Pallet density is definitely a problem

I just got out of a match where it was just pallet into pallet into pallet. Literally pallets like 10 meters apart. I think i counted at least 25 pallets.

I'm gonna record a match here and upload give me a hot minute.

EDIT: Adding matches

https://www.youtube.com/watch?v=dy7wWkY2Sqo

https://www.youtube.com/watch?v=TTkkcduLT44

https://www.youtube.com/watch?v=-BnJ7Px66hU

Comments

  • @Reinami said:

    I just got out of a match where it was just pallet into pallet into pallet. Literally pallets like 10 meters apart. I think i counted at least 25 pallets.

    I'm gonna record a match here and upload give me a hot minute.

    They say "Its all working as intended" I don't see the vision but that's just me. There were a lot of maps that had horrible deadzones, most of that has been fixed at least.

  • @Reinami said:

    I just got out of a match where it was just pallet into pallet into pallet. Literally pallets like 10 meters apart. I think i counted at least 25 pallets.

    I'm gonna record a match here and upload give me a hot minute.

    20260602205314_1.jpg

    You mean like this? loool

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468072/pallet-density-is-definitely-a-problem

    They say "Its all working as intended" I don't see the vision but that's just me. There were a lot of maps that had horrible deadzones, most of that has been fixed at least.

    i'm uploading a match to youtube right now, counted 20 pallets, all within 10-15 meters of each other. Doing a second one now.

  • @Reinami said:

    I just got out of a match where it was just pallet into pallet into pallet. Literally pallets like 10 meters apart. I think i counted at least 25 pallets.

    I'm gonna record a match here and upload give me a hot minute.

    EDIT: Adding matches

    https://www.youtube.com/watch?v=dy7wWkY2Sqo

    https://www.youtube.com/watch?v=TTkkcduLT44

    https://www.youtube.com/watch?v=-BnJ7Px66hU

    Added videos. The 1st one shows what i'm talking about where there were 20 pallets, all within 10-15 meters of each other.

    The second video shows a bunch in one area, then still a massive deadzone on the other side of the map of just nothing, but then stacked all the pallets on one half of the map.

    The 3rd video i stood in a few spots with zanshin and counted legit 10 pallets all around me within a 32 meter radius.

    That is insane man.

  • If they gut pallet density, then they need to add more windows, make maps bigger, and remove short/short loops.


    Which I have a feeling wouldn't be approved of either, so what is the solution here?

  • They need to start spawning pallets based on the killer you are versing

    is this too many pallets for killers such as ghost face and unknown? yeah.

    Is this too many pallets for the top tiers like ghoul and nurse? not at all.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468072/pallet-density-is-definitely-a-problem

    Added videos. The 1st one shows what i'm talking about where there were 20 pallets, all within 10-15 meters of each other.

    The second video shows a bunch in one area, then still a massive deadzone on the other side of the map of just nothing, but then stacked all the pallets on one half of the map.

    The 3rd video i stood in a few spots with zanshin and counted legit 10 pallets all around me within a 32 meter radius.

    That is insane man.

    Yeah MacMillan is excessive. This realm is the most problematic in my opinion. Every possible tile/loop has a pallet. Every filler area, has a pallet.

    The spawn logic of the pallets isn't great either as you said. One side of the map Pallet City. The other side. Barebones.

  • @random1543 said:

    They need to start spawning pallets based on the killer you are versing

    is this too many pallets for killers such as ghost face and unknown? yeah.

    Is this too many pallets for the top tiers like ghoul and nurse? not at all.

    Tbh nurse in current state (without rework) isnt killer that gets influenced by pallets at all even as number 1 killer.

    But that idea is good but I doubt devs will know how to balance it.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084342#Comment_4084342

    Tbh nurse in current state (without rework) isnt killer that gets influenced by pallets at all even as number 1 killer.

