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ThatRyanB

ThatRyanB

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ThatRyanB
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  • Just to be safe here, I would suggest reporting this on BetaHub if you're able. That way, if there is a bug here, the team has details they can use to investigate.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/461848/question-about-the-new-winter-event

    I don´t like the pallet freezing stuff. Makes the most 50:50 kinda unplayable.

    What is funny tho are the snowmans, since no one uses them at all and they don´t move you can quiet often escape with them, since the Killer don´t think about them.

    I'd love to dig into that first point a little so I can make sure your feedback's noted down. Which role are you playing as and would you be able to explain what's making this feel unplayable?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038378#Comment_4038378

    Maybe then actually show care for these folks yourself and not ban them for the weirdest of reasons? People like UndeddJester have provided more constructive feedback here on the forums than most of us.

    I think it speaks volumes that someone like them can get banned so quickly and for such reasoning.

    Please look out for the people that actively help to improve this game. This is my feedback.

    I'll point to a comment Mandy posted this morning as I feel she perfectly encapsulates this. I get your frustration and want you to know that we are looking at the moderation escalation process.

    @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038378#Comment_4038378

    First of all thank you very much for removing the pictures. But I have to agree with the others it took very long and sparked fear into the forum because not everyone is mentally numbed enough like me to see such things and it should really be the highest priority to protect the wonderful people here. Please try that this can not happen again… If all Mods are gone, please disable pictures or put them atleast into spoilers.

    Speaking to the disabling of pictures at certain times, this is one of the cases where we're limited in what we can do based on our Hosting service. BUT! That doesn't mean the feedback hasn't been heard. This is something we'll keep in mind, should there be alternative solutions!

  • @Onako said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038369#Comment_4038369

    Maybe, for the future, if you know that the forums are unmoderated for a period of time you guys really should limit the functions like some of us suggested - if technically possible. Not sure if all of it was the same person, but they for sure noticed that nothing happened over almost the span of an entire day and took advantage of it to post more.

    Or at least a function that hides post that've gotten a certain amount of reports until they can be further reviewed.

    Both of these are great suggestions. While I personally can't speak to what's feasible (or not) with the forum architecture, what I can promise is that I can raise these suggestions to my team.

  • @Leon_van_Straken said:

    Hello everyone…

    in the last time I am quiet unhappy with this forum.

    Why do you ask? Because of the following:

    1. It is possible to post us vs them post with the single reason to farm ragebait.
    2. Mods abandoning this forum for weekends or vacations which gives troll like gore posters and such kind free hand
    3. People downvoting without going into a discussion at all and sometimes it feels like multi accounts downvote you on command.
    4. And lastly banning people like @UndeddJester for posting his opinion?

    Please Mods… I know you have a busy life. But please do us a favor.

    1. If you are all away for a day please disable pictures, protect your community from violate stuff.
    2. Let more than one mod read about "ban worthy" posts to deny bias. (Yes there are mods which are Killer and Survivor sided but giving one the power to ban even valid opinion posts is wild)
    3. Maybe give a token system to up and downvotes. That you only can give an up or downvote if you posted something on the specific discussion.

    If you want to ban me for my opinion it is okay.

    But I really beg you to atleast take my words to your heart.

    I really appreciate you taking the time to break this all down and appreciate the lateral thinking on your problem solving!

    Priority number one right now is ensuring that any any images that violate the rules here have been removed - something that appears to be handled now. On that topic, I wanted to thank you again for showing care in looking out for folks here.

    We're always keeping an eye out for feedback that can help make these forums feel better to use, so I'll be sure to share yours with the team!

  • Thank you so much for taking the time to look out for your fellow forum-goers. I can confirm that the image in that thread is no longer there.

  • Hey folks. Just wanted to step in here to let you know that the team is very much on the case!

  • I appreciate you getting so in-depth here! If it clicks why Swamp and Yamaoka are feeling off, definitely let me know here and I can make sure it's noted down as feedback.

  • @Ghost77 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036782#Comment_4036782

    I wrote a similar post in the patch notes, but in my opinion, after testing in custom games, Autohaven, Macmillan, and Crotus Penn did a great job; it's the path to good balance. Swamps, Ormond, Yamaoka, Coldwind Farm, and Haddonfield (the latter two weren't mentioned in the patch notes) need a review; they still have too many dead zones and too many unsafe, nonsensical palettes. I hope you continue to read your players' feedback, thanks ;)

    If you're able to, it'd be incredibly helpful to see screenshots of the dead zones and unsafe pallets you're referring to on these maps. That way, I can share them with the team.

  • Just popping in here to say that I'll be keeping an eye on this thread so I can pass folks' thoughts on to the team :)

  • @TheArbiter said:

    I've gotta be honest, I dont see how Skull Merchants undetectable being attached to recalling drones now isn't just a net nerf to an already f tier killer.

    I'd love to dig into this a little more so I can make sure the feedback makes it to the right folks. Would you be able to elaborate on why you feel this is a nerf?

  • I appreciate that there's feedback on both sides of the topic in here. I just wanted to pop in to confirm that I'm passing along your thoughts to the team.

  • @ShakiraNOTREAL said:

    SUMMARY OF THE ISSUE:

    I have been experiencing constant crashes when Dracula is in a match. When Dracula transforms, my GPU crashes - no video appears on my screen, but audio can still be heard. Shutting down the whole PC is the only way I have been able to play again. I have tried updating the drives, reinstalling them, and reinstalling the game. This has been happening before the most recent update and a bit before the latest 2v8 mode.

