Best Line I’ve ever seen in the Patch Notes

IMG_5348.jpeg

haddonfield, borgo, and coldwind in particular have had horrible dead zones where 1/4 of the map is pretty much dead. Glad to see this is finally being addressed.

Comments

  • 1/4 is putting it lightly. Hopefully there are actual usable pallets and not only ones where you could land a stun and still get hit anyway. Also, would like to see the awful coldwind jungle gym tiles addressed. Those maps have the weakest LT walls and those worthless tiles with a pallet hidden in the middle and often not even a window. None of the coldwind maps have main buildings strong enough to justify how weak those tiles are.

  • Good to see that Haddonfield and Coldwind getting more pallets, but did Crotus Prenn also need more pallets?

  • Any more pallets in Ormond or Red Forest would be a nightmare. The M1 killer is hopeless.

  • @Astel said:

    Good to see that Haddonfield and Coldwind getting more pallets, but did Crotus Prenn also need more pallets?

    Crotus Preen was shadownerfed last year, I also made a discussion about it.

  • Haddonfield was shocking. 7 pallets on the whole map some rounds. It's about time.

  • Does anyone know if they added pallets inside Thompson House's main building?

  • @Rudjohns said:

    Does anyone know if they added pallets inside Thompson House's main building?

    They did not.

  • @Astel said:

    Good to see that Haddonfield and Coldwind getting more pallets, but did Crotus Prenn also need more pallets?

    Ironically Otz did a run through of the new updated maps and Coldwind only got 1 new pallet and Vault spot. Swamp however got 6 new Tiles on the outskirts of the map now

  • @TheGoone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994171#Comment_3994171

    Ironically Otz did a run through of the new updated maps and Coldwind only got 1 new pallet and Vault spot. Swamp however got 6 new Tiles on the outskirts of the map now

    huh. guess swamp rework is a lil earlier than march 2026

  • For anyone not knowing it until now - they did not only increase the Pallet Density for the maps but also changed some Tiles. E.g. Crotus Prenn now features new Tiles, which look overall weaker than the Jungle Gyms and Longwalls which were the most common Tiles before. But they added more Pallets. So it is not like they only buffed all of the Maps, the Maps which were already good for Survivor also got changes in their Tile Structure.

    I only played against Haddonfield from the Maps (aside from Crotus Prenn) which are mentioned and it felt better with more Pallets.

  • I've seen haddonfield and the church… main building on haddonfield has pallets all around it, the street alone has 4 pretty strong pallets and chapel…. there was 6 pallets around shack not including the shack pallet. This was not really a good change for some maps.

  • @Aven_Fallen said:

    For anyone not knowing it until now - they did not only increase the Pallet Density for the maps but also changed some Tiles. E.g. Crotus Prenn now features new Tiles, which look overall weaker than the Jungle Gyms and Longwalls which were the most common Tiles before. But they added more Pallets. So it is not like they only buffed all of the Maps, the Maps which were already good for Survivor also got changes in their Tile Structure.

    I only played against Haddonfield from the Maps (aside from Crotus Prenn) which are mentioned and it felt better with more Pallets.

    thats reassuring to know. face any Ghouls on these changed levels? I'm wondering if Haddonfield is still anxiety inducing to face that killer but his kidnap tech is gone...dare I get excited for the survivor role?

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994841#Comment_3994841

    thats reassuring to know. face any Ghouls on these changed levels? I'm wondering if Haddonfield is still anxiety inducing to face that killer but his kidnap tech is gone...dare I get excited for the survivor role?

    Nah, I only faced 2 Krasue, 4 Myers, 1 Oni and one Springtrap.

  • @Astel said:

    Good to see that Haddonfield and Coldwind getting more pallets, but did Crotus Prenn also need more pallets?

    Best loops are medium safe loops which can be played both by survivors and m1 killers weak loops are bad in high nubers same as god loops when they are overused on maps such as saw map.

  • I just hate how it's addressed after I've dropped survivor 🤣 I've been wanting deadzone removal for ages

  • @tyantlmumagjiaonuha said:

    Any more pallets in Ormond or Red Forest would be a nightmare. The M1 killer is hopeless.

    This game wants you to play anything but m1.

  • @Astel said:

    Good to see that Haddonfield and Coldwind getting more pallets, but did Crotus Prenn also need more pallets?

    Disturbed Ward actually got nerfed in this patch. The map is smaller now and the upstairs building generator is not as safe anymore, there are more openings to the room

  • Haddonfield I get.

    Coldwind I get.

    But the rest of these, what?!

  • @ChaosWam said:

    Haddonfield I get.

