House of pain has 2 pallets

Really BHVR?

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Not only this House is not blocked all the time but 2 pallets?

Comments

  • About par for the course on bhvr map balance tbh

  • @Phasmamain said:

    About par for the course on bhvr map balance tbh

    There's also 1 upstairs in the same house ://

  • Two pallets. I saw one outside as well. But ZERO windows. That’s all anyone could ask for.

  • Awesome. Now, one of the safest loops in the game is even safer. Thanks devs!

  • @ThatOneDemoPlayer said:

    Awesome. Now, one of the safest loops in the game is even safer. Thanks devs!

    Not even close. The windows are gone and you can bet the two downstairs pallets is a bug.

  • It's also completely RNG if the house is even locked or unlocked

  • whats make house of pain a real pain were the windows, now they are gonne, house of pain is not pain anymore btw

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2887416#Comment_2887416

    Not even close. The windows are gone and you can bet the two downstairs pallets is a bug.

    As long as the 2 Pallets downstairs are a bug, then it's not that bad

  • I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more pallets than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

  • @Peanits said:

    I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more tiles than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

    Thanks a lot. That would've been painful.

  • @Peanits said:

    I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more tiles than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

    Thank God. You guys scared me there a little, would've been a little mad if you decided to buff Haddonfield

  • The two pallets I’m thinking about are one downstairs and one upstairs near an entrance. Are we saying there are two pallets downstairs?

    That would be excessive. The OP picture is very dark.

  • @Peanits said:

    I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more tiles than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

    Big relief. Thank you.

  • What made the house of pain bad was the windows that created infinites. Now that they're gone, it's not as bad. But two pallets is a bit ridiculous. At least it's a bug and not intended.

  • @Peanits said:

    I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more tiles than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

    I assumed it's intentional considering yall made The Game.

  • That a nice couch tho.

  • @Peanits said:

    I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more tiles than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

    Can you comment on why the building is RNG? Surely that creates an imbalance issue where one variant is much stronger than another? Or has the whole map been adjusted if it's open?

  • @Peanits said:

    I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more tiles than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

    Does this also goes to the Myers house (Basement house)? It spawns every time 2 god windows up there. I am actually confused why god pallets or windows still exist though...

  • @Peanits said:

    I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more tiles than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

    What are you supposed to loop once that pallet is gone? The entire area just turns into a deadzone giving the killer a easy down, can you guys please consider adding a window there? If there is a gen down there against a bubba you’re toast

  • Right now it has a bug where it can spawn 3/4 pallets. 1 inside top floor, 2 downstairs, 1 outside in the back.

  • If it spawned 2 pallets, I don't see that as an issue because the map now joins the ranks of Autohavens for having large deadzones, especially in the middle of the maps. Of course I will have to play on it myself to know for sure but I think this map is now tilted in favor of killers. If you are not in a house, there is no stealth and there is not many pallets in the middle areas. The houses appear unsafe as well.

    The map looks pretty but it will now be unfun to play on.

  • @Sluzzy said:

    If it spawned 2 pallets, I don't see that as an issue because the map now joins the ranks of Autohavens for having large deadzones, especially in the middle of the maps. Of course I will have to play on it myself to know for sure but I think this map is now tilted in favor of killers. If you are not in a house, there is no stealth and there is not many pallets in the middle areas. The houses appear unsafe as well.

    The map looks pretty but it will now be unfun to play on.

    Because it was fun to play on before... *Roll eyes*

  • Oh no.... Killers now have 3 maps that are killer sided. Such unfair balance lol


    But in all seriousness, I'm only commenting because peanits called it the house of pain as well. Which means Behavior acknowledges that it was a PAINFULLY bad structure. See what I did there? Lol

  • The fact that even someone at bhvr is calling it the house of pain speaks volumes to how busted that building was.

  • @DyingWish92 said:

    The fact that even someone at bhvr is calling it the house of pain speaks volumes to how busted that building was.

    They just want to fit in with us fellow cool kids and call it by the community's given name.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888659#Comment_2888659

    They just want to fit in with us fellow cool kids and call it by the community's given name.

    @Steel_Eyed said:

    The two pallets I’m thinking about are one downstairs and one upstairs near an entrance. Are we saying there are two pallets downstairs?

    That would be excessive. The OP picture is very dark.

    The map is very dark on default settings if you dont tamper with the brightness.

    I love it.

    Also I agree,everyone makes such a fuss over a dev calling something this and that then complain why they dont interact more with the community and are more transparent.

  • @Peanits said:

    I can confirm this is a bug. It won't happen every time, but sometimes it'll spawn more tiles than it's supposed to.

