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ThatRyanB

ThatRyanB

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ThatRyanB
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  • 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?

  • @OrangeBear said:

    https://us.v-cdn.net/6030815/uploads/XTMFAXJ16C4W/image.png

    1. This might be a hot take but i actually think it was better designed before - removing the break speed and recovery bonuses when he had slaughtering strike available rewarded survivors for stunning him mid attack as well as encouraged you to break pallets with the special attack too. Not a big deal though
    2. Not too keen on reverting the base duration, i actually liked the decrease because it made it end at a convenient duration to get back to stealth sooner. This change also encourages slugging more and i think its going to overshadow judith's tombstone a lot, if the 40s restriction remains it will probably be an unfavoured add-on now.
    3. Reasonable.
    4. I would have preferred changes to the charge speed/duration but maybe this will be alright, i fear it's starting to power creep Leatherface quite a bit though.
    5. Reasonable
    6. ^
    7. Much needed, probably my most appreciated change here.
    8. Very nice too but this does leave tuft of hair in the dust a bit since it has no extra bp events to compensate.
    9. Both TR changes are fine

    Will be giving this a try asap.

    Will definitely be interested to hear what you think once you've had a chance to get some time with it. Our team will be making sure any feedback is shared with the dev team!

  • Apologies for the delay, folks! We're actively looking into this. The bugfix patch's release on Steam, Epic Games Store and PS5 is delayed slightly, but we'll be sure to jump back in here with a status update as soon as we have one.

    Edited to include a mention of PS5

  • Thanks for taking the time to put this on our radar. In order to help the team investigate what might be happening here, would you be able to share your Player Logs?

  • Thanks for taking the time to flag this. In order to help the team investigate what might be happening here, would you be able to share your Player Logs?

  • Thanks for taking the time to report this. A couple questions/notes for you as we try to narrow down reproduction on this:

    1. If you're playing on PC, if you'd be able to get your Player Log from a session where you encountered this, that would help a ton in investigating what may be happening here.
    2. Are you encountering an issue getting progress on both sides of this quest? Both for killing Survivors and stunning the Killer?
    3. On the Killer side, to confirm, this quest requires you to kill Survivors via Mori. Sacrificing them on a hook will not count. Just to be sure, you've been Mori'ing Survivors, right?
  • Thanks for taking the time to report this. To confirm, have you only been experiencing these crashes while playing on Steam Deck, or do they also occur on desktop PC? You also mention the screen going black and forcing you to hard reset your device. Can you hear anything in the background once this has occurred (i.e. it seems like the game is still running)?

    Was there anything else that may have happened before each of these crashes occurred (i.e. opening the Steam overlay) that could help us draw a connection between them?

  • Thanks for taking the time to share this footage and log. We've updated the status of this report, as the team is investigating this bug.

  • @ItsNox said:

    Just chiming in what I have seen so far. I bought the rift pass, which after every match tells me it's not even unlockable yet. The newoutfit for Yun [If thats her name] loads into the game with only the top showing, I have invisible legs with black shorts on -Laughs; It was showing me in game with all generators lit up red like I had deja vu even though I clearly didnt. The progress bar for gens was flashing and rapidly showing progress and then no progress. The Oni I played against was using the bear skin but his head was missing. This is all after the patch for the update. Entertaining times.

    I can confirm that most of these are already in front of the team for investigation, but let me cross-reference what you've listed here to make sure there are no stragglers. I know it can be frustrating to run into bugs, but I appreciate you flagging these for us!

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011588#Comment_4011588

    Hi, did you fix the issue where Myers turn rate on his special attack is very slow on controller? It's unplayable on controller.

    While this isn't something that was addressed in this bugfix patch, it is something the team's looking into.

  • Popping in to confirm that, yes, Off The Record deactivates during the end game.

  • Thanks for the kind words! It's not lost on me that it will require some time to see how this settles in with the community, so don't hesitate to let me know if your feelings on The Krasue evolve at all.

    Our team will be keeping a keen eye on feedback from this!

  • @ReverseVelocity said:

    Do we still have the lack of scratch marks and aura reading/pain silence effects at 80s?

    Thanks for catching this. This was a mistake on our end. It's the entire perk duration (including aura reading and suppression) that's been reduced to 30/35/40 seconds. We're updating the patch notes now to fix this.

  • Thanks for sharing all the details in this thread! In particular, that video is incredibly helpful. I've passed it on to the team, who are investigating this issue as a priority.

  • @Ramitdown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005727#Comment_4005727

    Hi @ThatRyanB, there is a separate thread that's been made which is a more overarching account of Artist's current problems (which are semi-game breaking), which you can find here:

    https://forums.bhvr.com/dead-by-daylight/discussion/457304/artist-has-a-global-issue-with-her-birds-on-different-maps

    This thread has multiple videos on different maps showcasing the issues.