    Coldwind I get.

    But the rest of these, what?!

    The wording is misleading. How it is worded in the Patchnotes those maps got flat out buffed, but in reality, some got buffed and others got nerfed. They might feature more Pallets, but those are less safe now. From what I have read here is that Swamp got new structures. Disturbed Ward also got new structures, those are overall weaker than the Jungle Gyms and Longwalls it previously had.

    I did not play on all Maps which got changes, but the ones I played on looked alright and the changes were good. Would have loved to play in Coldwind tho since those were the worst ones previously when it comes to Deadzones.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995297#Comment_3995297

    The wording is misleading. How it is worded in the Patchnotes those maps got flat out buffed, but in reality, some got buffed and others got nerfed. They might feature more Pallets, but those are less safe now. From what I have read here is that Swamp got new structures. Disturbed Ward also got new structures, those are overall weaker than the Jungle Gyms and Longwalls it previously had.

    I did not play on all Maps which got changes, but the ones I played on looked alright and the changes were good. Would have loved to play in Coldwind tho since those were the worst ones previously when it comes to Deadzones.

    did they do anything about disturbed wards main building (notebly the god pallets and god window?)

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995362#Comment_3995362

    did they do anything about disturbed wards main building (notebly the god pallets and god window?)

    I wasnt in the Main Building, the game was rather short because the Killer crashed after a few minutes.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995371#Comment_3995371

    I wasnt in the Main Building, the game was rather short because the Killer crashed after a few minutes.

    sounds about right XD

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995297#Comment_3995297

    The wording is misleading. How it is worded in the Patchnotes those maps got flat out buffed, but in reality, some got buffed and others got nerfed. They might feature more Pallets, but those are less safe now. From what I have read here is that Swamp got new structures. Disturbed Ward also got new structures, those are overall weaker than the Jungle Gyms and Longwalls it previously had.

    I did not play on all Maps which got changes, but the ones I played on looked alright and the changes were good. Would have loved to play in Coldwind tho since those were the worst ones previously when it comes to Deadzones.

    Oh I see, thank goodness for that.

    After everything else in this patch I was worried.

  • @ChaosWam said:

    Haddonfield I get.

    Coldwind I get.

    But the rest of these, what?!

    I agree! 💯

    Like no no, please revert the others!

  • @ChaosWam said:

    Haddonfield I get.

    Coldwind I get.

    But the rest of these, what?!

    You think is fair to leave badham alone in being broken, well devs dont thats it.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995362#Comment_3995362

    did they do anything about disturbed wards main building (notebly the god pallets and god window?)

    iirc, both God pallets upstairs are gone.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995297#Comment_3995297

    You think is fair to leave badham alone in being broken, well devs dont thats it.

    I don't think Badham was broken in the loop department, as far as pallets were concerned.

    But if @Aven_Fallen is right and this is more of a reworking of placements, then yeah there is no problem.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995734#Comment_3995734

    I don't think Badham was broken in the loop department, as far as pallets were concerned.

    But if @Aven_Fallen is right and this is more of a reworking of placements, then yeah there is no problem.

    Badham is broken in structues you have strong main there with two god paletts and solid window run around it, shack and two hauses of pain one has strong palett and good window with good rng is in my opinion way stronger than shack and other one has 2 windowns in upper floor with quite safe palett and 3 windows in first floor which are conected and without breaking breakable wall they can be infinites. Badham has one of the most time consuming buildings in the game not to mention medium safe paletts between them which mostof them cant be mindgamed because of the height very fair map indeed for avarage mediocre killer just like new antitunnel changes.

  • Thanks for the reply. Good to know!

  • Don't know if anyone saw all the map screenshots I made in my "first impressions" post yesterday, but I showcased some of the pallet changes there

    @THE_Crazy_Hyena said:

    [Warning - This will be a long post]

    So, after sifting through the details of the PTB, mostly regarding the anti-slug / anti-tunnel features, and the map updates, I have some test data to decompress.

    The Krasue

    Seems decent overall. Not too strong, and not too weak.
    I found her playing a lot like The Unknown, mixed in with Vecna and Dracula.
    Power feels good and intuitive to use, at least in human form.
    Head form feels a little clunky, but I am sure that will be rectified before the patch hit the live servers. Like the slow transition from first-person Head Rush to normal third-person mode. Third person takes some time to fully get used to as well.
    But not a bad killer at all.
    Her perks are interesting, that is for sure, and fits well with the anti-tunnel mindset.

    Vee Boonyasak

    Well-made survivor. Not too loud, or not too quiet either.
    Perks are fine, and interesting for different builds.
    Other than that, she is well-designed and fits the theme.