    I am running a Gigabyte 3060 ti with a ryzen 5 5600x and with 32GB of RAM. This only happens with Dracula, and I am still able to play new releases without a problem

    PLATFORM: PC Steam

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURRED:
    When playing as or against Dracula, when he transforms, all video from GPU stops

    VIDEO:

    Sorry about the RAR files, I couldn't work out how to get video on here

    https://us.v-cdn.net/6030815/uploads/0OFE43917OJM/some-how-the-best-i-could-get-to-show-what-is-happing-video-1.rar

    https://us.v-cdn.net/6030815/uploads/TPV8WSE2AMOM/some-how-the-best-i-could-get-to-show-what-is-happing-video-2.rar

    PLAYER LOGS:

    • Player logs are required from PC players only.

    https://us.v-cdn.net/6030815/uploads/LHU1LHDZGQNZ/deadbydaylight-backup-2025-11-26-10-28-46.log

    https://us.v-cdn.net/6030815/uploads/J2VNZKUNVIOZ/deadbydaylight-backup-2025-11-26-10-52-36.log

    https://us.v-cdn.net/6030815/uploads/JRIOG13MYYAL/deadbydaylight-backup-2025-11-26-11-48-56.log

    https://us.v-cdn.net/6030815/uploads/A6BRRQXCTBOM/deadbydaylight-egs.log

    https://us.v-cdn.net/6030815/uploads/QYDDM9Q0VBWC/deadbydaylight.log

    https://us.v-cdn.net/6030815/uploads/20F5XRPS284A/deadbydaylight-backup-2025-11-23-07-26-32.log

    https://us.v-cdn.net/6030815/uploads/AGL13DID8QGP/deadbydaylight-backup-2025-11-25-20-58-41.log

    https://us.v-cdn.net/6030815/uploads/0P9YXX2EBN1B/deadbydaylight-backup-2025-11-26-10-26-17.log

    Hey there! Thanks for flagging this to us. Would it be possible to get the crash dump report from you so we can pass this on to the team to investigate? It can be found in the following directory:

    %localappdata%\DeadByDaylight\Saved\Crashes

  • @beccai said:

    I just got into a lobby, so it seems to be fixed for now

    That's great news! I can confirm that from our side, we're also seeing this as fixed now. Thanks again for your patience!!

  • As an update on this, there's a widespread outage currently affecting online services on PC. We'll continue to monitor the situation while we wait for a resolution. Thanks for your patience!

  • @JanembaJanemba said:

    SUMMARY OF THE ISSUE: Sending a guard to do a break action does a basic attack.

    PLATFORM: PC

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: Send any guard to do a break action on anything.

    VIDEO: https://youtu.be/Se7a7nF4XuA
    https://youtu.be/15ZJIjfIKp4

    PLAYER LOGS:

    • Player logs are required from PC players only.

    Would you happen to also have player logs from when you encountered this? We've shared this bug report and your videos with the team, but player logs are immensely helpful in isolating the cause of bugs, so we'd love to share these as well if possible.

  • @spookii said:

    SUMMARY OF THE ISSUE:

    PLATFORM: PC

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURED: KNIGHT POV is pushed down and delayed when using guard and will m1 after breaking pallets with guard

    VIDEO:

    PLAYER LOGS:

    • Player logs are required from PC players only.

    Would you happen to have player logs from when you encountered this? We've shared this bug report with the team, but player logs are immensely helpful in isolating the cause of bugs, so we'd love to share these as well if possible.

  • Thanks for flagging this. We're aware of this issue and the team is looking into it as I type this.

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031721#Comment_4031721

    Too strong? So the killers' opinions are more important to you again. Better yet, make five pallets so the survivors down in five seconds, okay? Because the killers fun is more important to you!

    Apologies! That's on me for my poor wording. We absolutely want any and all perspectives on this - both Survivor and Killer. If you've got anything specific that's not feeling great to you, I can pass that on to the team for you!

  • Hey folks! With regards to the pallet density changes, as you dig into the changes, if you run into anything that you're not digging please do let us know. We can make sure the feedback is shared with the team.

    Importantly, the more specific you can be, the better. If there's a specific loop or tile that you feel is too strong, let us know which one it is - bonus points if you can provide screenshots!

  • Thanks for taking the time to flag this (and for sharing both your player logs and footage of it occurring)! I wanted to confirm that this has been shared with the team so they can look into it.

  • Hello folks! Closing this thread in order to better organize incoming feedback so we can better support sharing your input with the team. Head on over to the 9.3.0 PTB Feedback section of the Forums to share your thoughts on the PTB. We've already set up threads to centralize discussion of some of the bigger updates, so we'd love to hear from you!

    Rest assured, though, any replies already shared in here have been received and will be factored into the feedback we share with the dev team.

    See you in the feedback section!!

  • Just popping in here to confirm that the team is aware of this bug and are looking into it.

  • @Choaron said:

    Yet another tonedeaf update. Don't act surprised if this update changes nothing about killers' playstyle.

    I'd love to dig into this a little. Is there something specific about this update that you're finding tone-deaf?

  • Thanks for raising this. I can confirm this bug is known by the team and is being investigated, but I don't currently have a timeline that I can share for a potential fix.

  • @chknTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023326#Comment_4023326

    Unironically probably even better, now its basically guaranteed chase time with no risk of value loss, now you can SB to a strong tile, and if u get into a bad situation you activate your second SB.

    It's situations like this that really hit on the importance of testing these changes out (and pushing them to their limits if possible). We'll be keeping a close eye on feedback as folks go hands-on with the PTB 👍

  • @Harmacy said:

    I have two screenshots to share, showing three pallets spawning in this structure very close to each other. A window spawned betweens pallets 1 and 2, creating a very strong loop. It's not okay for them to spawn so close to each other.

    https://us.v-cdn.net/6030815/uploads/0H99JCMEBBCD/image.png

    https://us.v-cdn.net/6030815/uploads/AQAMKZEPXM48/image.png

    @Boingo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017941#Comment_4017941

    https://us.v-cdn.net/6030815/uploads/IS2ZR7BS2FDD/bb089f3f-dddf-4486-9b22-f08e57b29d43.png

    https://us.v-cdn.net/6030815/uploads/NF2MTL2XRCAI/9cd36b34-842e-4067-a6d7-ea0c5a36a7cf.png

    Main building on grim pantry has always been problematic with its double windows next to each other with pallets near to create a basic infinite against m1 killers. Now it has 4 new loops surround main which makes it even more Chainable and an infinite setup.