    Thanks for pointing me to that thread! I've shared the video with the team, and they're investigating this with high priority!

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005688#Comment_4005688

    As promised, I'd get back to you if I noticed anything still amiss with the Preset system.

    I have good news and bad news 😥.

    Starting off with the good news: it seems that indeed all set builds no longer reset. I tested this by doing the following on Vittorio:

    Preset slot 1: Adept perks
    Slot 2: empty (which is my Free loadout slot for if I decide to play anything else than the Standard build)
    Slot 3: the Standard build, which is a jack-of-all-trades kind of build I have ready to go on everyone
    Slot 4: The Witcher build, for the Geralt cosmetic (some other characters also have a specific build set for them here)
    Slots 5-7: unused, thus empty

    Before the fix, closing and restarting the game would move all builds set in Slot 3 and beyond up by one, with 3 taking the empty spot of Slot 2, 4 moving up to 3 and so on. The build names would equally be restored to the default Preset 1-7.

    THIS SEEMS TO BE FIXED NOW 😁. Vittorio still has the exact same customized loadout slots with the names I gave them.

    However, the BAD news:

    On some characters the preset names I set for them do not save when closing the game. Example:

    This is how my list of Nemesis builds looks like, with a couple builds that have perks in them, and some free/unused slots. All properly named except for the unused slots.

    https://us.v-cdn.net/6030815/uploads/CZE8CAYA67PU/20250924215127-1.jpg

    But when I close and restart, this happens:

    https://us.v-cdn.net/6030815/uploads/KSXMHMYYKFT8/20250925083845-1.jpg

    The preset names are not saved, but all the builds are. Everything, from perks to add-ons to offerings, remains intact and exactly in the spot I left them. It's just that the names don't save.

    What's strange is that this does not happen on everyone. I have 4 killers with builds set up for them and all properly named, and two of them have this issue, Dark Lord being the other one. Artist and Vecna remain completely unaffected. I don't know if this is an issue unique to the characters or something else causing it. Either way, I think this warrants looking into 😉.

    Thank you for your help, and have a nice day!

    Thank you so much for sharing so much detail! I've passed this onto the team to look into!

    @Verix said:

    Sadly my loadouts on Vee still keep resetting every single time i restart the game and i think especially when i receive items

    Would you be able to confirm, is this only happening on Vee, or other characters? Survivors and Killers? And to be sure, this is your gameplay-focused loadout (i.e. perks) that isn't saving, not the cosmetic presets, right?

  • Thanks for taking the time to flag this bug! I can confirm that the team is aware of this issue and are looking into it.

  • Apologies, but both of these videos appear to be set to private. Would it be possible to make them unlisted so I can review them?

  • Thanks for following up on this bug! I've passed this additional evidence on to the team in order to help with their investigation.

  • Thanks for passing this along! I've shared your report with the team, who are already taking a look at what's happening here.

  • @MarbleThrone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005653#Comment_4005653

    Thank you, Ryan 😁!

    I'll keep an eye on this and report back when something's still not working properly. Hopefully I only have to go through my presets one last time (it takes a bit to set everything up as you can imagine …)

    Oh, I can totally imagine! It's not lost on me that it's time-consuming, so seriously, I'm sorry for the inconvenience.

  • Thanks for passing this along and including video of it occurring! I've passed this on to the team to look into.

  • Hey folks. Popping in here with a quick update. We deployed a fix late this morning that should have resolved this issue. Unfortunately, for anyone who accessed their presets while this bug was active, you will have to redo these perk presets (sorry!), but as of now, the presets should be back to saving.

    If you continue to run into any issues, though, please let me know here!

  • Thanks for sharing your bug reports here, folks! I've passed these details onto the team so that they can look into this. I appreciate you going the extra mile to test out the Singularity x biopod interaction with this.

  • Thanks for sharing this, folks! I can confirm that the team is aware of this and looking into it.

  • Thanks for taking the time to share your reports of this! It appears that this bug may be occurring with multiple Killers at the moment. The team is currently in the process of investigating a fix for it.

  • Popping in here to confirm that we've followed up with the team to share your video of this occurring. Thanks for sharing in here!

  • In addition, I wanted to confirm that I've seen the comments in here about Off The Record. I appreciate y'all being open about your thoughts on it. Rest assured, I've pulled together this feedback and am sharing it with the team.

  • @JustElf said:

    Well, you made The Unknown worse when it was the most unproblematic killer

    Would you be able to elaborate on what has made them feel worse this update? I'd be more than happy to pass along that feedback.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004477#Comment_4004477

    Hi Ryan,

    Is the team aware that Freddy's power randomly stops working on certain maps? I was hoping it would be in today's patch notes either fixed or as a known issue. I reported it a while ago with video in the bug reporting section. Any information would be appreciated.

