Reduce pallets on every map by 50 % pls

There are way to many pallets and M1 killer have a realy hard time to win chases if every survivor can reach a pallet in less than 2 seconds after dropping a pallet. The maps have way to many objects that benefit the survivors. Pls decrease them

Comments

  • 50% across the board is a bit extreme. I prefer they look at the individual maps and adjust the spawn logic.

  • Shelter Woods with 4 Pallets, lets gooo.

  • @Roadrunner said:

    There are way to many pallets and M1 killer have a realy hard time to win chases if every survivor can reach a pallet in less than 2 seconds after dropping a pallet. The maps have way to many objects that benefit the survivors. Pls decrease them

    And don’t you prefer 75 or 80%?

  • @Aven_Fallen said:

    Shelter Woods with 4 Pallets, lets gooo.

    That's generous

  • @Roadrunner said:

    There are way to many pallets and M1 killer have a realy hard time to win chases if every survivor can reach a pallet in less than 2 seconds after dropping a pallet. The maps have way to many objects that benefit the survivors. Pls decrease them

    What about on sheltered woods?

  • @Aven_Fallen said:

    Shelter Woods with 4 Pallets, lets gooo.

    The game with 25 pallets, Lets gooo.

  • No need, there are tons of deadzones in many maps already. When you break a pallet, try to break it so you zone the survivor and make them run to an area with no or fewer resources instead of mindlessly breaking it after they drop it.

  • RNG is the real killer here. I had one map which half was basically 0 pallets at game start but then played it again and boom, tiles everywhere lol

  • @Aven_Fallen said:

    Shelter Woods with 4 Pallets, lets gooo.

    2 take it or leave it. And BTW its all LT walls

  • Omg congrats on proving that a flay reduction wouldn't work and case by case evaluation would be better so tru3 !!

  • lets make it 99% all maps now have a single pallet.

  • Any means necessary would be meta :D

  • Replace every palettes with meh windows, the way.

  • It's not just the number of pallets that's the problem, it's the overall map design. The maps aren't designed for skill based looping, mostly. They're designed to give a survivor a chance to get a pallet stun and have more than enough time to reach the next pallet.

    I agree that something needs to change though. Pallets seem like they should be a last resort or a lucky save but instead they're the primary defense.

  • @Aven_Fallen said:

    Shelter Woods with 4 Pallets, lets gooo.

    2 Take it or leave it.

  • Well, this gone way to far dude, serious, stop playing with NOED and bring good perks. Why every single killer just so soft this days??? Crying that survs bring DS but just keep tunneling... Yikes

  • I'm agree, too much palet but the problem is not palet it's the match making, the MMR, if you play everytime like me against swf or not too high MMR you will never win like me

  • All maps need more Z walls. Change my mind.

  • So 6 pallets total dropped by a new Meg in 1 minute.

    Sounds right.

  • As annoying as pallets can be to a Killer they are fine. The balance sometimes isn't though on some maps.

    I think it's really only an issue if someone has a subtle speed hack. Then it's pallet, pallet, vault, pallet and vault etc... Finally hooked then most gens done.

  • Yea sure if you want to cripple the game and cause a mass exodus of survivors from the game go for it. Remove 50% pallets and see what happens. You have got to be kidding me. The maps need MORE pallets if anything.

  • Thoughts that developers should remember.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/623/YKB7538COVD3.png

    Over the years, Dead by Daylight has changed significantly, and we have adapted the way we create maps along with it. These days, a lot of work goes into making sure maps feel as fun and fair as possible, and we have developed new tools to help with that. Also, to ensure that older maps aren’t left behind, we have started updating existing maps to implement these new tools and the knowledge we’ve learned over the past few years. The first map update is Badham Preschool - the map that originally launched with the release of CHAPTER VI: A Nightmare on Elm Street™. 

    Variations 

    While the maps in Dead by Daylight are procedurally generated, there are a set of rules that the game follows. This includes details like what shape the map should be and where the unique buildings and landmarks should appear. The game then fills in the empty spaces with generic tiles, which are rotated randomly to further add to the variety. 

    With this update, four additional variations of the Badham Preschool map have been added (for a total of five). These variations share the same buildings and landmarks as the map you’re already familiar with but sport a completely different layout. Having multiple versions of the same maps allows us to take advantage of existing assets while adding more variety to the game. 

    Additionally, we have created many new generic tiles specifically for Springwood. This gives us the ability to generate a map with no repeating tiles, making the maps feel more unique each time you play them. 

    Pallet Spawning 

    With this map update, we have started using new tools to help us better determine the strength of a specific loop, allowing us to factor the strength of a loop into the budget when generating the map. 

    https://us.v-cdn.net/6030815/uploads/259/TCJ6BL59VSUJ.jpg

    Above is an example of our new tool in action. The green area on the ground indicates the area that a player can run.  

    Pallets are rated based on the length of the loop around them. A longer loop is safer for Survivors, giving them a larger margin for error. Shorter loops allow for more skill-based play, where Killers can change directions to either hit the Survivor or force them to drop the pallet sooner. 

    This allows us to spawn more unsafe pallets and fewer safe pallets while keeping the overall loop budget the same, promoting more skill-based gameplay. While the total number of pallets may be slightly higher than before, most pallets will be more interactive and can be dealt with faster than before. Additionally, randomly spawning objects will not appear along these loops, ensuring that a generator or hook cannot extend the loop. 

    General Improvements 

    The final part of the update is a general pass on the remaining aspects of the map. The buildings and landmarks were reviewed with minor changes being made where necessary. These changes–such as the new doorway on the side of the preschool and the gap in the railing of the large house–make the map flow better, giving you more freedom when moving around. 

    A pass was done on totem spawn locations to ensure they are better hidden and harder to spot from a distance. Lockers were also distributed across the map, often being paired with other lockers to add some unpredictability and encourage locker use. Finally, generators have been reviewed to provide a greater variety in the number of available repair slots, limiting the number of people that can repair a particular generator at once. 

     

    The Springwood update aims to introduce more skill-based and interactive gameplay while also adding some variety and improving flow. These changes are included in the mid-chapter update, which is now available on all platforms. We are excited to put our new tools in action for the first time and we look forward to seeing how they affect gameplay. As always, we’ll be keeping an eye out for your feedback. 

    See you in the Fog. 

    The Dead by Daylight team 

    Pallets are rated based on the length of the loop around them. A longer loop is safer for Survivors, giving them a larger margin for error. Shorter loops allow for more skill-based play, where Killers can change directions to either hit the Survivor or force them to drop the pallet sooner. 

    This allows us to spawn more unsafe pallets and fewer safe pallets while keeping the overall loop budget the same, promoting more skill-based gameplay. While the total number of pallets may be slightly higher than before, most pallets will be more interactive and can be dealt with faster than before. Additionally, randomly spawning objects will not appear along these loops, ensuring that a generator or hook cannot extend the loop. 


  • God pallets are a joke and should be removed from the game completely. No gameplay for then killer. Also I've said all maps should have 5-6 pallets removed besides shelter woods and the game becomes 100% more balanced just by doing that. Removing 50% of pallets is to much.

  • Better look at certain maps with dense pallet/loop areas (f.e. Suffocation Pit) or many safe pallets (f.e. Lèry's or The Game) than reduce them overall.

    There are some maps with very large dead zones (f.e. Wretched Shop, Shelter Woods) which would be even worse for survivors that they already are.

  • Eh no, too many maps already are giant deadzones as a whole (the entirety of autohaven maps)