Dead Dog Dead End

BHVR, can the dead end room in Dead Dog Saloon please be fixed. The upstairs that has 1 point of access (a vault point) and 3 breakable doors.

The poor layout of the area leaves it open to abuse by Killers and punishes Survivors for the wrong reason.

It’s as bad as pre-3.7.0 Thompson House, where the upstairs area had only 1 access point.

I recommend making the door that faces the balcony open. That way, Killers can’t abuse the area but aren’t penalised either. It simply leaves a sensible opportunity for Survivors to react to their surroundings.

Comments

  • Eventually, survivors will learn that you can't go into those rooms. You put yourself there.

  • @BigBrainMegMain said:

    Eventually, survivors will learn that you can't go into those rooms. You put yourself there.

    And in turn make the rooms pointless. Only catching out new players or people who forgot the room is a dead end for no sensible reason.

  • @Zoomies said:

    Heaven forbid Killers have one powerful spot on one map. This advantage just cannot stand! Killer's aren't allowed any advantages!

    You're an embarrassment to Killer Mains.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414783#Comment_1414783

    And in turn make the rooms pointless. Only catching out new players or people who forgot the room is a dead end for no sensible reason.

    They're not pointless, it's to make the rooms a dead zone.

    It'll create a loop if the killer breaks it down, and that's bad. Pretend the rooms are closed.

    Just don't go in there. It's just strategy, that's it. Same thing can be said about the Single Room with 1 generator with no Windows in Badham and Haddonfield. Don't put yourself in those situations.

  • It's just poor design. Maybe they realized that window would be too strong if the inner breakable wall was left open and didn't want to fix it.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414783#Comment_1414783

    And in turn make the rooms pointless. Only catching out new players or people who forgot the room is a dead end for no sensible reason.

    New players have to learn things. They're thrown right into the deep end when it comes to things such as totems, pallet, gen spawns, aswell as learning to play as or against each killers power, yet they learn it over time.

    You learn by making mistakes as much as you do by succeeding.

  • Bruh. Its your fault for going in there

  • @Zoomies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414822#Comment_1414822

    Yes! It's poor design that a Survivor can misplay and trap himself! This game is supposed to be Survivor-sided, and so anything where a Survivor can mess up must be removed!

    Ask for skillchecks to be removed next. I mean, it's poor design that Survivors can sometime miss them. All gens should just auto-complete! The Killer has that time to try killing everyone, or they all pop and he loses!

    You need to relax.

  • @BigBrainMegMain said:

    Eventually, survivors will learn that you can't go into those rooms. You put yourself there.

    @Zoomies said:

    Heaven forbid Killers have one powerful spot on one map. This advantage just cannot stand! Killer's aren't allowed any advantages!

    The thing is, that room could lead to an hostage situation where people get in there and Killer blocks the window without any chance from the survivors to activate the EGC, he does have a point and it should be changed.

  • @Zoomies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414839#Comment_1414839

    Why? This is literally what the game has turned into:

    Nerf Killers they admit are in a good place. So for no reason other than to appease Survivors who want to whine rather than get good.

    Survivors peeing their pants and claiming they have every right to disconnect, because no one matter but them. And yet BHVR has turned off the DC penalties.

    And now Survivors, emboldened by being given everything they want over the course of years, demanding Killer-sided spots on maps be altered, because it's easier than..getting good.

    Jesus Christ, dude.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414783#Comment_1414783

    https://forum.deadbydaylight.com/en/discussion/comment/1414796#Comment_1414796

    The thing is, that room could lead to an hostage situation where people get in there and Killer blocks the window without any chance from the survivors to activate the EGC, he does have a point and it should be changed.

    I've actually seen clips of it becoming a hostage situation. That's fair and balanced, though, according to people in this thread.

  • Dead Dawg Saloon was a broken godhouse with three god windows. I'm glad they game developers sealed off just one of those windows to the killer's discretion. The other two are still incredibly strong and force most killers to break the doorways to even compete in the building.

    You should not talk to people like that. Not just on the forum. Anywhere. Your jump to negativity in the path to politicking is sad.

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414800#Comment_1414800

    They're not pointless, it's to make the rooms a dead zone.

    It'll create a loop if the killer breaks it down, and that's bad. Pretend the rooms are closed.

    Just don't go in there. It's just strategy, that's it. Same thing can be said about the Single Room with 1 generator with no Windows in Badham and Haddonfield. Don't put yourself in those situations.

    The examples you use though don't trap you like this room in Dead Dog Saloon. If you run into one of those rooms, you either get hit and run out or get downed but with the opportunity to crawl away.

    The Dead Dog Saloon can be abused to create a hostage situation and heavy punishes Survivors for not knowing better or being forgetful, not for being out-skilled.