    We haven't actually added more pallets to the House of Pain, don't worry.

    So you'll be kill switching it right?

    Oh it's only a negative for killers sorry i'll move on.

    my apologies.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2887546#Comment_2887546

    So you'll be kill switching it right?

    Oh it's only a negative for killers sorry i'll move on.

    my apologies.

    It's on the PTB and not live. The map is on the PTB to be tested. Disabling the map on the PTB makes no sense.

    🦆🦂

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888972#Comment_2888972

    It's on the PTB and not live. The map is on the PTB to be tested. Disabling the map on the PTB makes no sense.

    🦆🦂

    It's in general rather than ptb, hence why i thought it was live.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888978#Comment_2888978

    It's in general rather than ptb, hence why i thought it was live.

    A double pallet doesn't make the game unplayable for either side so why would they kill switch it even if it was live? Lmao

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888983#Comment_2888983

    A double pallet doesn't make the game unplayable for either side so why would they kill switch it even if it was live? Lmao

    Totems not being able to be cleansed doesn't either.

  • image.png

    Wow crazy bro you really go... oh wait... I agree with you except for the simple fact that breaking totems is a base mechanic of the game so something preventing a base mechanic from happening is a little bit more of an issue, I'd love to see your opinion on if there were totems survivors could boon but killers couldn't snuff, having two pallets is nowhere near preventing base mechanics from working at all.

    Also the ONLY reason anyone would argue that maps should be kept enabled when totem spots are uncleansable are people that would want to exploit that fact, I just sat here trying to think of a reason any player would think keeping maps enabled with broken totem spawns on them would be to abuse that fact.


    Lets disable all the maps that have more than one pallet on them :)

  • @Laurie268 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2887546#Comment_2887546

    What are you supposed to loop once that pallet is gone? The entire area just turns into a deadzone giving the killer a easy down, can you guys please consider adding a window there? If there is a gen down there against a bubba you’re toast

    I haven’t seen any pictures or footage. There are really zero windows on that house now? I get it had a handful before, but.. zero? Flip-Flop isn’t just a perk anymore I guess. 🙄

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2887809#Comment_2887809

    I haven’t seen any pictures or footage. There are really zero windows on that house now? I get it had a handful before, but.. zero? Flip-Flop isn’t just a perk anymore I guess. 🙄

    Haha hi did someone say Haddonfield walkaround shameless self promo time ✨

    @GoodBoyKaru said:

    the beginning

    Hi.

    You may know me as the guy that says he copy and pastes all of his intros, but he realises that actually they sound really bad like that and so subtly changes them each time, from summarising dev streams, or for being "rude and mean" for not upvoting an idea I fundamentally disagree with due to it creating an incredibly pay-2-win environment, but a little known hobby of mine is also collecting and compiling all of the changes in a PTB to help people playing on consoles, or who are away from a consistent source of internet at the moment, understand exactly what changes have taken place, and see all of the new changes!

    Massive shoutout to @Sowbug for joining me and allowing the gameplay to be filmed effectively.

    This post has been baking for about 6 hours now, so without further hesitation my name is GoodBoyKaru (GBK for short), and here is everything that is new on the 5.7.0 PTB.

    patch notes | April Midchapter | 5.7.0 Public test build

    So, for anyone that likes to read, here's the link to the official patch notes on this PTB:

    https://forum.deadbydaylight.com/en/kb/articles/329?__cf_chl_rt_tk=ATwHk8co1Ttd9fkKRUkOwL6txRH4xzxFdSjqiXyOjR4-1649169200-0-gaNycGzNCD0

    Trying out different formatting this time round, let me know how it looks. If it's decent I'll probably keep it and start having some fun with the titles.

    killer reworks | the legion

    power

    Legion's Feral Frenzy has received a bit of a change. It functions mostly the same as before, with 2 key differences:

    • The Legion gains 0.2m/s movement speed for each fresh survivor hit during Feral Frenzy (up to a maximum of +0.8m/s), meaning they can now travel at a maximum speed of 6m/s.
    • The 5th chained hit of Feral Frenzy will instantly put the survivor into the Dying State, ending Feral Frenzy.

    https://us.v-cdn.net/6030815/uploads/RYWP2DLTEVHL/image.png

    https://youtu.be/xdYsgFK5ohY

    https://youtu.be/kH2dGFvC7r4

    add-ons

    The Legion also got some new add-ons, which can be seen in the patch notes, but can also be seen here much easier. So here's every single Legion add-on as of 5.7.0

    https://us.v-cdn.net/6030815/uploads/QVPOJ7003DUS/image.png

    https://us.v-cdn.net/6030815/uploads/OFLYM5TSYJU8/image.png

    music

    Best friend Leg got some new music this patch, check it out here:

    https://www.youtube.com/watch?v=S4O8Qlmw7ho

    Honestly, I really really like it. Reminds me of some absolute bangers that I still listen to lol. Frank's Mix Tape and Fuming Mix tape are absolutely the worst of the lot though. Like Joey's and Susie's and Julie's are all so much better it's not even funny.