    @sizzlingmario4 said:

    Double pallets here in a setup with two windows should not exist:

    https://us.v-cdn.net/6030815/uploads/6JBOQVUM4OBN/dead-by-daylight-screenshot-2025-10-22-22-28-49-11.png

    The center of these maps frequently spawns too many safe fillers now, previously RNG was kind of an issue on these maps because you really could get anything from super survivor sided to a killer-sided map with a giant deadzone in the middle, now these maps are just consistently too safe overall. I've also been seeing more poglogs, we didn't need those either.

    Really appreciate you taking the time to share so many clear screenshots. This is a huge help. Thanks!

  • @Jen0701 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017934#Comment_4017934

    Yes i mean the whole Macmillan Estate, there was yes a revision for everyone and pallets were added everywhere.

    Thanks for clarifying!

    @itsmyghost said:

    There's a couple variations that can spawn and are too survivor-sided, but for the most part the changes are good. Survivors feels better to play while killer is only a tad bit more difficult, but killer has felt somewhat easy in recent months so this isn't an unwarranted change.

    The worst killers are still the worst killers and these changes even hurt those killers with some of the possible variations; on the other hand, the strong killers are kept in check a bit more which I see as a purely positive development. This is a fundamental issue caused by the immense disparity between the absolute best killers and absolute worst killers. There is no reason to have a killer as weak as Trapper or Skull Merchant in the same game where Blight or Ghoul roam free. Killers should absolutely be treated differently very much in the same way that we were going to see smaller bonuses given out to the "S tier" killers with the proposed Anti-Tunnelling/Slugging changes; your weaker killers could be given base kit access to faster pallet/gen kicks, faster vaults even, maybe some out-of-chase movement speed after a hook.

    As these changes stand right now, the weaker killers are in a bad spot… but not because the changes are bad, but because the killers themselves needed help to begin with.

    Would you be able to clarify which variations you've mentioned are feeling too Survivor-sided?

  • @MajrGaming said:

    Purgation is ok except for the double pallet loop that spawns next to shack, considering how big the map is I don’t think that’s necessary. Removing the god window on the main building in Mother’s Dwelling was an amazing change, but now there’s way too many safe pallets that connect to main building. If you reduce the pallets a little around main and then shrink the map a little more I think this map would be fine.

    Would you be able to point out some of the pallets that feel too safe when connected to the main building?

  • @Boingo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017950#Comment_4017950

    https://us.v-cdn.net/6030815/uploads/3XELDW0QF6SB/360cf471-798d-4732-b482-9ca3f620f86c.png

    https://us.v-cdn.net/6030815/uploads/67YBL4KXFJRA/29a50d7b-1fcf-41ef-98f7-e9f3bd118bcc.png

    Trees with double pallets that chain into vault tiles along with main are very problematic.

    https://us.v-cdn.net/6030815/uploads/XX9M7W49Y2WJ/f2d7fc59-3730-444d-b692-33f97e1041c8.png

    Pallet loops with this mini trees are abundant and you can't mind game cause you can always see killer through them nor use range attacks cause the mini trees block projectiles despite has see through points

    @theMasafe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017950#Comment_4017950

    https://us.v-cdn.net/6030815/uploads/OL782B38FFCT/ex1.png

    https://us.v-cdn.net/6030815/uploads/9POAW64QSX1O/ex2.png

    https://us.v-cdn.net/6030815/uploads/KU26LV1RSZOD/ex3.png

    Like what is this? And they usually chain into more pallets, jungle gyms and even shack. Sometimes I feel like playing on Garden of Joy where survivors can connect one entire side of the street from shack to the parking lot. This is not normal.

    Thanks for sharing these examples! I'm making sure they're shared with the team.

  • Thanks for all the feedback in here, folks! If there are any specific loops or tiles that you feel are causing issues, please don't hesitate to highlight them with screenshots in this thread.

  • @sizzlingmario4 said:

    Ormond Resort is pretty awful now. I do like some of the new filler tiles that aren't just rock loops since it adds a bit more variety to the filler selection, but overall there are too many pallets now and the double pallet tile feels particularly obnoxious on this map. That, combined with often being able to chain filler pallets into jungle gyms now, it's a little too much overall especially since this map was already a bit survivor leaning before the changes.

    Ormond Lake Mine is fine and I'm not sure it even got changed, it doesn't feel any different than before. It's still one of the best maps in the game currently.

    Would you be able to elaborate on which of the new filler tiles you like? This is one part of the feedback on this Realm I'd love some clarity on.

  • Lots of great feedback in here! If anyone has any screenshot examples of problematic god pallets, please don't hesitate to share them here so I can flag them to the team.

  • Thanks for all the feedback in here, folks!

    @sizzlingmario4 said:

    Shattered Square has too many pallets now. The only issue with that map previously was the fake jungle gyms that looked like jungle gyms except they sometimes only spawn either the pallet or the window (and not both) and dying to that on survivor because you thought there was a resource and there just wasn't, feels awful. Revert the pallet density here and fix the jungle gyms instead.

    Forgotten Ruins unfortunately is still just one of the worst maps in the game either way. The layout and portal placement has issues and while the top section of the map might be safer for survivors now, nothing really changed about the dungeon and it's still very easy for killers to just hold that part of the map especially if they get a hook down there. That map needs very significant changes or a rework imo.

    To confirm, are you still encountering the "fake" jungle gyms following the pallet density update?