    Anti-tunnel

    https://us.v-cdn.net/6030815/uploads/FTRU5IONH7LU/20250903214122-1.jpg

    Works as it is intended to do. If you sacrifice or kill a survivor before you have 6 hook stages, generators will be Entity-blocked and cannot be regressed.
    However. There is a detail that I would like to mention, and that is if the survivor team does not unhook a hooked survivor in time, then the anti-tunnel will not trigger. Which is a good thing, because that would mean a mistake from the survivor team, which the killer is not punished for.

    https://us.v-cdn.net/6030815/uploads/4WS0D5NFUPKN/20250903214446-1.jpg

    Elusive status effect in full force - The Feng-bot is vaulting ahead of me, and notice the lack of scratch marks.
    There is also a base-kit OTR in place, just in case you decide to hit them within the 30-second window.

    Now for the compensation buffs:
    Kicking the gen is like having current Pop goes the Weasel, if you play a killer that is not regarded as high-A or S-tier. The 20% instant regression is very noticeable. And pair it with Pop for an instant 1/3 of a gen's progress. This is a huge buff to gen-kicking overall. You will notice that you have the buff when flames are shooting from the generators.
    Basekit BBQ is just like the live BBQ perk, and it does stack with Lethal Pursuer, so that you get the same 6-second aura read.
    The 10% haste buff is also quite noticeable, especially on M1 killers, meaning that you are much more likely to catch up to someone in time.

    Anti-Slug

    Works perfectly as intended.
    90 seconds first time is plenty of time to put more pressure on the map, and going for someone else in the meantime.
    Anti-slug also works during the end-game, which means no more bleeding out of survivors while humping them to death.
    Repeated slugging is like slugging a No Mither. They will pick themselves back up and carry on.
    I am glad that this playstyle is getting removed

    Map changes

    Now for the big one. As someone who has been making several posts and comments about map balance, this time BHVR is definitely shaking up the maps, mostly for the better.
    General: Lockers are MUCH more consistent around the maps now, and will mostly spawn in pairs. This is good news for all of you Dredge mains out there.

    Coldwind Farm.

    https://us.v-cdn.net/6030815/uploads/4SIBAE7Z3I3G/20250903222857-1.jpg

    An example of the new edge-tile that is found on Rotten Fields


    Coldwind has probably seen the biggest change with the new tile spawn system, and there are much more pallets available for survivors to use. Most of them are not the safest, but it is better than nothing.
    There are several new tiles added, like the aforementioned edge-tile that has a pallet. It also has a pallet-less version.
    A new U-wall tile is also added along the edges of the Coldwind maps.

    https://us.v-cdn.net/6030815/uploads/W4AJKDMK31RJ/20250903223045-1.jpg

    Rotten Fields, with a lot more fillers and tiles to use.

    https://us.v-cdn.net/6030815/uploads/508FZATVOWII/20250903225149-1.jpg

    Rancid Abattoir now has a central jungle-gym, and more connecting loops near the main structure.

    https://us.v-cdn.net/6030815/uploads/ZO938HE6KBPY/20250903225253-1.jpg

    The new U-wall tile, and a pair of lockers next to it, found on Rancid Abattoir.

    https://us.v-cdn.net/6030815/uploads/GBF4MBVJ31BC/20250903230233-1.jpg

    An example of the pallet-less edge-filler, with a pair of lockers nearby. Found on Fractured Cowshed.

    All in all, the new changes to Coldwind Farm looks to balance it in a much more fair way. Will have to test these maps extensively in regular gameplay to get a final verdict, but so far, my first-impressions are good.

    MacMillan Estate

    Not much is changed on MacMillan, other than a few more fillers in the previous dead-zones, and a new pallet spawn around the water tower tile. Pretty much what the maps needed to be more consistent, as they were fair enough to begin with.
    A few new edge tiles are also present.

    https://us.v-cdn.net/6030815/uploads/Q2MA1Q5RX7A3/20250903220840-1.jpg

    An example of the water tower, found on Suffocation Pit. Notice the better locker consistency as well.

    Autohaven Wreckers

    In general, these maps has been pretty well balanced, but I am glad that some tiles are shifted around to create less deadzones, especially on Blood Lodge.
    The "Fun Bus" has also seen a drastic change, where the side window has been changed for an open "doorway", significantly reducing its strength.

    https://us.v-cdn.net/6030815/uploads/7OENM9K6RDS5/20250903221107-1.jpg

    The new "fun bus" loop as seen on Blood Lodge.

    https://us.v-cdn.net/6030815/uploads/4OOFQ893ERNN/20250903221337-1.jpg

    More consistent pallet spawns near the front porch of the Blood Lodge.