  • @Steel_Eyed said:

    Dead Dawg Saloon was a broken godhouse with three god windows. I'm glad they game developers sealed off just one of those windows to the killer's discretion. The other two are still incredibly strong and force most killers to break the doorways to even compete in the building.

    https://forum.deadbydaylight.com/en/discussion/comment/1414809#Comment_1414809

    You should not talk to people like that. Not just on the forum. Anywhere. Your jump to negativity in the path to politicking is sad.

    The map is an experimental place where they are sensibly testing out breakable walls before adding them to other maps.

    Pointing out flaws and suggesting fixes is the best thing we can do to help the developers.

    ---

    Oh, and I don't tolerate trolls or self-centred people. Anyone who attempts to de-rail a thread will not get any sugar-coated comments from me.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414800#Comment_1414800

    New players have to learn things. They're thrown right into the deep end when it comes to things such as totems, pallet, gen spawns, aswell as learning to play as or against each killers power, yet they learn it over time.

    You learn by making mistakes as much as you do by succeeding.

    The problem is that the room’s only function is to catch out new or forgetful players. Unlike other areas with single access points, this one is open abuse by potentially creating hostage situations and heavy punishes Survivors for the wrong reasons.

  • @Zoomies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414843#Comment_1414843

    Except every remaining Survivor would have to be in that room at the same time for a hostage situation. This is just a thin excuse to remove a place where Survivors might lose. Because whining is easier than remembering to not go in there.

    It doesnt matter how flimsy the conditions may be, if something can lead to an hostage situation should be changed, thats why they created the EGC, made the Basement stairs wider and put a hole in Thompsons House.

    If there is a situation where one of the parties cant get out and his only way to do it is disconnecting it has to be changed.

  • @Zoomies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414839#Comment_1414839

    Why? This is literally what the game has turned into:

    Nerf Killers they admit are in a good place. So for no reason other than to appease Survivors who want to whine rather than get good.

    Survivors peeing their pants and claiming they have every right to disconnect, because no one matter but them. And yet BHVR has turned off the DC penalties.

    And now Survivors, emboldened by being given everything they want over the course of years, demanding Killer-sided spots on maps be altered, because it's easier than..getting good.

    And yet somehow I see mainly killers asking for a change to The Game (one of the strongest killer maps), Lèry's is called pretty damn balanced and I see nobody complaining, and I don't see many complain about Hawkins, the most killer sided map in the game.

    Survivors have been given everything they want over the years have they? So the several changes to DS, the BT change, exhaustion existing and then being nerfed, the map changes, pallet nerfs, removal of vacuum pallets and windows, existence of NOED, balanced landing nerf, etc have all been because survivors were comaining killers were too strong? Interesting.

    You gotta remove your bias there man.

    @Zoomies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414843#Comment_1414843

    Except every remaining Survivor would have to be in that room at the same time for a hostage situation. This is just a thin excuse to remove a place where Survivors might lose. Because whining is easier than remembering to not go in there.

    Also, the devs confirmed a killer trapping one person in a spot and not letting them leave before EGC is triggered is holding them hostage and is bannable. So even if it was just one person in there, its still a hostage situation.

    It's not that they want the room nerfed because if a survivor goes down in the room the killer either leaves them there or they open the door to the balcony, which is what op was suggesting. Opening another door unlocks the infinite which, well.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414845#Comment_1414845

    And yet somehow I see mainly killers asking for a change to The Game (one of the strongest killer maps), Lèry's is called pretty damn balanced and I see nobody complaining, and I don't see many complain about Hawkins, the most killer sided map in the game.

    Survivors have been given everything they want over the years have they? So the several changes to DS, the BT change, exhaustion existing and then being nerfed, the map changes, pallet nerfs, removal of vacuum pallets and windows, existence of NOED, balanced landing nerf, etc have all been because survivors were comaining killers were too strong? Interesting.

    You gotta remove your bias there man.

    https://forum.deadbydaylight.com/en/discussion/comment/1414847#Comment_1414847

    Also, the devs confirmed a killer trapping one person in a spot and not letting them leave before EGC is triggered is holding them hostage and is bannable. So even if it was just one person in there, its still a hostage situation.

    It's not that they want the room nerfed because if a survivor goes down in the room the killer either leaves them there or they open the door to the balcony, which is what op was suggesting. Opening another door unlocks the infinite which, well.

    Why even argue with him?

    Anyone that bias isnt worth arguing with imo

    You're just wasting your time

  • @Respectfulnancymain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415023#Comment_1415023

    Why even argue with him?

    Anyone that bias isnt worth arguing with imo

    You're just wasting your time

    Same reason I was arguing yesterday on that thread- quality entertainment.