  • @FossilisedXeno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017966#Comment_4017966

    Hello, i was one of the commenters here. You asked for screenshots so here they are.

    https://us.v-cdn.net/6030815/uploads/RCR8PD38W3I9/202c07-7e1-jpg.jpg

    The pallet on the far left is 1 of 3 god pallets in this one main building. There is no alternative path other then running the other way and looping back round to the other side of the pallet. The pallet then leads into either the upstairs, which has another god pallet ill go into later, or the window which ill go over now

    https://us.v-cdn.net/6030815/uploads/QCICUSZB767S/20ee5c-7e1-jpg.jpg

    Here is outside of that window. The fence thingy makes it hard to get to survivors as an M1 killers, as the lead up to the window is a straight line. Making fast vaults easily obtainable. Not to mention killers coming in from the right can't cut them off because of the fence thingy. So they can't intercept survivors going for the vault. This also makes the god pallet easy to get to from outside the Main Building. Which itself is surrounded by tiles with decent pallets. So you can loop a killer on a tile, run to the main building and get to the god pallet. This is 1 god pallet out of 3 btw.

    https://us.v-cdn.net/6030815/uploads/G8NI3P4CK8SU/20a60a-7e1-jpg.jpg

    This is the second god pallet. Predropping this basically ensure the killer has to kick it unless your Nurse, Blight or any ranged killers. The wall being see through makes it impossible to mindgame this pallet, not to mention even if it was a solid wall, the tile is so long that by the time the killer comes around the corner the survivor would be given plenty of time to vault the pallet. This pallet also isn't to far from the previous pallet and window. Making it very easy to chain that pallet into this on.

    https://us.v-cdn.net/6030815/uploads/ICRF9C5H29S1/20405f-7e1-jpg.jpg

    The 2nd god pallet is also very close to this section of the main building. You can't see it in the previous screenshot, but I if i looked to the right i would be right infront of the doorway to this section. This section is particularly bad as the window here isn't high enough that survivors don't slow down after falling from it to heavily.

    https://us.v-cdn.net/6030815/uploads/H16S3UJ5ZH0E/201135-7e1-jpg.jpg

    The window leads into tiles like this one for instance. Meaning you can chain a god pallet into a window and then into more tiles, With little to no skill expression on the survivor end. It's just: "Run to pallet, Drop Pallet. Run to Window, Vault Window. Run around to Tile. Drop Pallet". IT's super uninteractive on the killers end. Even if your playing a strong killer, it's not fun when a map basically holds the survivors hand when looping like this.

    https://us.v-cdn.net/6030815/uploads/R5HIRDO7M0ZM/2060be-7e1-jpg.jpg

    This is the third and finale god pallet. It is located upstairs, which if yiu look at the first screenshot, the first god pallet is very close to stairs. Making this pallet very accessible (although note the stairs in the first screenshot and thi one aren't the same. the pallet is still very accessible tho as the killer is going to be preoccupied kicking the first pallet survivors can just make it to this one). Just like the first pallet, there is no other way past this pallet, unless if you try to cut through the middle section, which takes awhile and the survivor can just vault this pallet and run back downstairs into the 2 other god pallets.

    https://us.v-cdn.net/6030815/uploads/HV5KYKZ67GUD/20fb48-7e1-jpg.jpg

    The stairs behind the pallet lead directly into the window that's next to the 2nd god pallet. Which is close to the first. Which is very accessible through the window. So that's 3 whole god pallets in one section of the map alone. This map also has shack, so that's another very good tile survivors can loop. What is Ghostface (commonly seen as a very weak killer) supposed to do in this situation exactly?

    I would personally get rid of 1 of the 2 pallets downstairs. and make the remaining one less safe and auto-pilot. The upstairs one i think is fine as survivors doing the gen in the middle section upstairs need something atleast.

    Keep in mind that all these pallets are very accessible from outside of the Asylum, through multiple entrances and windows. This is ontop of all of the other usual tiles and loops that weaker killers like Trapper, Skull Merchant, Pig and Legion struggle on.

    Please fix this main building, aswell as the mountains of pallets you decided to add to a very bad map for killer. It's great you guys are making typically seen killer sided maps less offensive. But also please do the same for Survivor Sided maps. Like this map, Eerie of Crows, Garden of Joy etc.

    This is an immensely helpful post - thank you!! The details and screenshots make this incredibly clear. I'll make sure this is passed along to the team.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017966#Comment_4017966

    https://us.v-cdn.net/6030815/uploads/6GQ0BE6JTXGG/1000012328.jpg

    Some 2v8 stuff right here lol. There's a pallet in the back as well leading into shack. And one behind me.

    @Boingo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017966#Comment_4017966

    https://us.v-cdn.net/6030815/uploads/FFPQZP3TID5Y/91a31554-16c6-49f4-b2f6-25d8f0816f5f.png

    These Square tiles can be chained into shack basically an infinite if your an M1 Killer and as Supersonic853 has pointed out in his photo

    https://us.v-cdn.net/6030815/uploads/U1L2KTYESOPT/1000012328.jpg

    These tiles can spawn a second pallet which is even worse since you can chain it into shack

    Thank you both for sharing these screenshots! They're a huge help!

  • @Boingo said:

    https://us.v-cdn.net/6030815/uploads/FC29VQR7PY2H/2ccfd867-e90c-407b-824e-a7a9d2cff9b5.png

    https://us.v-cdn.net/6030815/uploads/I4S48XJXIPNR/b89d4ecc-584a-4024-85dd-ccc0c0d49f39.png

    The main street of Haddonfield has become very safe it was needed however you can't mind game them and kinda wish one of these tiles was replace with a filler or a 50\50 tile that was mind game able.