    killer reworks | the ghost face

    power

    Ghost Face's power got some slight tweaks, and some major bugfixes. His reveal and stalk mechanic have been technically revisited to ensure proper compatability with current dedicated servers, bugs relating to revealing have been fixed, and finally two changes have been made to the Marked mechanic:

    • A Marked survivor is marked for 60s, up from 45s.
    • A Marked survivor is unable to reveal Ghost Face by normal means. Cancelling his power through a stun or making him miss a swing still works, however.

    https://us.v-cdn.net/6030815/uploads/RIZIA5HKVQN1/image.png

    https://youtu.be/Dtk5qUwEDp0

    addons

    Ghost Face also got a full add-on pass! Here's all of his add-ons:

    https://us.v-cdn.net/6030815/uploads/KG96QKCJV64S/image.png

    https://us.v-cdn.net/6030815/uploads/F32U0B9CDOBU/image.png

    music

    Like our best friend The Leg, Ghost Face also got some new music! Check it out here:

    https://youtu.be/ftPtHACsr0g

    Personally, it makes me ears bleed but here we are.

    The realm beyond | haddonfield

    Our favourite map, Haddonfield, has received a change, both graphically and gameplay wise. Here's a video of me taking a lovely stroll around on my customised Ultra Plus graphics and, yes, I did disable my colourblind and monitor-correction filters so this is how it is supposed to look:

    https://youtu.be/4ZQX-f2ulvs

    Perk changes | Boil over, Circle of healing

    Boil Over has received a change:

    https://us.v-cdn.net/6030815/uploads/1COJ4PGYPBHG/image.png

    Boil Over now increases wiggle effectiveness by 60%/70%/80%, from 50%/75%/100%, to streamline perk levels and help reduce issues console players would face with the perk. Wiggling will receive further changes later on.

    Boon: Circle of Healing has also received a change:

    https://us.v-cdn.net/6030815/uploads/LRPJARBK0MRF/image.png

    Boon: Circle of Healing now increases all healing speeds by 40%/45%/50%, down from 65%/70%/75% to help reduce the effectiveness of the perk.

    status reworks | haemmorhage

    https://us.v-cdn.net/6030815/uploads/BYPAPNTI5342/image.png

    Haemmorhage has also received a much needed rework! It now regresses any healing progress at a rate of 7% per second, taking ~14 seconds to fully regress. Apparently though I've found a bug; here is it taking a minute:

    https://youtu.be/ifAlW02VdzI

    Subsequently, Sloppy Butcher (generic perk) and Z-Block (Freddy add-on) have been changed. Here they are:

    https://us.v-cdn.net/6030815/uploads/7VHF43HHB0N7/image.png

    Z-Block now inflicts Haemmorhage for 90 seconds, up from 60, however healthy survivors no longer bleed.

    https://us.v-cdn.net/6030815/uploads/BFJP93TRWST7/image.png

    Sloppy Butcher now increases the speed at which healing regresses thanks to Haemmorhage. Please note that this 15%/20%/25% applies to the 7%, it doesn't make it regress at 32%.

    other changes | difficulty update, engine update, patching

    A couple more quick-fire changes:

    • Difficulties have been reworked! Survivors no longer have a difficulty, and killers are now ranked from Easy to Very Hard.

    Easy killers are fairly straight forward to pick up and play.

    https://us.v-cdn.net/6030815/uploads/R6PDIARA4JNU/image.png

    Moderate killers share a lot of similarities to easy killers, however involve a few special mechanics or are more mechanically intensive.

    https://us.v-cdn.net/6030815/uploads/A5K41A9FQ2HP/image.png

    Hard killers have a couple of exclusive special mechanics and would be difficult to just pick up and play.

    https://us.v-cdn.net/6030815/uploads/7O7LVXBXBOY2/image.png

    Very Hard killers are almost mechanically unique and would be difficult to see success with without lots of practice as them or many others to understand killer fundamentals.

    https://us.v-cdn.net/6030815/uploads/T7ICXGCXVNVV/image.png

    If people want me to check the difficulty of a certain character, let me know and I'll reply with it.

