Sure... Pallet Density was reverted and it's OK now.
We just ask for a minimal of respect BHVR.
Don't try to make a fool of us by gaslighting with this kind of thing.
Comments
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Yikes. This many pallets around shack is a problem.
I'd be fine with these loops existing in the space behind or to the side of main (am I right in thinking this is Groaning Storehouse?), but chaining into shack like this is kind of outrageous.
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Yes. Groaning Storehouse.
These formed an almost perfect square and these structures are not fillers like the many present on Trickster's map.
Two or more of these should NEVER be as close of each other.-1 -
they never reverted pallet density. iirc during the october community stream, one of the devs said word for word βwe arenβt doing a full revert on pallet density.β all they did was find a balance between 9.2.0 and 9.3.0 pallets since 9.2.0 had to many safe fillers connected to each other and 9.3.0 nerfed all filler loops across the board without any thought. sure a couple pallets were flat out removed during the pallet density revisions but in the end it was never actually reverted. and judging by the dev comment on recent thread about pallet density, it seems like this version is here to stay for the foreseeable future.
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There was this stream where they've said they didn't found anything wrong with it.
I recall these ones you mentioned.
Still, there's to many pallets across ALL open maps.
Unlike Smash Bros where I main Ganondorf (one of the or indeed the worst character in the roster) here in DbD I had the luck of my mains not being botton tier or else I would stick to only play survivor.-2 -
Nowdays its almost impossible to get survivor when he screws up because theres pallet next to other 12 meters away and they are chained just like this and as total insult they usualy spawn around strong loops like main,shack or jungle gyms and that creates safe heavens where no matter how survivor screws up unless you play strong and fast killer they will make it back to another pallet.
Sometimes I wonder what went wrong because after the pallet density update 2.0 (the one that remowed pallets and made many loops shorter and unplayable) the situation was ok but nowdays sometimes I feel like part of that first pallet density update 1.0 (the one that gave more pallets and made every killer tier weaker except nurse, old blight) is still there like cheap unwanted immitation just like in this video because I dont remember so many mid safe pallets around strong loops like 8-14 meters away each other.
Worst thing is good looper will make you loose game there even with killer like wesker, unless you outskilled them but thats not guarantee.
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Precisely.
After I got good with Wesker I never (and I repeat NEVER) had to rely on the full infection to get survivors, but that's not the reality anymore.-6 -
Pallet density did get somewhat fixed - itβs not as bad as it used to be. But they definitely did not fix busted setups like this because obviously you just played a match where the pallet setup was busted. They still have more work to do to prevent these setups.
Post edited by Your_Dad_Playing_DbD on-6 -
They shouldn't say there's nothing wrong with it because clearly it is.
Mandy did say that in one of the latest streams.-2 -
i thought it was added back in due to a 2v8 bug and never removed since survivorw didn't care
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This is what was said to me on a recent post I made asking about Pallet Density.
βWhat is currently in the game is the current pallet density and they are behaving as expectedβ
For some maps I agree with but your map/rngis not going as planned. Thatβs WAY too many pallets right by shack.
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Pretty much 80% of the killer mains are tunneling right at the start of the match, do not say that you see much pallets π
Killer players should start to play fair, tank down the kill rate to 15/20% at high MMR and maybe BHVR will aknowledge that there is a balance problem.
For now on you all camp and tunnel as if 1 millions $ was involved in the trials you play, artificially inflating your MMR (yes) and the kill rate inducing more buff for survivors.-10 -
@Balrog Are you able to take this feedback back to the team. At least in terms of this map. It might be worth making a note π
Or would you like us to separately post it on Feedback\Suggestions? Happy to help.
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Most if the few BHVR members that do actually play, are survivor mains.. just saying. If they just had game testers if each role, a lot of issues might have been solved before they arise. But ofc. most people playing 80-90% of one side will be biased and think its ok.
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I think the bigger problem I have is not only are there just too many pallets, you also get the people trying to gaslight you that
- there aren't that many pallets
and worst of all
2. They're all small 50/50 loops.
NO THEY ARE NOT. They are full fledged pallet loops. There is no 50/50 there. You cannot get a hit on these pallets that are not tall, so you can't mindgame they just stare you down and they can just infinitely loop around it and you'll never catch up to them.
The game feels terrible.
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even if the pallets were all bad, there are so many that you dont even have to play them. just predrop the unsafe pallet for a couple seconds of distance, then youre able to reach the next 'unsafe' one until you chain to a playable one or a ridiculously strong window
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Hot take but: pallet density was THE WORST THING HAPPENED IN THIS GAME IN YEARS. It changed so many realms for worse that i really wonder what thoughts BHVR had to release that update.