    How there's one part of Haddonfield that's still barren and a deadzone and it's the left side of the Myers House

    https://us.v-cdn.net/6030815/uploads/QQMSB1N8LYDI/6a745de3-fee7-4d2d-a13d-b0eb03024ed0.png

    All you have on the left side is a very tiny window vault hedge and this extremely weak loop her you can't chain it to anything and your pretty much gonna go down around here

    https://us.v-cdn.net/6030815/uploads/16X607ZVDF2M/4f9978ba-59b7-45b3-8902-420ae91b6d54.png

    You did add hedges and another tile but it's pretty weak and you can't do much id prefer if you made this area a bit better

    Thanks for sharing these screenshots! This really helps to visualize what you're pointing out.

  • @beerey said:

    The pallet spread in this realm is so tight now to the point where you can literally have 2 pallets spawn inside a filler tile (not to be confused with double pallet fillers) + another filler/tile RIGHT next to it.

    Would you happen to have any screenshots you could share of this? I'd love to share these concrete examples with the team.

    @Merple said:

    Ever since the update both Ward and Chapel have felt like their 2v8 versions without the upside of having a second killer helping you.

    Upwards of 5 filler loops all chaining to shack, tons of double pallet loops, etc. It feels like anywhere a pallet can spawn, it will. Combined with both maps having very strong main buildings for survivors, it just feels like way too much unless you're playing a high tier killer than can ignore or chew through pallets like Nurse, Blight, Krasue, Dracula or Ghoul. For the other 90% of the roster, these maps just feel miserable now.

    If you have any screenshots of these multiple filler loops chaining together, they would be incredibly helpful for us to bring back to the team.

    @FossilisedXeno said:

    Crotus Prenn was one of the most survivor sided maps in the game.

    The main building on the Asylum map has multiple god pallets, and is generally very obnoxious to deal with as any killer who isn't Mid A→S tier. It's boring, bland and uninteractive for half of the Killer roster.

    So I simply cannot fathom why on earth you guys would think adding MORE pallets, to an already heavily survivor sided realm was a good idea. I'm aware ya'll shrunk the Asylum bit (unaware if the same was done to the Chapel). Which is great. But then why did you guys also buff the map? The whole point of the size reduction to the Asylum map was to make it favour survivors less heavily correct? So why would you then double back, and give it a buff?

    Playing a killer like The Unknown or Animatronic is a miserable experience on this realm, and several others realms after the update. Can you imagine what it's like to play Ghostface? Or Trapper? Or god forbid you decide to play Skull Merchant.

    I'm happy ya'll have dealt with the issues that Haddonfeild had with this update. But realms like this one simply did not need it. The goal with this realm in particular should’ve been to make it less survivor sided. Which again you did with the size reduction. Not with the pallet one. It feels like Pallet Kicking simulator. And it encourages people playing exclusively Ghoul, Krasue, Nurse, Blight, Dark Lord. Any high tier killer. In turn making Survivor Games feel like Dead By John Ghoul. Or Dead By John Blight. So on and so forth.

    You should've just reduced the size and left it at that. (And remove some of the pallets in the main building of the Asylum map for the love of God)

    Would you be able to share screenshots highlighting these god pallets? I can make sure these are flagged to the team!

    @Nikolai_0311 said:

    Here is my feedback on the whole pallet density update all in 1 poll cause I don't want to comment on all the other one it'll just take all day:

    Haddonfield: the change is good, haddonfield passed from being incredibly survivor sided with the realm beyond to being extremely killer sided with the map size reduction, now the tiny bit of pallet added round feels more balanced, great job

    Decimated borgo: this change also feels fair, on the dungeon it feels better to play, but on the shattered square it needs a weakening of the filler tile all around, it needed more pallet but the strength of the individual filler remained the same, just shorten the size of fillers on the shattered square and it's alright

    Azarov/macmillan: I'm gonna clump up both of these realm cause they had both 1 thing in common, and it was that they were considered the most balanced realm in the game, both killer and survivor had a change to win on one another by pure skill and not by luck, now it's all been thrown out of the window and the only thing that was kinda good about it is that a handful of strong filler on macmillan got weaker and that change is OK, but seriously those 2 realm really didn't need those addition

    Asylum: now idk if the addition of this realm was all just a big joke from the team and I hope everyone was laughing, but let's be for real, since the conception of this realm everyone day 1 started calling it survivor sided, the big size, filler strength and most importantly main building strength all contributed to making this realm absolutely miserable, now there's 20+ pallet, great, if you really want to keep this change then please, reduce the size of both maps, reduce the strength of filler and make them harder to mindlessly connect and PLEASE, for the love of everything, NERF, THE, MAIN, BUILDING (for only the asylum the church is ok after the removal of the God window)

    Coldwind farm: I'll keep it simple, the change is meh, Coldwind balanced it's lack of pallet by having the realm with the widest map (especially rotten field) so the change just adds pallet to already planetary sized maps, just reduce the size and it's o.k.

    Ormond: same monologue about crotus prenn, the joke is not funny, reduce the size, adjust the main building and reduce the strength of fillers

    Swamp: I'll be real all swamp needed was a damn visual rework (rest in peace swamp update) and not 10+ pallet added to an already hit or miss realm, really it's still funny that swamp is so prehistorical that it's the only realm that still has a 2 window jungle gym, and with this update it's now a 2 window and 2 pallet jungle gym, here we're entering dbd beta period, and now jokes aside (other than the 2 window gym) it's kind of an unnecessary update and some thing could have been changed, for example the so called "pog log" has been a problematic filler since it's creation and i was kinda surprised that with this update it was not weakened, but DUPLICATED, c'mon bhvr swamp is a relic of the past and it doesn't need more pallet to keep up with the most modern map, but if we don't really have the time for a complete redesign than I think that removing the 2 window 2 pallet gym and the pog log can be a great start, and maybe change the down floor of the grim pantry main building, it's really just a heavy rng labyrinth where some killer power can't even work for how small the ceiling is

