New Scott Jund video on spawns being terrible.

https://www.youtube.com/watch?v=AJpcGijuBsI


I have always thought this was a problem, and now i am glad we have a perk that can prove it.

Comments

  • @Beelzeboop said:

    Even more fun is that this issue already existed when they added breakable walls, meaning that they knew about this issue but decided that the killer needed a secondary objective, but not survivors.

    Except the Game, Saloon...I think Break-wall isnt an issue on other maps. They're simply predrop god pallets. Either you spawn near there and survivor never have a chance to use it. Or they do it once in chase (still a RNG issue).

    For me, there are 3 key moments in a match:

    • When the 1st chase start
    • When the 1st hook happens
    • When the 1st survivor dies

    Survivors definitely need another objective. But because of RNG in spawn, how early you start a chase may already a lose to survivors (especially with top tier Killer). Lethal pursue will ensure it happens every game.

    Somehow I think if there is another objective for survivor. Lethal pursue should not be a thing.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228600#Comment_2228600

    Except the Game, Saloon...I think Break-wall isnt an issue on other maps. They're simply predrop god pallets. Either you spawn near there and survivor never have a chance to use it. Or they do it once in chase (still a RNG issue).

    For me, there are 3 key moments in a match:

    • When the 1st chase start
    • When the 1st hook happens
    • When the 1st survivor dies

    Survivors definitely need another objective. But because of RNG in spawn, how early you start a chase may already a lose to survivors (especially with top tier Killer). Lethal pursue will ensure it happens every game.

    Somehow I think if there is another objective for survivor. Lethal pursue should not be a thing.

    If you absolutely have to break a wall, it's a secondary objective.

  • The game is balanced for 2k, but I'd bet money that's the least likely outcome.

    I'm not a Scott slappy, but he's right on spawn points for sure.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227768#Comment_2227768

    That's not good either,survivors can coordinate themselves better if they know they will always spawn together so that's not a solution either.

    Coordinate to do what? the same gen together? Sounds good to me, i'll get to pressure all 4 survivors at the same time. Their other option is to spread out, which means i'm more likely to catch one or 2 of them as they move to another gen, it also gives me time to move to the other side of the map before most of them can even get to a gen.


    You don't play at high level do you?

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227863#Comment_2227863

    Killers feel stressful because they think they deserve 4k with trapper against 4swf with 12.000 hours. Devs said (it’s a lie) they want 2k on average. This is 2 survs escaping every match.

    Nobody is saying that. Stop strawmanning and actually contribute to the discussion or leave. That also isn't how averages work.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227881#Comment_2227881

    DS is trash perk now. It was th emost used perk, and now I barely see it

    Devs actually released data on it recently, it has the exact same escape rate it did before, it is just used less.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227892#Comment_2227892

    You’re trying to imply that the DS nerf wouldn’t impact kill rates while also trying to suggest that old DS was overpowered. It’s one or the other.

    That's not how that works. Object of Obsession wasn't OP either, but it was extremely frustrating to go against.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2228755#Comment_2228755

    Survivors can still spread after they spawned together lol.If they spawn in a place survivor checks last it will be just as bad for the killer.

    ....Right, but then they aren't all on a gen as soon as the match starts, it will take at least 3 of them 15-20 seconds to spread out to find a gen. Giving the killer time to cross the map and start a chase, meanwhile 1 gen has 15-20 seconds of progress and 1 or 2 have like 3 seconds.


    When survivors spawn super spread out, you find one in 20-25 seconds (because it is harder because you spawn in the middle so you often take longer to find one) and then 4 gens have 20 seconds of progress.


    Do you see the point?


    Again, you aren't playing at high level are you? Come back after you have a few thousand hours.

  • I thought it was a well made video. I think we all know this is the real problem at the beginning of the game but people just cry "make gen times longer".

    If all 4 survivors spawned together it would be extremely good for the killer and a change I'd like to see.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227597#Comment_2227597

    Shouldn't the survivors feel like that?

    Instead it's the killers that feel like one tiny mistake could be their last.

    This is what's fundamentally wrong with the game. Power roles are switched.