Really, why did BHVR decided to just throw all the balance away of many maps that were okay? Now we are in a situation were there are too many pallets connected to loops that if you are not playing a strong anti-loop killer you will probably will have a very hard time.
Probably Jason will be strong as hell to be a viable killer in such weird balance state of the game.
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I've played this game this 2021 and just returned after a four month break. Let me tell u the map balance is the worst it's been in the time i've played and it's not even close. So many pallets and they all chain into each other. Can't see me sticking around playing pallet break simulator, it's a shame as this game really has potential to be one of the best ever but being ruined by a balance team that has no idea what they're doing.
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I agree completely. I said this in another thread, but I began play when they added Circle of Healing, and this is the most difficult killer has ever felt to me.
According to the stats site, I've played over 6700 matches of killer, and 6500 matches of survivor, so I don't consider myself very biased towards either role. In fact historically I've been more sympathetic to survivor pain than killer pain, just because I am a solo queue player and I know how rough it can be out there.
But for the first time ever I actually think killer is more painful to play than solo queue survivor.
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playing any m1 killer is really rough right now. they should give killers fire up basekit or at this rate brutal strength
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BHVR is balancing the game around stats they gather. They do not look at tournament or high skilled SWF play. If they would balance around SWFs, 80% of the survivors would stop to play the game.
It is not a BHVR problem, it is an entilted community problem.
The balance is as it is because killers are tunneling more and more. I have played 10 matches lastly and 8 out of 10 was against a killer tunneling at 5 gens.
I'm a high MMR killer, i mostly play around 3 gening/zoning and i get 8 to 10 hooks on average in pub. Against good SWFs it is extremely hard but i mostly get a ton of hooks WITHOUT tunneling.If BHVR decreases the pallet density, rebalance the maps/perks to buff killers (balancing around SWFs), killers would still tunnel as hard as they do today.
Why ? Because players are now relying on cheap game design exploit to win. The meritocracy is dead in the current generation of players, they want instant wins without even learning to play so they will proxy-camp and tunnel unless BHVR decides that's a bannable offense.
Camping and tunneling is as cheap as camping a corner in an FPS game, totally ridiculous, uninteresting and unskiller but hey they are high MMR even though they do not play the game at all :)
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Some of them are 50/50, but it takes a while to reach the 50/50 situation, so you can waste a lot of time.
But i think its just clear that the current game isnt tailored around m1-killer. You can still use those (i got like a 50% winrate on perkless trapper), but against decent players you will eat dirt. I would like some buffs for my old mains, but i realized that i can now choose from a vast rooster of good killer (and i dont even play S-ranks), so its completely up to me. Every new killer has antiloop, so they realize the necessity of it, but making all killer viable is just a lot of work. And its probably better to do other things if you could just switch to another killer to fix the weak killer problem.
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Hey folks, let's make sure to keep the conversation civil in here.
Pallet density and distribution is inherently a topic that lends itself to differing opinions per role, so I want to make it very clear that when we bring feedback back to the team, we strive to present both the Killer and Survivor perspectives.
If you're ever feeling concerned or questioning about a specific situation where balance feels off, like in the example of this thread, don't hesitate to flag it with any footage you might have, so it's on our radar. That way, it's also easier for us to keep our eyes out for corroborating evidence.
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can we please get officially published pallet counts per map + get adjustments clearly quantified in patch notes?
the discourse around this is not helped by bhvr not being forthright about this information and when it changes, people are forced to work off vibes and assumptions
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I have a few comments about this.
Yes, it's true that the game should not be balanced around how nice killers are feeling. This is always a problem I've had with killer discourse in this game. So many people want them to reduce survivor strength so that they "do not have to tunnel" - which implies that they don't want tunneling to be adjusted in any way, they just want the game to be easier for them, and ignores how much stronger they make killers who don't care about not tunneling at all.
HOWEVER. The players should never be blamed for simply playing the game the way it was designed. Especially a PvP game like DBD. Both sides want to win and tunneling is a mechanic that's in the game which is legal, effective, and intuitive. The fact there's this weird code of honor the playerbase is expected to follow is really silly.
At the moment, though, the reverse of what I said in that first paragraph is true. If you've ever tried to tunnel a good survivor before, you'll know that once they realize that you're tunneling them, they start taking way less risks and become far less concerned with conserving map resources. They'll start pre-dropping to make catching them as hard as possible and discourage you from chasing them any further.