    Yamaoka: this change broke my heart honestly, yamaoka was a Really balanced realm and it didn't need more pallet, this really need a revert

    Red forest: red forest is also bad, idk what is it with this realm but now there are like a billion filler tiles with the 2 interconnected pallet, all i was thinking was that this realm needed fewer pallet but oh boy now there's more, and p.s. mother's dwelling main building is still broken and can spawn God window (which are also relic of the past and should be deleted)

    T.l.d.r the pallet density update is overall bad except for borgo and haddonfield, bhvr need to revisit individual realm problem before deciding to add more pallet to it

    Thanks for reading it and I hope it gets the attention of bhvr, I seriously love this game but this update is really breaking my will to play it since the majority of killers I play are low tier and really suffers from this change

    Thanks for taking the time to share all of this! I'll be sure to go through this and include any relevant notes for the respective Realms.

    @Boingo said:

    Crotus Pen is thee WORST OFFENDER of this update I've seen 3 strong loops and pallets spawn 5 METERS within each other that can chain into shack. There is an extreme overabundance of pallets and you need fix the distance between pallets spawn near each other.

    Do you have any screenshots you'd be able to share of these particularly strong loops? I'd love to bring concrete examples back to the team.

  • @YmPrat said:

    Borgo didn't need anywhere near that many more pallets, what it needed was the gym spawns to not have the single pallet no window borgo tiles.

    Thanks for sharing your thoughts here! If you could provide a screenshot of this tile, that would be super helpful.

    @ScottJund said:

    I think it is very important to realize Borgo as a realm is very split and can't be answered together. Forgotten Ruins needed the additional pallets and is completely fine with more, but Shattered Square is currently a nightmare on killer and needs a bit less in terms of connected tiles.

    Rest assured, as we share this feedback with the team, we're making sure to differentiate between maps where feedback differs. Would you be able to elaborate on the connected tiles on Shattered Square? Would love to bring back any specific examples that don't feel great to the team.

    @theTARNavsky said:

    My main issue with how you decided to tackle the "dead zones", is to just bring more fillers, some of which are not that great for survivors with some very strong ones and some are too close to each other or to jungle gyms so they chain too easily.

    Instead I feel like you should work on how the pallets are distributed on the map. The amounts of pallets on most maps were fine (with some obvious exceptions like borgo), but some were placed too close to tiles/jungle gyms with huge dead zones in other spots.

    I think you could revert these recent pallet changes and instead:

    • place some guaranteed fillers in places where regular tiles don't spawn, keeping a reasonable distance from the closest one and consider how they can be chained with other tiles (i.e. they shouldn't chain that easily)
    • the fillers far away from stronger tiles/jungle gyms should be stronger, while those closer to other structure should be much weaker
    • review how the map styles impact tiles strength, not all tile layouts or fillers work for all maps
    • add some window-based fillers like on Toba, too many maps lack any windows in so many spots
    • do something about the hills, I think they create a lot of dead zones, maybe place a tunnel under them with a possible window or a pallet inside or on top, or slim them out to place a window/pallet next to it, kinda like the tiles next to shack on new ormond

    + my totally personal and super biased ask, please remove the terrible window-window tile that I don't know the name of, but it's everywhere now and on some maps they are not as "strong" as they are on macmillan, my absolute least favorite tile in the entire game

    On the other hand, if you continue to create all those dashslops like Krasue or reworked Myers, we might need all them pallets ;)

    Thanks for getting so detailed in your feedback! Let me parse through this to bring back to the team.

  • @BigCheddar said:

    One of the few maps that needed this change, but we don't need anything else as it WILL go overboard in one way or the other

    I appreciate the additional qualifier you added here since it can be a balancing act. I'm making sure that's noted down.

    @irisrune said:

    As a Survivor player predominantly I've always dreaded Haddon field, but the pallet density update really fleshed out the center of the map and feels alot more fluent for both sides to engage with, rather than 40% of the map it felt like being an empty space! Plus as a Dredge player, more pallet tiles meant more lockers around the map which is always welcome!

    This is great to hear! Thanks for sharing!

    @Pulsar said:

    It's fine, kind of. The pallets helped, but it hasn't fixed the main issues with the map.

    The map is still very small, linear and has extremely long sightlines, something old Haddonfield did not suffer from.

    Adding more pallets is nice, but the map also needs to be bigger and have more LoS blockers.

    Thanks for providing this additional context to your feelings on the map!

  • @HuetorLand said:

    These maps were previously quite difficult for killers to do anything against survivors due to the combination of windows and pallets it offered, now it is much worse, putting most killers who are not above average strength in a difficult position to overcome.

    Are there any specific examples of combos you've run into in this Realm (bonus points if you have any screenshots!) that feel most difficult to deal with?

    @SlowLoris said:

    For each of my ratings I'm going to break them down into two parts with info/map specific info afterwards.

    Tile Type:⭐⭐⭐⭐❌

    Pallet Density:❌❌❌❌❌

    Map Specific: I'm putting this under map specific, because I genuinely think it's a bug related to Blood Lodge. Before the update and now, I could load into Blood Lodge and it was rare, but EVERY SINGLE PALLET that could spawn would spawn. If there was debris that could spawn a pallet it did, etc. I want you guys to look into this, because that is impossible to deal with when it happens. I thought there was a cap for pallets before the update, but after I saw that I knew it didn't exist, or it was bugged on that map.

    Overall: I love the switch up of certain tiles. Most notable I enjoyed the RNG changes in the center of ARP. The center of that map has always been strong, but now it could spawn in ways that kept me on my toes. I'd just say to be careful once again on what tiles are allowed to spawn next to each other to avoid the Crotus syndrome. As for overall density, it's insane. These realms have always had more than enough and sometimes way too many (looking at you Gas Heaven) pallets. I'd say a safe middle ground is continuing to adjust what tiles spawn, but going back to close to the density as before and tweaking (nerfing) certain maps like GH/BL.