    But that idea is good but I doubt devs will know how to balance it.

    agree there every match would have to be a pallet factory for nurse having one every 5m 😂

    But yeah really wish they would go that direction because there will never be a balanced state for all killers if spawn logic is the same across them all

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/468072/pallet-density-is-definitely-a-problem

    They say "Its all working as intended" I don't see the vision but that's just me. There were a lot of maps that had horrible deadzones, most of that has been fixed at least.

    Been seeing a lot of players who main survivor complaining (rightfully) that the killers in their matches have been a lot of just Nurse and Ghoul, but don't seem to diagnose the reason why. Nurse's pickrate was relatively low for a free character up until these changes, but now she's competing for top 5 pickrates. If this is the pallet density as intended, I hope people are ready to rename the game to Ghoul by Nurselight, because that's all there will be left in due time.

    Keyword is "density" here, the problem was never the concentration of pallets, more so it was the amount of pallets with a small adjustment needed for loop distance. That was all it would take. Instead we've got maps with up to 15 pallets chainable by anyone with over 100 hours all in the same 50 meter stretch of the map with potentially 4 or more windows. Combine this with the shape of some of these maps, like Ironworks of Misery, The Thompson House, Torment Creek, Eyrie of Crows, or of course Garden of Joy. The sheer size of these maps with designs that rarely have any pallets/gens in the direct middle means killers who can't just ignore pallets and have to play around them get to go on pallet tours that can last up to 10 minutes if a survivor manages to get a few stuns or fakes. Holding W from one loop to the next is easier than ever. And like I said, when I play survivor I never really get to benefit from these absurdly powerful pallet chains because I end up facing nothing but Nurse and Ghoul, who just teleport or vault through the pallet to catch me.

    Most maps just needed an additional one or two pallet spawns guaranteed, and maybe a meter or two reduced here and there to some tiles that spawned miles apart. What they've done has seemingly gone off the rails and led to the game generating main buildings like the one I got as survivor on Suffocation Pit, where 2 of the 3 main building pallets spawned, both on the same path around the building, as well as both windows spawned across from each other in the same route, and then on both sides of the main building were long-wall pallet loops that chained into another long-wall pallet loop about 10 meters away from it. Meaning I looped a Clown around the main building for 6 minutes straight only dropping two of the six pallets at my disposal, all while he played perfectly using his speed and slow-down bottles at every loop. But because he couldn't afford to get stunned, I was always able to make it around the building and break chase for a second. It was funny at first, but got incredibly boring really fast. Playing killer shouldn't rely entirely on survivors making mistakes. Bloodlust, window vault limits, breakable walls, pallets being breakable, are all intentional design choices that allow killers to catch even the most skilled survivor eventually. And yet, none of these things seem to help with how many pallets some maps have right now.

  • To be clear, Pallet Density should have been designed to fill in the specific deadzones of certain maps. Not create "The Game" for most maps.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084344#Comment_4084344

    agree there every match would have to be a pallet factory for nurse having one every 5m 😂

    But yeah really wish they would go that direction because there will never be a balanced state for all killers if spawn logic is the same across them all

    In anti camp/slug ptb they had different effects on like 8 killers they thought that are top tier mostly with mobility and they werent wrong but hard to tell about the rest because this would need like 3 versions with pallets one for killers like blight, second for killers like springtrap and third for characters like ghostface or demo.

    But thats lot of work from them.

  • @random1543 said:

    They need to start spawning pallets based on the killer you are versing

    is this too many pallets for killers such as ghost face and unknown? yeah.

    Is this too many pallets for the top tiers like ghoul and nurse? not at all.

    You know, it's not a terrible idea to increase pallet density for killers who have been proven to be high tier.

    The question is if we can trust BHVR to implement that correctly lol.

    "Our stats show that Sadako has the highest kill rate, so she will have the highest pallet density"

  • Jason should've come with one of my Pallet chomping perks:

    Corrupt Favoritism:

    Every pallet broken throughout the trial gains 1 token. Activates if the exit gates are powered in under 10 minutes.