  • @ChiTenshi said:

    BHVR, can the dead end room in Dead Dog Saloon please be fixed. The upstairs that has 1 point of access (a vault point) and 3 breakable doors.

    The poor layout of the area leaves it open to abuse by Killers and punishes Survivors for the wrong reason.

    It’s as bad as pre-3.7.0 Thompson House, where the upstairs area had only 1 access point.

    I recommend making the door that faces the balcony open. That way, Killers can’t abuse the area but aren’t penalised either. It simply leaves a sensible opportunity for Survivors to react to their surroundings.

    Point of it was so survivors can’t abuse the saloon anymore it made walls a survivor sided thing instead of a killers way to cut them off as they would run an infinite around which took 3 or more walls to stop and meant you lost all distance on the survivor

  • @Zoomies said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414822#Comment_1414822

    Yes! It's poor design that a Survivor can misplay and trap himself! This game is supposed to be Survivor-sided, and so anything where a Survivor can mess up must be removed!

    Ask for skillchecks to be removed next. I mean, it's poor design that Survivors can sometime miss them. All gens should just auto-complete! The Killer has that time to try killing everyone, or they all pop and he loses!

    Peak killer main posting I don't know whether to feel embarrassed or laugh at you.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414783#Comment_1414783

    https://forum.deadbydaylight.com/en/discussion/comment/1414796#Comment_1414796

    The thing is, that room could lead to an hostage situation where people get in there and Killer blocks the window without any chance from the survivors to activate the EGC, he does have a point and it should be changed.

    If all 4 survivors are in that room, something is VERY wrong.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414843#Comment_1414843

    If all 4 survivors are in that room, something is VERY wrong.

    First it doesnt need to be 4 survivors, 2 might have died already or last one with the hatch open with the killer refusing to let him out or going to close it to start EGC.

    Second, it doesnt matter how unlikely the conditions might be, if there is a posibility to trap someone without any way to get out except disconecting it has to be addresed.

    Its not about "its very unlikely to happen" its about "it might happen so they have to make it impossible to happen".

  • 100% agree... the one time I did go into this room, I was followed by a clown and the guy ended up having Bamboozle.. So I was completely trapped inside the room, even after the first initial hit.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414843#Comment_1414843

    If all 4 survivors are in that room, something is VERY wrong.

    Only 1 Survivor needs to be trapped inside that room to create a hostage situation. Once downed inside, they can’t crawl out as the only access point is a vault point.

    Other Survivors will try to help, but due to the vault point limiting access, the Killer can easily down more people inside or downright deny them access.

    This sounds similar to being camped, but even then you can coordinate a save. You can’t coordinate a save from this.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/168865/dead-dog-dead-end

    Point of it was so survivors can’t abuse the saloon anymore it made walls a survivor sided thing instead of a killers way to cut them off as they would run an infinite around which took 3 or more walls to stop and meant you lost all distance on the survivor

    They’re altering the map every now and then as they test what works with breakable walls. Initially, the map was very Survivor-sided due to the amount of god-loops existing forcing Killers to break most of the walls early on.

    Pointing out flaws with the map and suggesting possible fixes will help BHVR. If they get breakable walls right on this map, they may potentially add them to more maps allowing Killers to remove god-loops.

  • The room is a dead end for a chase, but also a unique hiding spot. It can benefit both sides, and on this episode of 4gamers this room isn't necessarily the death-trap you'd think .. although you'd need to be against a somewhat unobservant killer (4:16 for clip).

    https://youtu.be/psdCr4cBCwI

  • @ChiTenshi said:

    BHVR, can the dead end room in Dead Dog Saloon please be fixed. The upstairs that has 1 point of access (a vault point) and 3 breakable doors.

    The poor layout of the area leaves it open to abuse by Killers and punishes Survivors for the wrong reason.

    It’s as bad as pre-3.7.0 Thompson House, where the upstairs area had only 1 access point.

    I recommend making the door that faces the balcony open. That way, Killers can’t abuse the area but aren’t penalised either. It simply leaves a sensible opportunity for Survivors to react to their surroundings.

    One thing you need to realize - the realm is that of the killer, not the survivor.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/168865/dead-dog-dead-end

    One thing you need to realize - the realm is that of the killer, not the survivor.

    The realm mimicks the Killer's hunting grounds but the realm is run by the Entity.

    The Entity gets the final say, not the Killer.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415619#Comment_1415619

    The realm mimicks the Killer's hunting grounds but the realm is run by the Entity.

    The Entity gets the final say, not the Killer.

    And the killers are literally the hand of the entity.

    The entity isn't a playable avatar. The killers are.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1415666#Comment_1415666

    And the killers are literally the hand of the entity.

    The entity isn't a playable avatar. The killers are.

    Nea is a playable character.

  • Could be worse. I could be using lore to explain balance changes.