Blood pumps sometimes spawn way too close to blood generators, and SWF break blood generator speeds

Blood pumps sometimes spawn way too close to blood generators, as in it only takes a few seconds of travel time. But sometimes blood pumps are way too far away from the nearest blood generator, and this seems to happen if the Z-axis is involved… like a blood pump at the ground level will have the closest blood generator in the basement of the temple of purgation, which is so much travel time that it's not worth repairing.

Also, it feels like coordinated SWFs can just burst down a blood generator as a team. Because there is a lot of travel time between a blood pump and blood generator, when two survivors work on the same blood generator, the time spent traveling doesn't get a group penalty at all. And if a SWF takes turns filling the blood generator, there doesn't feel like a group penalty is there either. Is there a group penalty? Like, if a blood generator is filled by multiple people within the same 60 seconds, there is a group efficiency penalty?

Edit: And the blood pumps are really annoying to find on RPD, because it's an indoor map with so many rooms and corridors that block line of sight. It's almost like the blood pumps need to reveal their aura within X meters, so people can find them on this map.

Comments

  • Add to this that blood gens require less time to work on, killers cannot use any regression perks against the blood gens, and survivors have already figured out that running for 2.5 trips with the cans is more time efficient than walking them to the blood gens, the killer experience is absolutely miserable.

    I just had a 6 minute match. 6 minutes for all 5 gens to complete. What the absolute hell?

  • Do you know what is worst than a 3-gen in the normal DBD mode???? How about a 3-gen in RPD, where the lobby has 2 blood generators, and right next to the lobby is a regular generator in the library.

    There really needs to be better spawning rules for these blood generators. People keep burning RPD map offerings, because they know just how bad this map is in the event.

  • @Coffeecrashing said:

    Blood pumps sometimes spawn way too close to blood generators, as in it only takes a few seconds of travel time. But sometimes blood pumps are way too far away from the nearest blood generator, and this seems to happen if the Z-axis is involved… like a blood pump at the ground level will have the closest blood generator in the basement of the temple of purgation, which is so much travel time that it's not worth repairing.

    Also, it feels like coordinated SWFs can just burst down a blood generator as a team. Because there is a lot of travel time between a blood pump and blood generator, when two survivors work on the same blood generator, the time spent traveling doesn't get a group penalty at all. And if a SWF takes turns filling the blood generator, there doesn't feel like a group penalty is there either. Is there a group penalty? Like, if a blood generator is filled by multiple people within the same 60 seconds, there is a group efficiency penalty?

    Edit: And the blood pumps are really annoying to find on RPD, because it's an indoor map with so many rooms and corridors that block line of sight. It's almost like the blood pumps need to reveal their aura within X meters, so people can find them on this map.

    I ve played on west wing rpd, there blood pumps thery close to gens. On east wing alternative problem its too far. On Nostromo its VERY far.

    So it depends, on which map you are playing. This will be an easy match or the hard as f.

  • Have you tried swamp yet? The pumps spawn on the outer wall and in some cases it takes forever to complete gens because of it, it's awful.

  • No joke. I spawned next to a blood pump, and the blood gen was a 5 second run away. Pretty much had that gen done right off the bat before the killer even injured anyone.

  • Having played more of both sides, here's my opinion:

    As Survivor, blood gens and blood pump spawns are not great. Either they spawn way too close, or way too far. I have started NEXT to blood pumps. If you SWF, you can complete them in under 30 seconds per gen. Fun generator perks like Blast Mine and utility perks like Detective's Hunch do not work on these gens; I run Potential Energy a lot because I find the risk-reward of that perk fun and it doesn't work on these gens at all, there goes part of my build. That is a problem.

    Even more of a problem: The Killer side of the game in this mode just feels too fast and too stressful for all but some of the strongest characters in the roster or anyone who makes you hold items (like Singularity or Sadako). I have seen zero basic M1s the entire time I have played, nobody is running 95% of the roster, the fun parts of the roster that encourage chase. If I do see these guys, they end up 3-4 man outed to the point I actually feel bad as Survivor. The issue seems to be that the blood gens get completed too fast, because there is no actual penalty for carrying the jerry can and they only have three pistons, so they are much quicker to complete. Add to the fact that no perks that could help slow them down are available to work with them, and that some Killers don't have the map pressure without those perks (even tame ones like Surge and Thrilling Tremors don't work), and a lot of the roster gets the shaft here. In addition there are Killers with powers that activate or can be used on gens that don't activate on these gens - Plague can't puke on them, Pig does not get her beartrap pressure, Freddy can't teleport to them, Ghostface's Driver's License addon does nothing. These Killers are some of the ones that need these pressure and gen perks, they literally struggle on some maps without them because they all (barring Freddy) have no mobility.