    Backwater Swamp

    This realm has seen a substantial increase in pallet spawns, especially near the trees and the edge-tiles.

    https://us.v-cdn.net/6030815/uploads/EOO4CVJZE16H/20250903224726-1.jpg

    The middle areas looks roughly like they do today.

    https://us.v-cdn.net/6030815/uploads/UH16WFFX7Q2Y/20250903224751-1.jpg

    But the outskirts areas now has a lot more pallets, especially near the trees and on the edge-rim.

    Crotus Prenn - Disturbed Ward

    This map has seen a shift where the main structure has been made significantly weaker, by removing the two god-pallets that normally spawn on the upper floor, and moved them elsewhere, in the form of more burnt tiles scattered around the main building.

    https://us.v-cdn.net/6030815/uploads/XGWQUUO2EWXH/20250903230652-1.jpg

    A more questionable pallet spawn, where one jungle-gym connects straight into another.

    https://us.v-cdn.net/6030815/uploads/9Y0B7LI6JGN3/20250903230743-1.jpg

    Many more burnt-out tiles are now found around the main building.

    https://us.v-cdn.net/6030815/uploads/YBRUG4APLX3C/20250903230714-1.jpg

    The gazebo and the adjacent park tiles also spawn pallets more frequently.

    https://us.v-cdn.net/6030815/uploads/X835KPO4S98D/20250903230817-1.jpg

    Main building, upper floor. No god-pallets in sight, but more lockers instead.

    https://us.v-cdn.net/6030815/uploads/ZSN3P0MZJQKS/20250903230843-1.jpg

    The lower floor still has the god pallet in place though.

    Ormond

    Both Mt. Ormond Resort and the newer Ormond Lake Mine has seen a few changes, mostly to the height of loops around the outside areas.

    https://us.v-cdn.net/6030815/uploads/JPAKNFNWWKOD/20250903224018-1.jpg

    The new middle part of Ormond Lake Mine. Notice the much taller walls.

    https://us.v-cdn.net/6030815/uploads/ZGR5UPDAMD8F/20250903224028-1.jpg

    The double-pallet tile has been replaced with a single pallet with taller surrounding walls.

    https://us.v-cdn.net/6030815/uploads/K0XFIOK970QR/20250903224206-1.jpg

    More consistent cover in the middle areas.

    Haddonfield

    This map in particular has been screaming for more tiles, especially on the left hand side of the Myers house.
    The street part is also much more consistent in terms of loops and pallets.

    https://us.v-cdn.net/6030815/uploads/7UM3NQAXHL1P/20250903212119-1.jpg

    A new Z-wall hedge-window tile that has been added to the end of the street, to the left of the Myers house.

    https://us.v-cdn.net/6030815/uploads/W1OO9ACUBFLV/20250903212125-1.jpg

    More consistent car loops and pallets in the middle of the street. There is one to the left of my FOV as well.

    https://us.v-cdn.net/6030815/uploads/6BB2YM48N3G5/20250903212133-1.jpg

    More hedge tiles near the Myers house, some of which has pallets (yay).

    Yamaoka Estate - Family Residence

    This map has been decent as it was, but the middle area in front of the estate has always been a bit … lacking, so to say.
    Now there are more resources for survivors to utilize, as well as a few new edge-tiles.

    https://us.v-cdn.net/6030815/uploads/IWITXMJGHNS9/20250903222332-1.jpg

    Now, there are a bit more consistency in pallet and tile spawns in the middle.

    https://us.v-cdn.net/6030815/uploads/70DK94T5DLOL/20250903222357-1.jpg

    A bit better potential in terms of loops.

    https://us.v-cdn.net/6030815/uploads/TZZ777KUXIG5/20250903222416-1.jpg

    The back half of the map also sees a bit more pallets and rock formations.

    Red Forest - Mother's Dwelling

    The last map I tested was Mother's Dwelling, and it too has seen a few improvements to pallet spawns, mostly in between the trees, and the Stonehenge tile.

    https://us.v-cdn.net/6030815/uploads/81803434WY6U/20250903223459-1.jpg

    Much better pallet density in between main and the edges.

    https://us.v-cdn.net/6030815/uploads/4VN0C3816SGN/20250903223617-1.jpg

    Even the Stonehenge tile has seen some love.

    Final words.

    This wraps up my testing of the 9.2.0 PTB, and I am pretty happy with the changes so far, especially to the maps. Granted, more testing is needed, but so far it has been a pretty positive experience, on both sides.

    I mean, before it got relegated to the PTB section.