    For each token gained, any remaining upright pallets are destroyed by the Entity.

    Excess tokens inflict any remaining survivors with the Deep Wounds status up to 4.

    If excess tokens still exist after the first 2 effects are met, the exits are blocked to match in seconds the remaining excess tokens, when they are opened.

    Scourge Hook: Territorial Dominance

    Your shrines of Sacrifice Mark unsafe ground for your victims to tread.

    At the start of the Trial, 4 random hooks are changed into Scourge hooks.

    Scourge hooks are revealed to you in White.

    Each time a Survivors is hooked on a scourge hook, the following effects apply:

    Up to 3 Used/Down Pallets within 16/24/32 meters of All Scourge hooks are Destroyed.

    If no Used/Down Pallets are Available, Then the closest 1 Upright Pallet within 16/24/32 meters of the Scourge Hook you hook a survivor on is destroyed instead.

    Head of the House:

    Your previous encounters with survivors have awakened your sense of preparation in the trial grounds.

    Up to 4/6/8 Randomly Chosen Pallets in the trial grounds are revealed to you in White.

    Whenever a survivor drops any of these Pallets, they are Instantly Destroyed.

    Stunning penalties still apply.

    Undeterred Rage:

    The Survivors struggles against you have finally reached their limit, and now you will show them why it's unwise to agitate you any further.

    Every 4/3/2 times you are Stunned or Blinded by survivors, This perk activates.

    Performing a Lunge Attack on a Down Pallet or Breakable Wall will instantly destroy it, and extend your Lunges Range by 50%.

    All Missed and Successful attack recovery Speeds after breaking a pallet or breakable wall this way takes 50% longer.

    Notes: Basically, if you get stunned or blinded enough you can just charge through the next dropped pallet or breakable wall and try to get a hit. It's like Billy's Lopro Chains add-on, but only applies to basic attacks and requires taking a bit of a beating to charge up.

    Most of these I've suggested since 2022. Albeit, Corrupt Favoritism is one I came up on the fly, literally today, so… yeah, can't blame for not using that one, but can for at least not taking any inspiration from the others. I swear, the only thing they ever took inspiration from me for was my Killer concept back in 2019:

    @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Often locked in the cellar for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making, and while a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught.

    After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as her doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother, Lucy spoke to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave with her to rot. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s effort. All the blood made her slippery and hard to hold down, but after enough bleeding and eventual slip into shock, her stepmother stopped moving, and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, polished and lacquered them to a pristine shine, and with that Lucy finally had the eyes she always wanted.

    As Agnes grew better at doll making and more astute with the finer details, the Doll Shop became much more successful, as everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but in her mind, none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard to convert the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening she could spare at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes initially resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes dodged it, but her mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for murdering Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend Clay the eyes he always wanted. Agnes held a memorial for Lucy, burying her remains in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and by Clays persuasion, from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding their bodies in the woods. However, after a week long storm had caused mudslides, a few of her victims bodies were discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered.

    Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the desiccated bodies in her cellar and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes drew her shears and attacked the constable, taking a shot in the lower abdomen from his revolver, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, she could hear all of her friends cry out begging to go with her, but she could only pack up a few with promises to return for the rest later.

    Tears freely running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hour. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek – At Max, When within 24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.

    Read it if you want, It's hella long, but there's a shorter TL:DR version at the end if you wanna skip all the backstory stuff, and tell me, truthfully if none of what I suggested in it applies to any killer brought into DbD AFTER the post was made?

  • @Wyndsor said:

    If they gut pallet density, then they need to add more windows, make maps bigger, and remove short/short loops.


    Which I have a feeling wouldn't be approved of either, so what is the solution here?