    The problems do not end here. Fun perks like Unforeseen (I personally love that perk on Myers) and chase utility perks like Coup de Grace, neither of which are meta at all and both of which can help weaker Killers, do not work either - because they need regular gens. Some hex perks like Pentimento and Ruin don't work either, nor does Weaving Spiders for Survivors, so you can count most hex and some invocation/boon builds out. That leaves Killers, and Survivors, with no option but to run aura, stealth, and chase perks, often on a limited roster of Killers who best abuse those perks, and that isn't fun.

    I don't enjoy only ever going against Ghoul, Nurse, Blight, Billy, Singularity, Sadako, and maybe a Wesker in this mode as Survivor, and I do not enjoy not feeling like any of the Killers I do enjoy except Sadako are viable in this mode. Even Sadako suffers. That's the problem here with this mode, it feels really bad for Killers and that by extension ruins the Survivor experience.

    It seem that when we have a Killer sided event, the game feels relatively OK and can manage - it's only bad for Survivors, but that side has enough tools and work-around like SWF, alternate metas to generator slamming and more to handle it. Sure, some Killers will still sweat, but that's true of the regular game too and besides, I can still win some Surv games in a Killer sided event and still find fun in it. Easier for Killers = better for everyone because Killers don't need to sweat to do well, so they can pick weaker picks, so Survivors can have SOME breather there. But when we have a Survivor sided event, everyone suffers, because Killers either do not want to play it or they feel they have to play the sweatiest least fun manner possible with the strongest Killers and perks possible, which only makes Survivors sweat even more and have LESS fun overall despite Survivors winning more. Killers do not have an alternate meta to "Strong Killer + Generator perks" the way Survivors have several meta perks. Killers have only one person to the Survivors' four people. It just isn't good for the game to shift in favor of the side that has more people power, and just doesn't feel great from either side when that happens. It isn't fun for anyone for rounds to be even sweatier.

    So how to fix this event for both sides? I think the solution is pretty simple and I've brought it up here before:

    • Blood gens should have five pistons and take as long as a normal gen. There's really no reason they can't be, blood canisters already are pretty easy to get and there's no real penalty to having a jerry can that feels workable. If your standard perks don't work on them and they come to main game (I think they should, I like alternate gens a lot in theory), we need perks that DO work on them and some perks must be tweaked to work on ALL generators. At least blocking and kick perks should, maybe not repair speed perks.
    • Possibly, carrying a Jerry can should hinder the Survivor, and when a Survivor with one is hit they should drop the canister. It doesn't make much sense that loss of blood is the only penalty for running.
    • Possibly, slow down how fast the blood pumps regenerate blood or standardize the spawns. There's a few too many of them and that means it's a bit difficult to control gens as Killer, and sometimes they are too far which is hard for Survivors.
    • Allow Killers to trash or gain some benefit from the Blood Pumps. How cool would it be if you could permanently disable some Blood Pumps as Killer by drinking from them, and gain permanent buffs by doing so - a longer lunge, a faster movement speed, one free instahook, Oblivious or Undetectable permanently (maybe only against the Obsession?), more damaging kicks, faster pickup or break speed, an extra power charge or full power recharge, and more? How much fun and more strategic would that have been in comparison to what we have here?
    • More things to do surrounding Jerry Cans so it feels more interactive for everyone. What if kicking or dropping Jerry Cans that got dropped made Blood Zones like in the original Blood Moon last year, that could benefit both sides? Killers get the megalunge and haste, but Survivors get suppressed Scratch Marks and Undetectable in them. What if using Jerry Cans on hooks could remove a single hookstage on the person just unhooked? What if they could be used as a partial, slow heal? What if they could be picked up and used on Survivors to create Broken?

    Just some various ideas, surely others can think of more. Something ANYTHING for Killers to do here would be excellent, something ANYTHING to make these gens feel a bit more fair. As of right now, these gens are broken fast, and that makes Killers sweat which makes the game very unfun for Survivors. I don't enjoy having to run antitunnel rather than fun perks like Blast Mine.

    And I really don't want to hear from anyone how "well Killers get a taste of their own medicine now!" If this is Killers getting a taste of their own medicine, why are may games being ruined even more than normal during events? Why are we creating events that give Killers the plausible deniability to play like actual jerks even more? I thought we wanted less of all that?