Did Behaviour Stealth Nerf Coldwind Farm Maps Again? – Dead by Daylight



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42 thoughts on “Did Behaviour Stealth Nerf Coldwind Farm Maps Again? – Dead by Daylight”

  1. Did you also notice the shadow-buff for survivors being unhooked?
    The time between the unhook and the time you can actually damage the survivor has been artificially increased, but I didn't notice it in any patch notes. This appears to be for the purpose of preventing post-unhook M2s by killers like Pyramind Head, Vecna, and Dracula.

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  2. Before this ptb the maps got nerfed, specifically Thompson house and Rotten fields, the new shitty tiles being added to the farm maps in general too. They made Thompson house and Rotten fields smaller. Rotten fields is noticeably smaller and seems to have a slightly different shape. Again this is before the ptb came, current live patch.

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  3. Another issue for me with coldwind is the light. I hated the day they made coldwind a day map that is bleached in sunlight. I sorely miss the night coldwind map. I much rather play the game map as killer and eat pallets all day long than deal with coldwind just because of how glaring it is.

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  4. gameplay for me is always, first chase get a 'pre-drop survivor' that drops pallets until 2-3 gens are done, and after there's no more pallets, they only run shack+main loop, maybe is time to make chases shorter, because is boring

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  5. I understand that the rng of map tiles keeps the game from getting too stale and really good survivors can "solve" the map, but maybe i think it might be time to consider having more fixed maps. Like how there's 5 versions of Badham, they should just make multiple presets of every map cause the maps being super survivor or killer sided and its basically randomized sucks.

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  6. How cool would it be if they had a dynamic weighting system? What if they measured the stats of how long survivors are able to stay in chase in a tile, how often they lose chase in a tile, and how often they can stealth in a tile while the killer is also in the tile, then weigh the value of those metrics and combine them to score each tile based on their usefulness. They could then set the game to generate maps based on the current strength of the tiles from recent player data to create dynamically evolving map sets as the community improves at running/killing at different tiles. I think that would help towards your issue of devs maybe perceiving some tiles to be stronger than they are

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  7. Hope this is just a mistake cause very few killers have chase trouble is predominantly map control that trips them up so this would just make everyone go down quicker. Yeah technically it would make it easier to generate pressure since you wont be in a minute long chase so you can just go patrol gens faster but noone plays survivor to do gens and run a killer for 30 seconds they want chases that test skill and mind games.

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  8. Back when Skull Merchant was released, along with Red Forest's graphical rework and the Shelter Woods update, they implemented this universal rule that makes mazetile types not repeat, which was already in some realms like Ormond, Yamaoka and Garden of Joy. This change affected over 20 maps and it was actually one of the best they have ever made regarding maps since it promoted variety along with some stability in RNG when under the right settings.

    In this PTB, as Hens pointed out, the universal rule of not repeating mazetiles is not working, I confirmed 35 maps to be affected and the total estimated is 40 maps (but the odds to confirm the last few are so low that it is a time waster) out of the 53 that are in the game right now. For this reason, Coldwind is less likely to have the classic jungle gyms since on top of the other tiles you have to account for repeats of them (at the same time you could technically have only jungle gyms but the odds are against it since it is 1 out of 6 mazetile types in the realm).

    To point out the elephant in the room, before the universal rule got implemented, Coldwind and Asylum already had their own unique rules (they were more stable RNG wise than MacMillan, Autohaven and Red Forest for that matter) and they were tight enough that they coexisted with the no repeats rule in their own way. They could still repeat mazetiles, not because they were bypassing the rule but because they have more mazetile spawns than types in the maps. The rules of the rest of realms were overwritten entirely instead. Currently it is only Asylum and Nostromo that can repeat mazetiles on live servers, Coldwind lost its old ruleset when they reworked Cowshed & Rancid and it assimilated the no repeats later on when they added the new tiles.

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  9. Why are they so shit at coding/thinking, jesus fucking christ.
    Just add:
    If there is 0 jungle gyms reroll the map and try again
    If there are more than 3 jungly gyms reroll the map and try again

    Not to every map, but on majority of maps this kind of fail save would work wonders.

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  10. BVHR is actually the most braindead developer team ever, I do not understand why their solution to good survivors looping is cutting the maps in half and removing all of the pallets. The amount of times i have been getting map RNG with little to no pallets and looping structures that are essentially deadzones…

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  11. Coldwind RNG hasn’t been talked about enough so i’m glad it’s getting some discussion now. But even before the PTB they were ridiculously killer sided. So much so I often send myself there for an easy win.

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  12. I noticed the min i loaded in that it was smaller.. its not super drastic but its enough to see it instantly.. everything is becoming a shoe box like haddenfield with the doors kissing

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  13. I am legitimately confused as to what BHVR's end goal is with loops and tiles, it's like they're trying to appease the two types of "loopers" in the game. On one hand you have people who just want strong tiles but don't want them connecting to other strong tiles so the survivors can't just run the killer in circles on overly strong tiles. But on the other they're also trying to appease the players who like running the killers through strong loops and chaining the junk tiles together to make it to the next tile. Which is why they're adding a bunch of useless filler or trash loops which are designed to be "chained" together to waste time.

    But then they're also trying to appease the killers who don't have strong anti-loop or chase power, by removing the overly strong tiles in favour of weaker ones, but also just add a bunch of trash in between the loops, which encourages the wastage of resources. Then on maps like Haddon Feild, they remove tiles and pallest completely, which means all the killer has to do is destroy all the pallets and the whole map is just a tiny deadzone.

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  14. I still feel the game would benefit from completely getting rid of the RNG generation of maps. Each map could have like 5 variants, but each one will always have the same set-up. If they ever have something come up on a map that needs re-balancing, they can change that one variant without affecting the other maps that are working fine.

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  15. Once again they prove that they are completely unable to make basic maps. By far the absolute worst aspect of this game is the horrible maps that they just don't ever fix the issues in. Just keeping making them worse.

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  16. This is actually my experience on the current live servers. Last 2 cold wind maps were Rancid Abattoir and no jungle gyms, only these new tiles. Like you stated this is anecdotal, but I think the "current live servers" version that was decently balanced you are referring two was a couple patches ago…

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  17. I know it's rose-tinted glasses, but I sure do miss 2019-2020 dbd as far as gameplay was concerned.

    Unbalanced as hell, but I'd still take that over the more "competitive" balancing of today. The worst of the nonsense (having to dribble DS, no hook moris, etc.) was gone by that point.

    Just boyo techs, bringing a mori for blendies, having a bad game and switching to omegablink nurse, and holding your breath when you heard huntress's lullaby until the first person got hit.

    Somehow it was way more
    infuriating, but more goofy and fun at the same time.

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