Ironically, this behavior used to be correctly demonized if survivors did it while not being tunneled, because selfishly throwing every pallet to preserve yourself regardless of circumstances was a bad play. But now survivors don't need to care about that anymore. That skill expression on survivor, of making risk/reward plays of greeding pallets to preserve them, which objectively made the game more interesting and fun and deep, is being de-emphasized by the number of pallets. Now survivors can genuinely just throw pallets without having to care that much and it's the correct play as long as their team is doing gens.
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The best part of this post is to just see how delusional survivor players are with the downvotes and how much some of them don't actually care about real game balance, they just want to be the more oppressive side. Pallet density is objectively screwed up right now. There is zero defense in being able to have 4-5 pallets just chaining together within 10 meters of each other, and that's ignoring any possible windows or even the shack / main building being nearby as well.
Hence why there's no real replies to the points being made about the pallet density, it's just "downvote and move on" because they know they have no real defense for it lol.
Anyone who plays killer for 10 minutes can feel it. Hell I felt it IMMEDIATELY on my first game back from an extensive break away from the game. It's awful, you're playing pallet breaker simulator you're not playing the killer role in DBD.
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Thank you for the most valuable sentence here:
Hell I felt itΒ
IMMEDIATELYΒ on my first game back from an extensive break away from the game.This is what is wrong with DBD-players. EVERYTHING is at fault for them performing not as good, except themselves. It is impossible that you might just be rusty if you had an extensive break from the game. No, it must be the game itself which is an issue, otherwise you would have 4Ked easily.
And this thread just shows it once again. We even have a Killer who is winning here, yet a 20 second clip is the big gospel.
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Is there any kind of proof to the claims that most BHVR members are survivor mains? Do they stream or something? I think thatβs a bit big of a claim.
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This is not a stone I would cast, considering how easily it can be turned back on you.
Why is it the killers who are wrong and not you for thinking it's just the game's fault you don't escape more often?
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You can show me where I complain that I dont escape too often. I know that I am neither the best Survivor nor the best Killer. But still I struggle way less than those who call themselves Killer Mains.
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Well it depends on what killer you main, too.
There are some killers who will struggle more with pallets than others. That's kind of the trouble with discussing balance in this game.
And it's not even a high versus low tier thing, in my opinion. Though low tiers tend to have more trouble with pallets than high tiers. Good killers like Wesker and Ghoul will struggle on pallet dense maps, but someone more mid like Nemesis doesn't care that much as long as he gets out of tier 1 fast enough.
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This problem is highlighted when survivor is using Windoes of Oppurtunity and 5 Moves Aheadβ¦
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What are you not understanding. It has nothing to do with my play, I am saying I IMMEDIATELY could feel there were more pallets than normal, and when I did more research about changes that had happened while I was gone, lo and behold they had an update that put more pallets on the map. Along with everyone else talking about how many more pallets there are.
You are not the genius you assume yourself to be. What you said has nothing to do with what I said.
There is no "rust" gang, dbd is not some difficult game lmfao.
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huh, guess I picked a good time to become a dinosaur.
I've mained Dissolution for years to maintain my sanity so I don't have to keep up with or think about pallets.
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Thanks to all of you guys who replied. :)
I had to be away and now there's a nice amount of new replies in this thread.
Wish I could reply each one of you. :PThanks for reaching by Ryan.
Could you please show my video to all the people at the DbD team that could help with this issue?
Pallet density is definitely not ok right nowβ¦0 -
Pallet density feels good when it comes to survivior gameplay. There is less dead zones compared to before.
When it comes to killer experience, I personally don't feel bad about it.
Only disturbed ward feels overtuned in my opinion.-3 -
they dont hide what they play as. I cant doxx anyone, but do some research if you think im making things up
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Aside from Forgotten Ruins and Haddonfield (before it got removed anyway, R.I.P), no maps needed more pallets. Playing one of the many killers who don't have easy options for dealing with them feels absolutely miserable.
The worst part though is all the people trying to gaslight you into thinking that there's barely any new pallets and all the ones that were added are just ######### fillers.
I know I may sound harsh, but the game is in a more survivor sided state then it has been in a long time and things like this need to be dealt with.
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It's been for a long time.
Thing is it's gradually getting more surv sided with each patch.
Also mark my words that this remove perma progress crap and Elusive will become a gigantic issue in the near future.You can also use the footage of them playing the first 2v8 as proof that they don't play killer at all.
