A New Type of Pallet – Dead by Daylight



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41 thoughts on “A New Type of Pallet – Dead by Daylight”

  1. I think I kinda like this idea, because it homogenizes the strength of a map, rather than having it being severely affected by spawns of tiles and location of those spawns.

    You've got shack and a jungle gym connected? Cool, but those pallets aren't as good and are less strong as a result, and allow the killer to not be nearly as far behind as they normally would be.

    Have a shitty junk tile by its lonesome? Okay, it actually has a decent pallet that will give you more time to get to a more favorable loop, getting you more distance than normal rather than it being a guaranteed spot to just keel over and die.

    It's more than just a buff or nerf, to either side; It's consistency for either side. It'll make things more interesting for both sides to play. Too bad we'll never get it now that the Jund Father has declared it as a good idea for the game and Patrick doesn't wanna share his stuff with other kids.

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  2. I was sort of with you, when you were talking about bloodlust and crappy unsafe pallets, but the light and heavy pallets idea is, no offense, but its dumb unsafe pallets just need more looking into, especially on some certain maps

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  3. Realistically, I don't think BHVR would ever be able to properly determine light/heavy for every potential pallet spawn in the game, and would probably lead to a bunch of issues. However, I do think just adjusting things game-wide would be a feasible and effective route. For example, dropping pallet kick times a bit (maybe 2.6 seconds down to around a flat 2 seconds-ish), increasing stun times slightly (from 2.0 seconds to maybe 2.5-ish) to reward survivors for playing loops better, particularly the weaker loops like you mentioned, and then also eliminating tier 2 and 3 bloodlust, which is a LONG overdue change. I think this still would have the intended effect of weakening pre-throwing god pallets, while buffing the incredibly weak pallets in the game to be more interactive.

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  4. this doesn’t sound enjoyable from a survivor stand point. people “comp drop” pallets when 1. they’re just tryhards (that won’t change) or 2. the opposing killer is very oppressive (90% of recent killers). This change would just make oppressive killers more oppressive.

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  5. I think doing this would bring Brutal Strength into more of the meta potentially depending on the killer. Not saying this is a bad thing, just an observation.

    I think this idea could work, but one thing Behaviour should really consider is to give pallet types different textures for newer players to tell which is which.

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  6. 2 things: The heavy pallets taking longer to kick would mean nothing because good killers don't kick pallets at weak loops. So with all things being equal, you are overall nerfing pallets with this change. Second, half of the time, weak loop stuns give you enough time to get somewhere already, so that is even less additional impact of the heavy pallets. These two factors combined with the fact that the change to god pallets would be noticeable on both the stun and kick times, mean that this is a nerf to pallets.

    Sorry for run on and hard to understand sentences, its late and I just got off work.

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  7. God pallets are heavy pallets
    Light pallets instabreak on stun
    Heavy pallets require 1 second long interaction to throw down

    There your game is now balanced no need to nerf dead hard no need to thank me

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  8. It's an interesting idea, but if I'm understanding it correctly, it's intended to kinda push the general strength of all tiles towards a median value. Strong god pallets are slightly weaker, since you make less distance because they get kicked faster. Weak unsafe pallets are slightly, if not considerably, stronger since you can make more distance if the killer kicks them or if you get the stun. It might make gameplay more overall consistent, but I'm not sure that's necessarily a good thing. In my opinion, I very important skill of killer is knowing what chases to take and when to abandon chase; the "find the weak link" kind of mentality, but more like "find the person who is in a dead zone / weak loop". If every loop is atleast decent, I think it will just take this aspect of the game away.

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  9. We need more dynamic chase-breaking objects tbh, varied 'pallet-like' objects that can be interacted with to interrupt the killer.

    * Oil drum – instead of physically blocking the killer it creates a temporary pool that slows players that pass through.

    * Dust Crate – Small crate with bags of sawdust/ashes/ect., will create a large cloud of dust in the area that obfuscates Auras for a short duration.

    * Bookcase/Cabinet – Spawns next to breakable pathways and can be used to re-seal the passage.

