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New update proves that spawns on map should be more static (Screenshots of new tiles included)

tes
tes Member Posts: 1,143
edited November 25 in General Discussions

I was already feeling bad that they told on stream about their intention to make spawns “more random”.

The thing we see now is just another extreme. And before telling- nothing really changed and this is like before pallet density update, I will only advise to be more patient.

They adjusted both density and safety on loops in a really extreme way. The only unattached stuff is constructions.

Please, BHVR. It’s almost impossible to properly found a golden middle between loops in case when it’s heavily rely on RNG. I don’t find it realistic to satisfy both sides, only to disappoint both if you plan to ping pong between two extremes.

IMG_2949.jpeg

This is literally the safest tile you would see beside jungle gym or TL.

80% of fillers now are actually dead

IMG_2955.jpeg IMG_2954.jpeg


If map consist of more safe tiles, in exhange you get more absurdic dead zones:

IMG_2952.jpeg

Maps that were affected in healthy way and still decent for both sides:

  • Eyrie of Crows
  • Ormond

Maps that wasn't affected by changes:

  • Gideon (and more likely every other indoor map)
  • Saloon
  • Borgo
  • Badham
  • Garden of joy

Realms that were nerfed:

  • Krotus
  • Yamaoka
  • Red forest
  • MacMillan
  • AutoHeaven
  • Farm
  • Haddonfield

Greenwille still has really absurd double sided pallets and other safe pallets, but some tiles were nerfed. RNG too inconsistent to judge is it decent now for both or extremely bad for survivors.

Hawkins are unironically better now for both sides

Post edited by tes on
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Comments

  • karatekit
    karatekit Member Posts: 195
    edited November 25

    Those loops look like a joke. It’s like they are balancing for 2017 dbd when survivors had pallet vacuum and many killers with antiloop didnt exist.

    Honestly they should have kept the pallets and tiles. Just remove the double pallet spawns except for that one specific greenwich tile and reduce pallets for autohaven.

  • tes
    tes Member Posts: 1,143
    edited November 25
    IMG_2961.jpeg

    The legendary 2vs8 pallet also went to live on Swamp!

    IMG_2960.jpeg IMG_2963.jpeg
  • ImWinston
    ImWinston Member Posts: 639
    edited November 25
    • 70% of the new pallets are the classic 50/50. So goodbye to skill (on the part of the killer and survivor) and just a celebration of randomness. Some people talk about "dead zones", but honestly I haven't noticed any in my games.
  • tes
    tes Member Posts: 1,143

    I don’t find it 50/50 even. During 50/50 you still have time for micro reactions. Here it’s just an M1 killer heaven.

  • Reinami
    Reinami Member Posts: 6,584
    edited November 25

    50/50 IS skill though. God pallets are not skill, you just drop the pallet and the killer must break it. A 50/50 creates an interaction, a potential mindgame, a situation where one player is able to actually use skill to outplay the other.

    This is why to me, the best tile in the game, is the TL wall. It is a true 50/50 you can't "check spot" it. You have to mindgame your opponent and determine what you think the other is going to do, and punish that decision with yours. And the best part? Its not even done via a pallet, which means its a permanent structure that is always available.

  • Ryuhi
    Ryuhi Member Posts: 4,407

    Absolutely no defense of the current state of pallets (nor its most recent one) but 50/50's are literally the most skillful pallets in the game for both sides. They allow the most mindgame and counterplay opportunities, especially when compared to pallets where the killer either takes two steps to the left and goes around a pebble before attacking you mid drop. Or where you pre-drop knowing that if they don't have a way to circumvent the pallet, they either have to break it or build bloodlust. Pallets that extreme to either side are far more pre-determined, while 50/50's have the most outcome variety until other factors make them tilt in either side's favor.

    Trash pallets and god pallets should both be used sparingly, usually with a risk/reward factor like the basement or junk tiles respectively. You want most of them to be a rock paper scissors kind of interaction with the mostly one sided ones being either last ditch clutch opportunities or cornering prey.

  • tes
    tes Member Posts: 1,143

    I think everyone would agree that the most fair thing instead of random mess is making tiles around generators more unsafe, and gradually distribute amount of safe tiles around whole area. So only one generator, MAYBE two (e.g. gen in main and in shack) can be safe, while everything else supposed to be more dangerous to discourage constant hold of M1 until last moment. God pallets need to be in game, but with making them always guaranteed in specific places and having a huge distance between each other. We need something that encourage resource management, if want players less complain on tunneling and genrush issue.

    The issue of previous update was insane amount of resources non ######### player knew how to use properly. But now we literally have some maps with the quality of Haddonfield before density change. Even worse tbh, because Haddonfield’s houses are hostile to many killers ability designs.

    New maps are genuinely harmful for new players now. If you are new to the game you don’t even understand what’s wrong. For experienced players who prefer actual play rather than braindead rely on luck and greed (or insta predrop) new update also gonna spoil experience.

    Community should demand less RNG in terms of maps. Make it more static and force people to learn their logic is the best thing you can do. Everything else encourage mediocre gameplay only. Every map need more “anchor points” with guaranteed spawns, maybe with 2-3 iterations. System shouldn’t make it unique every time.

  • tes
    tes Member Posts: 1,143

    I changed the name of post because decided to include list of maps that were specifically nerfed/ stayed unattached.

    “Problemacy” of every map yet is defined by me and more about being subjective opinion, rather than guaranteed truth.

  • BongoBoys
    BongoBoys Member Posts: 265

    The map literally EVERYBODY both Survivors and Killers said needed more pallets lost so many street pallets and apparently now you can hit through loops.