That was so painful to watch. SO MANY basic mistakes being made in sucession.2 -
- Pallet density update
- 70 second hook timers
- 15 second off-hook endurance/haste
- Baffling amount of overtuned perks new and old alike
"Thing is it's gradually getting more surv sided with each patch."
Yeah, it's not hard to see why π
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Oh crap I didn't even know they increased the duration of that to 15 seconds. That explains why it feels like it's impossible to catch an unhooked survivor before they make it to a gate.
That's just unnecessary. Adding the endurance status effect to being unhooked was a good change back in the day, since BT was basically a mandatory perk before then. There was nothing wrong with the 10 seconds, 15 seconds is excessive.
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Thank you for posting footage of this, this clearly demonstrates exactly what the problem is with pallets right now. There is simply too many of them too close together.
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You're welcome. :)
And this happens a lot of times in different maps/realms.0 -
If you're not Wesker, Dracula, Pyramid Head, Jason or other killer that can hit multiple survs at once when unhooking or one with great mobility with the hook very far from both gates you may as well don't camp in endgame at all because it'll be pointless.
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This would carry more weight if we didn't have so much in place intentionally to help Killer at the expense of Survivor. The kill rates have enforced that Killer outperforms Survivor for years now, endgame has favored Killer for just as long, systems like anti-slug were dropped in favor of finisher moris, stealth on Survivor was gutted while aura on Killer was retained, perks like Decisive Strike and Buckle Up + For The People that were designed to counter camping/tunneling/slugging have been gutted, last year excessive DC penalties that target Survivor more strongly than Killer were pushed through (even as it actively banned players from matchmaking for playing normally) while the proposed anti-tunnel/anti-camp features were scrapped before the PTB was even finished, rinse and repeat.
I'm not going to say that pallet density is a great update because I don't think it is. It's more of a band-aid in my opinion. But to flip the tables on that is disingenuous at best.
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I feel like my Macmillans tend to be on the lighter side. The maps I really notice the density changes on are Crotus Pren and Shattered Square. I feel like every single possible pallet is spawning in those maps right now. Pale Rose is pretty bad rn too.
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I don't really know what to say to someone who is legitimately arguing that buckle up + FTP was ok.
You understand that combo was completely uncountable in many circumstances, right? Like it's not like regular saves where you can try to chase the survivors off.
DS hasn't really been gutted, either.
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So because you disagree with me on one point, nothing else I said applies? Even if you insist on taking that one thing out, DS was still nerfed from its pre-6.1.0 state where it was universally agreed to be the anti-tunnel perk. There are still several elements balanced in Killer's favor so that they can at least secure a tie in most circumstances.
To reiterate, to brush all of that under the rug and equate it to one unfun update to pallets is disingenuous at best. In reality, I feel like the complaints center around Killers not having fun versus not being balanced. Trust me, Survivors know the feeling. π΅
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I'm trying to be respectful, but it was very much a "stopped reading" moment for me, because anyone who argues in favor of FTP+BU is either trolling or so survivor-biased that their opinion doesn't mean anything.
Both the anti-slug and anti-camp systems were egregiously overpowered and hated by the overwhelming majority of the community.
DS is working fine and is debatably the strongest perk survivors have - and that is not a condemnation of other survivor perks.
The DC penalties targeted survivors because there was and kind of still is a survivor ragequitting epidemic. And not because of any balancing reasons, because the community has normalized the idea that it's okay to quit if you don't like the match you're in for any reason.
So the only thing left is like⦠I guess survivor stealth being nerfed, but even other survivors wanted that because people would abuse stealth perks to rat and avoid ever taking chase at the expense of the rest of their team.
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Okay and? Comp players all do it in comp games why should we care about pub matches when all perks and addons are available? Baby survivors only complain about camping and tunneling. I remember when BHVR said this game has no rules. Then they bent the knee to the 500 page survivor rulebook on camping and tunneling hahaha
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Endurance is pain but haste on top is what makes it even worse to go against because they are 110 speed for 15 seconds and that makes all killers witjout mobility to catch up or killer like clown with hinder/haste effects on command very hard to get them.
Now if you hook near gate and dobt have killer who can trade and there are more survivors so m1 killers are basicaly cooked you wont get that kill unless they throw that game because they make it back to gates with 15 seconds.
Bt was must back then kinda but it wasnt so hard to go against compare to now basekit 15 seconds of endurance with haste which knocks down all slower killers.
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