    Hey there! Apologies for asking, but would you be able to point me towards this bug report? I can make sure it's on the team's radar for you.

  • Sinister Grace has arrived!

  • @TheGoon224 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004416#Comment_4004416

    Well, both of them definitely had their problems mainly the anti-tunnel But I feel like anti-slug could’ve had a few adjustments and it would’ve been perfectly fine The main problem with anti-slug was the ability to recover while moving because this made it so you were forced to either pick up instantly even if there was another person nearby so they could go for a flashlight save or a sabo play, or in scenario 2 you see Survivor A is close and you slug Survivor B to go Chase with Survivor A and while you’re busy with that Survivor B can crawl all the way to a corner while recovering to get back up safely during that time which would to you having one down again. if that part of the anti-slug was removed It probably would’ve been completely fine to have the game.

    I appreciate you laying out those multiple situations! This makes it easier to organize feedback for the right folks. Thanks!

  • @jamally093 said:

    Not the version in the PTB as many of pointed it's a little...nuts but all night i've been dealing with slugging and tunneling. I just want to enjoy my game and sadly I don't have friends that play. I just want to enjoy the game and not deal with what monstrosity this thing has become. Also no I can't play killer because MMR sadly doesn't exist for me.

    I can understand your frustration here. Now, you mention not being interested in the version that was on the PTB. Is there something specific that you would find useful to help with tunneling and slugging?

  • Changes from PTB

    New Killer: The Krasue

    NEW KILLER POWER:

    • Intestinal Whip will now ignore obstructions for 0.6 seconds.
    • Shortened the wind-up of Intestinal Whip to 0.2 seconds (was 0.35).
    • Increased Intestinal Whip turn-rate to 220 (was 150).
    • Decreased the initial number of Glowing Fungus to 4 (was 6) and maximum number to 8 (was 10).
    • Decreased Corporeal Weave time to shift from Head Form to Body Form to 2.2 seconds (was 2.6).
    • Increased vault time while in Head Form to 1.7 seconds (was 1.5)
    • Increased the initial number of Headlong Flight charges to 12 (was 10).
    • Added collision with Survivors during Headlong Flight.
    • Added the ability to vault during Headlong Flight at the cost of ending the action.
    • Added input buffering on Head Form abilities.

    NEW KILLER ADD-ONS:

    • First Libretto:
      • Increased Headlong Flight's consumption rate to 30% (was 20).
    • Wriggling Parasite:
      • Increased the growth rate to Leeched II to 16% (was 10).
      • Removed the cleansing rate increase.
    • Crumpled Sheet Music:
      • Increased the number of charges gained to 12 (was 10).
    • Chicken Head:
      • Now spawns 2 additional Glowing Fungus at the start of the match.
    • Framed Newspaper
      • Decreased the number of charges gained to 6 (was 10) and the recharge rate to 15% (was 25).
    • Rotten Swine:
      • Increased the breaking and damaging speed to 15% (was 10).
    • Mysterious Elixir:
      • Windows will also be blocked if you vault in Body Form.

    NEW KILLER PERKS:

    • Wandering Eye
      • Increased range of aura-reveal to 20/20/20 meters (from 16/16/16).
    bar_white.png

    New Survivor - Vee Boonyasak

    NEW SURVIVOR PERKS:

    • Road Life
      • Lowered tokens needed for healing speed effect to 6/5/4 (from 8/7/6).
      • Lowered tokens lost on missed skill checks to 1/1/1 (from 2/2/2).
    bar_white.png

    FEATURES

    Tunneling Reduction Update

    • Postponed these changes until a later update to allow for further testing.
    • Reverted the perk changes associated with this update. Notably:
      • Babysitter
      • Barbecue and Chili
      • Borrowed Time
      • Eruption
      • Pop Goes the Weasel
      • Scourge Hook: Pain Resonance

    Slugging Reduction Update

    • Postponed these changes until a later update to allow for further testing.
      • Dev note: We've heard your feedback and will be making changes to this feature before it goes live. You can expect it to reappear with adjustments in a future PTB.
    bar_white.png

    KILLER UPDATES

    The Shape Rework

    • Increased movement speed while activating Evil Incarnate to 3.45m/s (was 2.3m/s).
    • Increased minimum movement speed while charging Slaughtering Strike to 3.22m/s (was 2.3m/s).
    • Decreased base duration of Slaughtering Strike to 0.5 seconds (was 0.875 seconds).
    • Decreased maximum bonus duration of Slaughtering Strike to 1 second (was 1.125 seconds).
    • Increased the lunge duration, breaking speed, and stun recovery bonuses in Pursuer Mode to 20% (was 10%).
    • Increased the vault speed bonus in Pursuer Mode and Evil Incarnate Mode to 20% (was 15%).