    This is a pvp game - not a roleplaying game. If you want to feel scared play something that has no bearing to ranking like F13. In that game it started off a given you were going to die if Jason found you.

    This game is not a free power trip. You lobby up as killer - not god.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227597#Comment_2227597

    Shouldn't the survivors feel like that?

    Instead it's the killers that feel like one tiny mistake could be their last.

    This is what's fundamentally wrong with the game. Power roles are switched.

    Except that this isn't how solo queue plays out. The problem is the balance relation between those two scenarios.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227624#Comment_2227624

    This is a pvp game - not a roleplaying game. If you want to feel scared play something that has no bearing to ranking like F13. In that game it started off a given you were going to die if Jason found you.

    This game is not a free power trip. You lobby up as killer - not god.

    If the game is not a power trip, then why do SWF feel like they have the power to bully the killer?

  • @Eninya said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227624#Comment_2227624

    Except that this isn't how solo queue plays out. The problem is the balance relation between those two scenarios.

    As solo I don't feel like a mistake could be my last one. Because there is always a perk or other teammate that can make up for it.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2229313#Comment_2229313

    If the game is not a power trip, then why do SWF feel like they have the power to bully the killer?


    *bad killers

  • He's being an ######### about it, but he ain't wrong.

  • @Aneurysm said:

    You guys can really turn anything into a DS thread.

    The new Godwin's rule.

  • Oh, so someone who didn't spend 2000 hours on mastering a killer deserves to get bullied?

    Someone who learns a new killer deserves to get bullied?

    Do survivors really only want to face god Nurses and Spirits 24/7?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230190#Comment_2230190

    Oh, so someone who didn't spend 2000 hours on mastering a killer deserves to get bullied?

    Someone who learns a new killer deserves to get bullied?

    Do survivors really only want to face god Nurses and Spirits 24/7?

    Nah, cause when the bully squads get their ######### pushed in by god tier Nurses and Spirits they are the first one to come and cry on the forums asking for killer nerfs.....Hell people are complaining about Wraith now a days.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230190#Comment_2230190

    Oh, so someone who didn't spend 2000 hours on mastering a killer deserves to get bullied?

    Someone who learns a new killer deserves to get bullied?

    Do survivors really only want to face god Nurses and Spirits 24/7?

    If you're getting bullied with 2k hrs, you haven't mastered your killer. EDIT: misread - my statement below covers answers this.

    Someone who is knew to killer doesn't deserve to get bullied but that's Darwinism.

    Winning with god nurse / spirit =/= not getting bullied. You can achieve this with all killers. You won't win every game but that's okay. It's a pvp game.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2230579#Comment_2230579

    If you're getting bullied with 2k hrs, you haven't mastered your killer.

    Someone who is knew to killer doesn't deserve to get bullied but that's Darwinism.

    Winning with god nurse / spirit =/= not getting bullied. You can achieve this with all killers. You won't win every game but that's okay. It's a pvp game.

    I both agree and disagree with your first sentence.

    The truth of the matter is that over half the killer roster is massively limited in its skill ceiling by power design. I mean, the best killer player on earth could play Micheal, or Clown against a good team and get their ######### pushed in because the killers lack utilty. There will be times in a chase where they know what they have to do to win but simply won't be able to due to power design. Not through lack of skill.

    Don't get me wrong, whenever I see someone on here unironically use the term "bullying" I laugh my ass off, but those killers are a joke in high level play.

    I hate Nurse and Spirit because they outright ignore entire game mechanics survivor and killer are designed around, but that's the reason why they're basically the only killers that CAN counter top tier groups. Because the rest of the roster is confined to a specific gameplay loop.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227708#Comment_2227708

    So you want DbD to be a boring old hide-and-seek simulation with no replayablility and no dynamic chases? Because that's what I remember about when I first started.

    You're being disingenuous. That's not what was being said at all; we're saying the Survivors should never feel safe near a Killer and wasting time taunting and making silly plays should be punishing. They need to fear the Killer, want to avoid them and be rewarded for doing so.

  • Fixing spawns would go a long way to improving the pacing and consistency of the game.

  • I mean considering Shroud of Binding and Separation were given to the opposite side they're useful to gives you and idea of how likely spawns are to be fixed :P

1 2 ›