FossilisedXeno
FossilisedXeno
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- FossilisedXeno
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017567#Comment_4017567
Would you happen to have any screenshots you could share of this? I'd love to share these concrete examples with the team.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017570#Comment_4017570
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.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017575#Comment_4017575
Would you be able to share screenshots highlighting these god pallets? I can make sure these are flagged to the team!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017700#Comment_4017700
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.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017881#Comment_4017881
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.
Hello, i was one of the commenters here. You asked for screenshots so here they are.
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
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.
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.
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.
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.
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.
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.
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I do sure love playing Springtrap
I do hope that the Devs don't make an update that exclusively hurts lower tier killers and does nothing to higher tier killers
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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)
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@YayC said:
The Issue Explained
This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.
The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:
https://www.youtube.com/watch?v=s0G9U2B-Ctc&
Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.
https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png
The door beside me and the door in the distance infront will be useless for the entire match.
https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png
The door off in the distance is so far aware from main that there is never a reason to use it.
https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png
Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.
Why this is Such a Problem
This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.
Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.
I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.
How We Attempted to Fix the Issue
We had 2 ways to try and deal with this problem
- We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
- We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.
Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?
Potential Fixes
The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.
- Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
- Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
- Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.
Final Thoughts
Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.
It's such a ridiculous issue with the easiest of fixes. Much hope Behaviour sees this and actually changes things 🤞