    • The Engine has been updated! We now are playing in Unreal 4.27, which will hopefully help optimisations further down the line too (though nothing has been confirmed).
    • Downloads have been streamlined! "Pak" files have been changed to ensure that downloads and overall patching time are faster in the future (this will however need an almost full-game re-download).

    the ending

    And that concludes this summary. Once again, massive shoutout to @Sowbug for joining me in recording the gameplay and making having actual clips of it possible. Really appreciate this one man.

    So here's some actual gameplay on the PTB to see these things in action:

    https://youtu.be/x5vDxeNqoNo

    And that's all. Have a good day folks


  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889033#Comment_2889033

    https://us.v-cdn.net/6030815/uploads/4K3U59GJPZ2N/image.png

    Wow crazy bro you really go... oh wait... I agree with you except for the simple fact that breaking totems is a base mechanic of the game so something preventing a base mechanic from happening is a little bit more of an issue, I'd love to see your opinion on if there were totems survivors could boon but killers couldn't snuff, having two pallets is nowhere near preventing base mechanics from working at all.

    Also the ONLY reason anyone would argue that maps should be kept enabled when totem spots are uncleansable are people that would want to exploit that fact, I just sat here trying to think of a reason any player would think keeping maps enabled with broken totem spawns on them would be to abuse that fact.

    Lets disable all the maps that have more than one pallet on them :)

    I don't run totems so it doesn't bother me, There are plenty of totems that are hard to snuff, not impossible but require you to be in exactly the right spot, many of the showers in Learys for instance.

    But preschool for instance was being abused, much like hooks in Rpd were with Boilover. People were using offerings just to do this.

    So you can argue the point all you like, but as i see it, many times the game is made absolutely crap for killers with bugs, and they're left however a killer getting 1 totem out of how many on 1 map causes the kill switch.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889042#Comment_2889042

    I don't run totems so it doesn't bother me, There are plenty of totems that are hard to snuff, not impossible but require you to be in exactly the right spot, many of the showers in Learys for instance.

    But preschool for instance was being abused, much like hooks in Rpd were with Boilover. People were using offerings just to do this.

    So you can argue the point all you like, but as i see it, many times the game is made absolutely crap for killers with bugs, and they're left however a killer getting 1 totem out of how many on 1 map causes the kill switch.

    It is nice to players not understanding the difference between minor inconvenience and totally broken, but sure dude some totems are "hard to snuff" but aren't completely un-snuffable. There's a pretty big difference there that you're incapable of seeing I guess.


    "Hey guys, this totem is completely unbreakable"

    "OH YEA? I have to turn my camera slightly to get this boon to snuff, totally the same"

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889192#Comment_2889192

    It is nice to players not understanding the difference between minor inconvenience and totally broken, but sure dude some totems are "hard to snuff" but aren't completely un-snuffable. There's a pretty big difference there that you're incapable of seeing I guess.

    "Hey guys, this totem is completely unbreakable"

    "OH YEA? I have to turn my camera slightly to get this boon to snuff, totally the same"

    Hey guys there's this map that the door's aren't spawning on lets do offerings so we get it. - Fine.

    Hey guys there's a map that that we map that does'nt spawn hooks up stairs so we can use boil over and offerings to make the game crap - Fine

    Hey guys sometimes a totem spawns on Dead dog that can't be cleansed even though it only affects 1 totem and only killers who use totems - Not fine.

    Yeah you're obviously not biased.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889216#Comment_2889216

    Hey guys there's this map that the door's aren't spawning on lets do offerings so we get it. - Fine.

    Hey guys there's a map that that we map that does'nt spawn hooks up stairs so we can use boil over and offerings to make the game crap - Fine

    Hey guys sometimes a totem spawns on Dead dog that can't be cleansed even though it only affects 1 totem and only killers who use totems - Not fine.

    Yeah you're obviously not biased.

    "You're obviously not biased"

    I'm not the one saying not to disable maps hexes can't be cleansed on, what? lmao


    Oh no, not the breakable walls not spawning, you know... breakable walls that don't suddenly render a map unplayable once they are broken, I'm not saying not to disable them, but the kill switch is fundamentally made to turn things off that are completely broken / unplayable.


    Not being able to cleanse a totem = basic game mechanic that is broken.

    A door that the killer can break during the match not spawning = inconvenience and not broken or unplayable.

    You say that the hex thing didn't affect killers that don't use hexes, but the RPD doesn't affect survivors that don't use Boilover, you can bring boil over and rpd map offering to force it, but you could also bring all hexes and a dead dog saloon offering to force it, yet I'm the biased one somehow, you can also... idk... like slug the survivors which is a perfectly viable play style.


    Again, basic misunderstanding of broken / unplayable and an inconvenience.