    Thanks for flagging this! I can let the team know about this and they can see if there's a potential bug at play.

    @ruralpunk said:

    I think introducing new varieties of tiles was an interesting idea and I like that part of it.

    In concept, introducing more fillers to reduce deadzones is an interesting idea and could help refine map balance in the future, but I think this was a really clumsy, poorly executed first step. Obviously random generation is part of what keeps DBD interesting and the procedural is instrumental to the continued success of the game, but the new pallet spawns are just TOO random in a way that can create totally unfair and unwinnable setups that feel absolutely miserable to play as killer.

    I think the random generation needs to have stricter criteria about where it can spawn. I've lost count of the # of times since the change (in my own games and watching streams of other people playing) that I've seen a map that Still has deadzones, but now it has 3-4 connecting tiles around shack. Shack is already strong enough, it shouldn't even be possible to have this many connecting tiles spawning around shack no matter what happens. It makes playing on any map feel like playing on Badham, which should never, ever happen.

    I know it's more complicated coding, but the procedural generation system really needs to look at like portions of the map and determine how strong they are before placing down loops. If there's two powerful tiles, there doesn't need to be 4 filler pallets in between them and then also fillers at the edge of the map. It makes the game totally unplayable for half the killers in the roster.

    Some great points here! You mentioned liking introducing new tile varieties. Are there specific ones that you dug most?

  • @theMasafe said:

    I like Temple of Purgation but Mother's Dwelling feels weird and the double pallets are stupid here.

    Would you be able to share examples or screenshots of which double pallets you're not liking here?

    @SlowLoris said:

    For each of my ratings I'm going to break them down into two parts with info/map specific info afterwards.

    Tile Type:⭐⭐⭐❌❌

    Pallet Density:⭐⭐❌❌❌

    Map Specific:

    Temple is sort of okay, because sometimes it did spawn with almost nothing, but I could take or leave the change to it due to its size.

    Overall: I should start by saying I loathe Red Forest. What used to be a realm I loved, besides how massive it was changed when realm beyond created the demon log into bush pallet tiles. Again, I play mostly collision killers, primarily Wesker, so most of the tiles on Red Forest force me to simply M1 and the ones that don't I'm often so far behind because of the others that I feel like I need to make up for it with a quick M1 mind game.

    So, what I'm saying is, I like that this change reduced how many of those devil tiles exist, because they make me crash out.

    However, you guys went overboard on density for this realm and it wasn't needed at all. Why did we add double pallets to this map, especially with how bad the collision is..they make me want to uninstall.

    Overall, I guess what I'm saying is, if you could roll back the density and swap out some of the demon tiles with better collision tiles that are playable it'd be in a pretty decent spot.

    Thanks for the detailed feedback! If you don't mind me asking, would you be able to provide an example of these devil tiles you're referring to?

    @Boingo said:

    Temple of Purgation feels pretty balanced now.

    Mother dwellings has an absurd amount of pallets now. Don't get me wrong I'm glad Y'all fixed the God windows in main those were a nightmare to deal with and I'm glad they are gone.

    However the Tree loops are unmindgamable and super safe and there's a lot of them so it's just kicking simulator as an m1 killer

    If you'd be able to provide a screenshot of one of the tree loops you're referring to, that would be immensely helpful!

    @MingBongo said:

    While I don't think I can really speak on behalf of Temple of Purgation since there are so many maps, some of which have boosted pick rates…

    I can say that Mother's Dwelling is way too dense with pallets; the main structure itself is already strong. I was surprised to find out there was a pallet with mildly obscured LoS. So, unless you had haste or some anti-loop power, it was unlikely that a killer would be able to mind game the pallet at an already strong structure. It's hard to see it, but the pallet is located behind the wood pillar in front of me.

    https://us.v-cdn.net/6030815/uploads/04QPZBU8O4CR/dead-by-daylight-2025-10-09-00-32-42-42-dvr-frame-at-2m27s.jpg

    Really appreciate you attaching a screenshot for this. Thanks!!

  • @Platinum199 said:

    Played Trapper on this map during the update and I felt trapped

    plz stop stepping in your own traps 😞

    (point noted)

    @hu3du said:

    loops impossible to mindgame since if you try, the survivor can just leave the loop and get to another safe pallet. No interaction whatsoever, just boring gameplay. The map was already strong, there was no need to make it even worse.

    Would you be able to share any screenshots of loops you're feeling are impossible to mindgame?

    @MechaSandvich said:

    Ormond is especially rough with the pallet density update and definitely needs to be reverted or adjusted, Ormond was already in a pretty good spot balance wise before (I'd argue the Lodge arguably favored survivors, but not by a huge margin to make it a problem or anything), but now it's really rough if you aren't playing an S tier killer like Blight, Kaneki, Nurse, or Krasue.

    To confirm, are you referring to both Ormond maps, or one in particular?

  • @linusmilz said:

    this realm was one of the few that actually needed some love pallet wise but it's just too much now. especially maps like Thompson House now have 4-5 very safe pallets all connected to each other on either side of main but the middle still is a big deadzone.

    Would you happen to have a screenshot of where these safe pallets are connecting? I'd love to make sure it was shared as a reference.

    @beerey said:

    Torment Creek might be the worst offender out of all Coldwind maps after the pallet density update.

    What specifically about the pallets do you feel makes Torment Creek frustrating in this case?

    @supersonic853 said:

    A decent change but as long as theres loops like cow tree itll probably be a bit too much.

    Would you be able to elaborate on what's making the cow tree loop feel too strong?

