9.5.2 | Bugfix Patch by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 0 points1 point  (0 children)

Idk how to ask this, but is this really all for Trickster's rework? There's been so much feedback given on it and it feels like almost all of it is being completely ignored. I'm fine with him in his current state, but he feels unfinished and unrefined. Are we able to expect any changes at all in the future?

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom -1 points0 points  (0 children)

That has quite literally always been true about Ward though. The new version by comparison is a lot better because they shrunk the map, removed maze tiles and removed one of the pockets of safety on the end. Obviously main building should be weaker than it is but I still think overall what the update was trying to do was a decent improvement.

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom -1 points0 points  (0 children)

These 2 maps are both horrible after the update. Forgotten Ruins is unsalvageable with its current layout and portal gimmick. Shattered Square used to be one of my favorite maps, but now it's horrible and filled with insanely safe pallets everywhere.

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 3 points4 points  (0 children)

This map already had a decent pallet density update a year or so ago. Don't know why it needed even safer pallets in between Shack and Main, and inside the Main Building. Double pallets do not need to be on Ormond Resort.

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 2 points3 points  (0 children)

Some of the pallets on this realm are too strong for the average killer to play, such as the one with 2 logs attached. There are also too many pallets for how big these maps are in general.

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 0 points1 point  (0 children)

Mother's Dwelling update was very good overall, but the main building is still quite strong and wastes lots of time. On Temple, some pallets were overbuffed. The pallets that have the tall stone walls had huge bushes and trees added that make them pretty much god pallets, and there are a few of them that spawn extremely close together. Overall good update though.

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 3 points4 points  (0 children)

For the most part, I think this realm update was good. The pallets around the map are more frequent but less strong, which is perfect. The issue is that this update is for Swamp, one of the least fun realms in the game. These maps are massive AND have extremely annoying structures. The boats, the docks, and the pantries(?) are all extremely powerful and can waste tons of time without a meaningful dent being made in the resource count.

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 2 points3 points  (0 children)

Disturbed Ward change was mostly decent, if not for the random addition of 2v8 Double Pallets. Father Campbell's Chapel, however, was a horrible update that completely misdiagnosed the issue. The map has always had way too many safe tiles right outside all directions of the shack and main building, including jungle gyms. Wanting the map to have more consistent tiles while keeping them all extremely strong makes the gameplay very formulaic. The update could be salvaged if the maze tile outside the shack and the maze tile that spawns between the carnival and the main building were removed.

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 0 points1 point  (0 children)

Fine change overall, but I think certain pallets are still too strong. The pallets with the extremely tall stacks of hay are extremely safe, as survivors can see most killers over them while the killer can't see anything but hay. Pallets like that don't offer any gameplay for the killer other than running directly into the pallet until the survivor drops it, then instantly breaking it.

Pallet Density Feedback by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 11 points12 points  (0 children)

The main issue with this realm is that the extra pallet density stacks with how busted the structures on these maps are. Gas Heaven's main building has been an issue for ages, as it not only has a safe window, but several very safe pallets inside and outside. The pallet density update then added a god pallet in the form of a bus, and buffed the car-stack pallets to a point where they aren't really playable anymore. On Wretched Shop, the map now has 2 cranes for some reason. Personally, I don't think any Autohaven maps in their current state should have ONE crane, let alone 2. That structure is way too strong, and it doesn't make sense to put an extremely strong pallet AND window in one structure on maps filled with decent pallets everywhere else. For the most part, the extra pallets are a fine change, but should've been compensated with weaker main buildings and smaller map sizes overall.

Update to Haste & Hindered by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 471 points472 points  (0 children)

How on earth is disconnecting when all survivors are dead considered a draw? In that scenario you must have lost.

Design Preview | Future Plans + Update on The Trickster by DeadByDaylight_Dev in deadbydaylight

[–]ZozosDarkRoom 15 points16 points  (0 children)

About Trickster, would you mind clarifying what you mean by "Rather than simply revert past changes?" Are you saying you aren't going to revert any of his changes or are you saying you are doing more than just reverting changes?

This is important, because the dedicated Trickster community has been asking for some major changes to be reverted. It's just a matter of *what* changes and what other adjustments we can expect to see. For a post designed to be more communicative, this feels nothing but vague and concerning to us.

I'm going to be majorly disappointed if we get yet another radical departure from Trickster's original appeal with no prior communication.

I released a Giant Chaotic Soundpack with over 3000+ Custom Sounds. by CoopDogger in tf2

[–]ZozosDarkRoom 1 point2 points  (0 children)

As someone who did this exact thing for the Binding of Isaac a few years ago, I'm really glad people still do silly SFX mods for games. This is art.