Please Do Something About Killer Item Spawns Being Moved by Chests.

The Issue Explained

This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.

The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:

https://www.youtube.com/watch?v=s0G9U2B-Ctc&

Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.

Screenbox_20252801_182811.png

The door beside me and the door in the distance infront will be useless for the entire match.

Screenbox_20252701_182716.png

The door off in the distance is so far aware from main that there is never a reason to use it.

Screenshot 2025-06-01 183046.png

Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.

Why this is Such a Problem

This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.

Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.

I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.

How We Attempted to Fix the Issue

We had 2 ways to try and deal with this problem

  • We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
  • We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.

Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?

Potential Fixes

The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.

  • Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
  • Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
  • Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.

Final Thoughts

Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.

Comments

  • @YayC said:

    The Issue Explained

    This is an issue affecting many killers including the newest killer Springtrap where chests and killer items use the same spawns and chests take priority when a map is generated. This means on certain maps where key locations on the map only have 1 chest spawn or when multiple chests are being spawned in through certain offerings, it is making certain killer items which rely on being spawned by generators, spawn in places nowhere near the generators actively making certain killers almost entirely powerless for the match or removing 50% of their power and making survivors interaction with these items incredibly difficult.

    The killers who have interactive items that need to be by generators such as Sadako to push condemn, Xenomorph/Alien to pressure generators AND for survivors to reliably get the turrets to break him out of power, end up having their TV's/Turret Stations spawning great distances away from generators. Below I've created a video showcasing just how egregious this issue can get with these killers:

    https://www.youtube.com/watch?v=s0G9U2B-Ctc&

    Most recently now Springtrap is also affected by this where his doors are being spawned edge map in places that are completely useless for both Springtrap and survivors. They are too far to ever reliably be used to spot Springtrap using the cameras and they are too far to reliably pressure certain areas of the map.

    https://us.v-cdn.net/6030815/uploads/02WIK8VW3TJS/screenbox-20252801-182811.png

    The door beside me and the door in the distance infront will be useless for the entire match.

    https://us.v-cdn.net/6030815/uploads/FR39BBEWZC5P/screenbox-20252701-182716.png

    The door off in the distance is so far aware from main that there is never a reason to use it.

    https://us.v-cdn.net/6030815/uploads/TO0LXGI2E9TH/screenshot-2025-06-01-183046.png

    Here is is on Xenomorph spawning 3 turrets right next to one another rather than being meaningfully spread out.

    Why this is Such a Problem

    This is a major design flaw because now we have situations where you simply lose the match based on offerings you can't predict in the lobby. It also means any event where the event offering spawns in chests like the recent winter event and the last anniversary event become borderline unplayable for these killers and in the case of the anniversary offering, it repeatedly shows up after the anniversary because people are using it for bloodpoints not spawning in extra chests.

    Simultaneously, in the case of Xenomorph and Springtrap, the survivors interactions with the killer powers become exceedingly frustrating since you either need to go out your way to get a turret to the parts of the map where tunnels haven't spawned or you just can't use multiple cameras/doors for traversal around the map and to spot Springtrap.

    I previously reported this as a bug and then it was said to not be a bug and intentional design, then the whole post was ignored despite many of us expressing our concerns with the problems this mechanic caused. So, here I am pleading on behalf of all players that this finally be addressed because it's actively gotten worse with the recent PTB with offering changes since in the PTB, the coin offerings are now secret we won't even be able to tell when a survivor brings in these offerings.

    How We Attempted to Fix the Issue

    We had 2 ways to try and deal with this problem

    • We could force close the game when multiple offerings that spawned in more chests were used so we actually had a power. Something that should never under any circumstances be something a player needs to worry about doing.
    • We could run the cut coin to remove 2 chests from play. However, the cut coin method only worked if survivors also didn't bring in offerings to spawn in more chests.

    Killers ability to play the game and likewise, survivors interaction with killer powers under no circumstances should ever be held hostage because of offerings not being ran for this purpose. This is a mechanic that simply shouldn't exist in any capacity because it does nothing to improve the game. Losing a match before you've even loaded in isn't fun to play, nor is it fun to play against. Imagine if the next anniversary offering rendered a meta perk like decisive completely useless, it wouldn't be justifiable but for some reason it rendering a killers entire gameplay loop useless is supposedly fine?

    Potential Fixes

    The best way to fix it would be to make killer items spawn in first during map generation so they take priority. That way if killer needs their power to spawn near generators to be useful and for survivors to reliably interact with it, it actually happens. This would be the best solution because now chests and chest builds can be used against and on these killers while not needing to rework maps and such (you would need to make an exception for the basement). However I've got some other potential fixes.