    @MechaSandvich said:

    This realm is weird as I think certain maps like Rotten Fields are more balanced now but other maps on this realm now have too many pallets, even if I do think most of the maps did need some adjusting pallet wise, so I do think there needs to be more tweaks to pallet density on the maps that aren't Rotten Fields, but this realm shouldn't be fully reverted.

    If you don't mind me asking, which maps specifically in this Realm do you feel have too many pallets now?

  • @linusmilz said:

    too many fillers on maps that were previously completely fine. now insane setups with god pallets into tiles into another god pallet spawn way too often

    @Beckzfeehan7 said:

    so many god pallets and tiles that connect to each other far too safely now.

    Would you be able to describe which god pallets you're referring to or - even better - share some screenshots with us? That's be a huge help!

    @OnryosTapeRentals said:

    • I like the new pallets that spawn around the Sanctum in-between the statues. They're weak, but a nice bouncing-off point for Lithe or Smash Hit or something if you manage to play them right. But I don't think the rest of the map needed any more pallets. Shack side of the map already could spawn some very strong set ups that were only balanced out by the shape of the map making it easy to defend generators.
    • Family Residence has too many fillers now. I thought it was an okayish map before the changes, but now I really don't enjoy playing on it as Killer.

    Would you be able to provide some examples of these Family Residence fillers?

    @KingNerd said:

    WAY TOO SAFE. Tiles shouldn't connect into each other this often this well. These maps felt balanced before the change.

    If you could, I would really appreciate some specific examples of tiles that you feel connect together in a way that's not vibing with you.

  • @brunohvs said:

    there are 4 times more survivor players then killer players… WHY THE HELL MAKE A ######### VOTE POOL

    The poll is more of a gut check for us than anything. We know it won't tell the whole story, but it can help to contextualize what we see in the replies here (which are the real nuggets we're looking for).

    @Jen0701 said:

    I play as killer and this map feels like a pallet paradise

    If you don't mind me asking, which map are you referring to here? Or do you mean the whole Macmillan Estate Realm?

    @Panthara said:

    I dont know if splitting this into realms is the right call. I play majority survivor and the pallet density definitely favours survivor all round. I feel like the issue is with this update is there's such a gap between the high mobility killers like blight, nurse & ghoul the pallet density update almost feels more balanced towards those that the lower mobility "mouse 1" killers suffer and become more unplayable. I feel like the right thing is to deal with the killers that are a problem like the high mobility ones and bring them more in line with the rest of the pack and then the increased pallet density wouldn't be needed and the weaker less mobile killers would become more viable or enjoyable again.

    Don't get me wrong, there's totally a place for bigger-picture feedback on the pallet density changes (and believe me, we're grabbing that too, so appreciate your notes here!), but we also really want to dig into the finer details. If certain maps are ending up with particularly frustrating tiles, then we want to make sure we focus on flagging them to the team too.

    @Rock_KBob said:

    There's a reason the Macmillan maps are used for tourneys, this change for the majority of the maps was not needed. Shelter Woods needed help and it's in a better place, albeit, there's still the massive deadzone around the tree, but still much better than it was before.

    Would you be able to share a screenshot of the tree deadzone you're referring to here?

  • @tyantlmumagjiaonuha said:

    Regardless of quantity, the quality of the pallets is exceptionally high. Not only do they connect to sturdy buildings and huts, but when generated near strong window frames (boats, logs, docks), they enable various looping possibilities.

    This is a great note. Would you happen to have any screenshots that show examples of these? I'd love to make sure they're passed along!

    @supersonic853 said:

    Hate this map in every way lol.

    If you had to break down the biggest pain point you have with this map's pallets, then, what would it be?

    @SlowLoris said:

    For each of my ratings I'm going to break them down into two parts with info/map specific info afterwards.

    Tile Type:⭐⭐❌❌❌

    Pallet Density:⭐⭐⭐❌❌

    Map Specific: Pale Rose seemed to miss the whole dead zone deleter, but decided to make every pallet you get a sanctuary. By that I mean, you still have a massive dead zone in the middle, but the tiles you do get are crazy strong since they all connect to something.

    Overall: My number one most hated thing is edge map pallets. Traveling to edge map on swamp is so much worse than any other map, because there is almost (not always) never an objective to protect near it. So, not only do I have people take me there and waste my time, but now they can loop there and waste more time. Pleasssseee remove these, even if it means you make tiles near them as long as they're closer to objectives. Unless you want to guarantee there is always a gen roughly near them. Next, having multiple POG logs that connect so easily is brutal and should be reconsidered. I do think these realms feel BETTER pallet wise now, but that's only because they were so miserable before. I guess what I'm trying to say is, it needs more BREAKABLE loops. The issue with it now is while the safety is spread fairly, a good loop can never be removed since it's structures and windows. That leads to killer late game still feeling like early game sometimes.

    I really appreciate how you're structuring these comments! If you don't mind me asking, are these star ratings specifically looking at the map/Realm from a Killer perspective? I just want to make sure I'm framing your replies (which I appreciate the depth of!) correctly.

  • UPDATE: Bugfix patch 9.2.3 should now be available on Steam, Epic Games Store and PS5. Thanks for your patience this morning, folks!

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017134#Comment_4017134

    I don't understand why Monitor and Abuse is still nerfed, if Myers had the terror radius reverted.

    To be clear, the change to this perk wasn't specifically tied to Myers' rework. The intention was to make Terror Radii scale more naturally across all Killers without creating cases where they could get a Terror Radius of near-zero (without relying on Undetectable, of course).

    @jasonq500 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017134#Comment_4017134

    Is there any news about two of his addon ( boyfriends memo and flowers memorial) be brought back to his kit?

    there was no reason it needed to be an addon when it was already fine as is from his previous iteration

    We don't currently have plans to change these add-ons. Would you be able to give a little more detail on why this isn't vibing with you?

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