    * Destroyed Generator Trap – a generator that has been toppled over and has a flickering set of lights, can be activated once per trial to create a burst of light in the immediate vicinity.

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  10. Why even think about new ideas for this game if we're 200% sure about what the devs would say about actually implementing this idea (or ANY new mechanic)?..

    A man can dream, I guess

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  11. Buffing and nerfing specific pallets gives god pallets a bit too much credit, especially since you usually only get one or two a game, though I do like rewarding looping and punishing pre-throwing. If anything, just an all around increase in pallet stun time, nerf enduring to cap at 35% instead of 50%, make a stronger version of brutal strength "base kit" (so both pallet kicking and gen kicking), and rework brutal strength to make it so that m1ing a pallet breaks it but also gives the normal successful hit cooldown afterwards. My only concern is that this change would make people more likely to just ignore pallets if they get weaker and just hold w, but honestly thats just a problem with the game overall. Rip dead by daylight, it was fun for a while.

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  12. I was about to tell you how stupid you are when you talked about the heavy pallets but i kept listening and you talked about light pallets at shack etc.. Seems like a balanced change tbh, would definitely like such a thing…

    Sad that it will never be implemented to the game as they literally dont touch base game.

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  13. no scott nooooooooo sorry a tad bored. uhm i think it might be better also i dont… for instance shack pellet being broken quicker is not cool no stop it. i will be killed more lol. anyway uhm maybe like a respawn able pellet? other than the stupid pellet resetting thingy. idk. like a trap pellet for the survivors to trap a killer for a sec or two. like a perk only you can see and or make the trap pellet. if the killer walks through it locks him in place almost like a trappers trap but for killers. imagine a game where you trap the trapper just as he gets out he steps in his own trap like hah! bloody trapper. or make a ghost perk for survivors… idk just random crap i though about.

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  14. Sounds interesting, but I feel that in action is going to be pretty messy, trying to look mid chase for both roles, be like ">_> humm is that good pallet or bad pallet" not to mention is bhvr, so they would probably spawn weak pallets on unsafe loops and Untra pallets on safe loops…

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  15. So I love this idea, but because of an added HUGE benefit it adds for newer players that I'm sure a lot of experienced players wouldn't think of. It's a type of non verbal communication in the game to help teach both killers and survivors where strong, and weak loops are.

    When you're a new player, every chase is stressful. You as a survivor WANT to pay attention to your surroundings but it's a lot already just thinking about how far the killer is behind you, looking both in front of and behind you, looking to see if there's any nearby windows or pallets, etc. that it becomes really hard to actually pay attention and allocate to memory what is where on the map. It wasn't until I actually sat down and looked at a guide that told me that Midwich is nearly identical every single time you play in layout from the layout of the classrooms, to the windows to the courtyard, to the hopover on the staircase, all of it is identical every time with the only changing factor really is the 4 classrooms on the top and bottom separated by the window or open door. (And that if it is a window or a door has consistent rules too) The DLC had been out for like 6 months and I had played the game for probably 300 hours at that point and it still took a video tutorial to teach me. It's REALLY hard to actively try to observe and learn patterns in these levels when you have the stress of a chase going on. These pallets would be awesome indicators that "They, this pallet right here, if used right it's really strong."

    The god pallet at the bottom of the stairs in midwich. Never really realized how strong it was or that it was a damn god pallet. But if it was a light pallet and was shown visually different from heavy pallets, that would be an instant visual queue that this pallet in this area is stronger for getting distance in a chase. I don't know if I'm just dumb and I'm in the minority of people who just never notice this stuff, or if DBD is one of those games where because of the stressful nature it's common for people to rely on tutorial videos to learn how to play better. But a visual distinction of the different pallets indicating how strong it might be is a good tool for survivors to learn that if they see a pallet is a light version they might want to run towards it in their next chase since it's easier to get value out of it, or a tool for killers to see a heavy pallet is in a certain direction and it would be beneficial to try to guide the chase towards them where if the player screws up the pallet drop they will have an easier time capitalizing on it.

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