    The solution was to not stack pallets on pallets. Just fill in your deadzones and make sure your Spawn Logic actually spawns pallets evenly across the board for survivors so they have a fair chance no matter what part of the map they are on.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084341#Comment_4084341

    The solution was to not stack pallets on pallets. Just fill in your deadzones and make sure your Spawn Logic actually spawns pallets evenly across the board for survivors so they have a fair chance no matter what part of the map they are on.

    Filling deadzones with pallets that are horrifically unsafe is the same as having no pallet at all.

    Unless you want every pallet to be super strong, simply nerfing pallet density would be a terrible change for survivor unless it was balanced with loop strength or map strength, two things killers also hate.

    I don't see a fair solution being proposed, so it just comes across as wanting to heavily nerf survivors for nothing.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084355#Comment_4084355

    Filling deadzones with pallets that are horrifically unsafe is the same as having no pallet at all.

    Unless you want every pallet to be super strong, simply nerfing pallet density would be a terrible change for survivor unless it was balanced with loop strength or map strength, two things killers also hate.

    I don't see a fair solution being proposed, so it just comes across as wanting to heavily nerf survivors for nothing.

    I am not sure why you would imply this.

    I didn't say that we should fill those zones in with unsafe or super safe pallets. It would be pallets that survivors can actually use because that is the point. However if its too unsafe or super safe. It would be poor design.

    This isn't a complicated topic so I am not sure why it keeps coming back up in terms of feedback of course other than the frustrations its causing which I understand….The entire point of pallet density was create less deadzones on maps for survivors which NEEDED to happen. There were way too many and there shouldn't be.

    However, stacking 5 decent to safe pallets slammed all next to Shack, isn't exactly what the game needed. Its in same cases the pallets that spawn like that are still spawning in with a map filled with pallets no matter where you go such as MacMillan Maps. However, in some cases some maps are spawning pallets all on mostly one side while leaving a separate section completely bare.

  • I think the same thing happened when they tried this years ago. Whatever algorithm they use to determine tiles is constantly flawed. When they do it manually, we end up with nothing. When they automate it, it's inconsistent and doesn't actually improve very much.

  • The pallet density alone made me take a break from DBD

  • @Wyndsor said:

    If they gut pallet density, then they need to add more windows, make maps bigger, and remove short/short loops.


    Which I have a feeling wouldn't be approved of either, so what is the solution here?

    No they dont game was fine before pallet density, there were only a few problematic maps

  • @MechWarrior3 said:

    To be clear, Pallet Density should have been designed to fill in the specific deadzones of certain maps. Not create "The Game" for most maps.

    Agreed. Pallet density definitely needed a buff, but BHVR went a bit too far. If they just reduce the current pallet density a little bit, I think maps will be in a perfect spot. At least those maps that don't have other design problems. But what they shouldn't do is revert the latest pallet density update, or we'll just end up with some maps that have too many deadzones again.

  • The problem isn't the pallet density itself, nor was it before the updates.
    The main problem is the RNG based tile spawning, which should have been done away with, years ago at this point!
    If they had created the maps with fixed tiles and pallets, it would have been so much easier to properly balance loops and gym tiles.

    Get rid of most of the tiny filler tiles, and instead give us fewer, but stronger tiles. Not to the level of Nostromo outdoor tiles, but more like the good old Autohaven car loops, with a good mix of taller and shorter walls.

  • @wesker_shades said:

    The problem isn't the pallet density itself, nor was it before the updates.
    The main problem is the RNG based tile spawning, which should have been done away with, years ago at this point!
    If they had created the maps with fixed tiles and pallets, it would have been so much easier to properly balance loops and gym tiles.

    Get rid of most of the tiny filler tiles, and instead give us fewer, but stronger tiles. Not to the level of Nostromo outdoor tiles, but more like the good old Autohaven car loops, with a good mix of taller and shorter walls.

    RNG doesn't help, but its still spawning too many pallets.

  • The devs have already said that Pallet Density is not going away