    The Shape's Add-Ons

    • Glass Fragment:
      • Decreased the charge speed penalty to 10% (was 25%).
    • Fragrant Tuft of Hair:
      • Decreased rarity to Uncommon (was Visceral).
    • Reflective Fragment:
      • Increased rarity to Very Rare (was Uncommon).
    • Scratched Mirror:
      • Increased rarity to Visceral (was Very Rare).

    The Dark Lord's Add-Ons

    • Medusa's Hair:
      • Increased the duration of the Hindered status effect to 4 seconds (was 2 seconds).
    bar_white.png

    Bug Fixes

    Miscellaneous

    • Fixed an issue where voiceovers for Vee Boonyasak would not playing in some situation.
    • Fixed an issue where Septic Touch could apply Exhausted outside the Terror Radius.
    • Fixed an issue where Hex: The Third Seal triggered whenever losing any health state instead of just basic or special attack hits.
    • Fixed an issue where The Animatronic's Fire Axe would appear on the ground during the "Remove Axe" interaction.
    • Fixed an issue where the Hindered status effect stacked when repeatedly failing to hack one of Skull Merchant's drones.
    • Fixed an issue where the Clairvoyance perk icon would light up briefly when the charge was used completely.
    • Fixed an issue where chase and other sound effects would not trigger when hitting an idle Survivor.
    • Fixed an issue where The Ghoul could be launched far away from a Survivor after performing a second Kagune Leap.
    • Fixed an issue where The Twins' Victor's attack would not affect unhooked Survivors.
    • Fixed an issue where Survivors would get a speed boost if they entered the Dying State while Conviction was active.
    • Fixed an issue where The Artist's crows would spin when viewed from the Survivor's POV.
    • Fixed an issue where the Cursed status effect would not appear when Survivors were Cursed by any Hex perk.
    • Fixed an issue where The Shape could not move the camera during Slaughtering Strike when using a controller.
    • Fixed an issue where the ONE-TWO-THREE-FOUR perk would stack with other Survivors using the same perk.

    The Krasue

    • Fixed an issue where the stunned sound effects would not play correctly for The Krasue while in Head Form.
    • Fixed an issue where the wrong vault animation could play when The Krasue vaulted after switching to Head Mode.
    • Fixed an issue where The Krasue's Killer power icon charges would briefly flicker when using her powers.
    • Fixed an issue where a blood splatter would appear on-screen when The Krasue searched a locker.
    • Fixed an issue where The Krasue's tentacle would clip through the Survivor's back during her Mori.
    • Fixed an issue where The Krasue could be blinded by a flashlight despite looking up or down.
    • Fixed an issue where the Survivor's hands remained closed when performing interactions after previously holding a Glowing Fungus.
    • Fixed an issue where The Krasue's impact sound effects were missing when performing an Intestinal Whip on objects.
    • Fixed an issue where the vault interaction was present and usable while The Krasue was using Headlong Flight.
    • Fixed an issue where the Leeched tentacles remained visible while dying on the hook.
    • Fixed an issue where The Krasue's Framed Newspaper add-on increased Headlong Flight recharge rate by 50%.
    • Fixed an issue where only 1 Survivor aura was revealed per Glowing Fungus when using The Krasue's Shredded Gown add-on.
    • Fixed an issue where The Krasue's Wriggling Parasite add-on had no effect.
    • Fixed an issue where The Krasue could not move the camera during the Intestinal Whip attack when using a controller.
    • Fixed an issue where the timing of The Krasue's Mori was off when starting the Mori while in Head Mode.
    • Fixed an issue where The Krasue's intestines were missing during and after the Mori when started while in Head Mode.
    • Fixed an issue where The Krasue could vault windows faster than normal in Head Mode.
    • Fixed an issue where The Krasue's Intestinal Whip would not trigger properly when moving forward.
    • Fixed an issue where Survivors could push The Krasue when eating a Glowing Mushroom.
    • Fixed an issue in the Decimated Borgo Realm where The Krasue's camera would clip through trees.
    • Fixed an issue where The Krasue's Split Sidestep score event was rewarded without meeting the conditions.
    • Fixed an issue where The Krasue could not vault over a pallet when a Survivor was using Any Means Necessary.
    • Fixed an issue where The Krasue could vault at locations being used by Survivors.
    bar_red.png

    Known Issues

    • The in-game trailer for Sinister Grace is louder than anticipated and the audio will be reduced in a future update.
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