situation exactly?
I would personally get rid of 1 of the 2 pallets downstairs. and make the remaining one less safe and auto-pilot. The upstairs one i think is fine as survivors doing the gen in the middle section upstairs need something atleast.
Keep in mind that all these pallets are very accessible from outside of the Asylum, through multiple entrances and windows. This is ontop of all of the other usual tiles and loops that weaker killers like Trapper, Skull Merchant, Pig and Legion struggle on.
Please fix this main building, aswell as the mountains of pallets you decided to add to a very bad map for killer. It's great you guys are making typically seen killer sided maps less offensive. But also please do the same for Survivor Sided maps. Like this map, Eerie of Crows, Garden of Joy etc.
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