    • Make the cut coin offering work like the new shroud offering. Instead of just removing 2 chests, add a secondary condition that ignores all chest spawn effects from perks/offerings and then remove 2 chests. This way players using event items for bloodpoints keep the bloodpoints while killers can remove the chest effects no matter how many are used. This puts this offering in line with Sacrificial Wards and the new Shroud offerings.
    • Add more spawns into the map with a minimum 2 spawns in a 24m radius of generators and put a limit on how close 2 chests can spawn beside each other. This way there will always be a spot for killer items by generators should the killer need it.
    • Add in specific spawns for killer items. This way chests cannot displace killer spawns no matter what because they don't share the same spawns.

    Final Thoughts

    Please BHVR, address this issue. This is a mechanic that is now affecting 3 licensed killers including the most hyped killer in this games history, we pay real money for these killers and we should be allowed to play them on an even playing field no matter what map/offering is being ran. We should be allowed to participate in events without worry that half our power is going to be completely useless and survivors shouldn't need to take 30 second detours with Turrets to be able to use them in more than 1/4 of the map. Please address this problem. Thank you.

    Thank you for fixing this BHVR. <3

  • @Mandy said:

    Hello!

    Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!

    So you can ACTUALLY listen! Never thought i'd say this but THANK YOU GUYS! You actually did a pretty good job do far! 👏

    Now it's time for fixing Sadako bugs and problems that JC talked about

    ©Former Sadako main, Xenomorph main

    https://youtu.be/kifo3qRuXYs?si=p4cgSqX92Y8k9wkJ https://youtu.be/HExObZ5fCzA?si=WwhWZQJDo3pgC-UU
  • Me, the Xeno, trying to get to SURVs when my tunnel for that gen is on the other side of the map:

    image.png
  • @Mandy said:

    Hello!

    Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!

    image.png
  • @Mandy said:

    Hello!

    Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!

    This is wonderful news, Mandy!

  • @Mandy said:

    Hello!

    Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!

    I don't see this mentioned in the Patch Notes. Can you confirm whether or not changes were actually implemented for this update as you suggested they would be? And if so, what changes?

  • Also curious if this went live.

  • Didn't see anything in the patch notes about this, did I just miss it?

  • @Digfish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941166#Comment_3941166

    I don't see this mentioned in the Patch Notes. Can you confirm whether or not changes were actually implemented for this update as you suggested they would be? And if so, what changes?

    @CrossTheSholf said:

    Was this applied

    @RpTheHotrod said:

    Also curious if this went live.

    @MadDragon said:

    Didn't see anything in the patch notes about this, did I just miss it?

    After playing a few matches as Springtrap, it seems that his doors spawn really close to gens, all of them! So I think it might be fixed!

  • Yeah, but they did in the PTB unless there was chest offerings. They seem a bit awkward in maps other than the Pizzeria still.

  • In the Patchnotes thread @ThatRyanB said:

    "It was indeed addressed in today's update, but didn't quite make it into the patch notes. With this change, Killer Objects will spawn before Chests during the procedural generation of maps."

  • @Digfish said:

    In the Patchnotes thread @ThatRyanB said:

    "It was indeed addressed in today's update, but didn't quite make it into the patch notes. With this change, Killer Objects will spawn before Chests during the procedural generation of maps."

    Wooooo

  • @Digfish said:

    In the Patchnotes thread @ThatRyanB said:

    "It was indeed addressed in today's update, but didn't quite make it into the patch notes. With this change, Killer Objects will spawn before Chests during the procedural generation of maps."

    YAY!!

  • @Digfish said:

    In the Patchnotes thread @ThatRyanB said:

    "It was indeed addressed in today's update, but didn't quite make it into the patch notes. With this change, Killer Objects will spawn before Chests during the procedural generation of maps."

    Would have been cool if they spawned on the same floor too. Maps like Midwhich or RPD can still hurt a lot. Your power is "near" a gen but on a completely different floor lol.

  • @MadDragon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944060#Comment_3944060

    Would have been cool if they spawned on the same floor too. Maps like Midwhich or RPD can still hurt a lot. Your power is "near" a gen but on a completely different floor lol.

    My first game in the normal map queue with Springtrap was on Hawkins and the door spawns were insane. Took about 20 seconds to get from the Door to the gen in the rift lab room. Meanwhile two doors on the main floor spawned directly next to each other.

  • just make it so killer takes priority over chest. like, come on BHVR, its not a hard fix. just do whatever you need to do to fix this.

  • @inker6405 said:

    just make it so killer takes priority over chest. like, come on BHVR, its not a hard fix. just do whatever you need to do to fix this.

    They did.

  • please fix BHVR, will love forever

  • @KiriChan said:

    please fix BHVR, will love forever

    BHVR fixed it with the release of Springtrap.

  • This change needs to be reverted. Sometimes it's 3 TVs overlapping Generators. Back to Onryo's playing for Condemn kills. It's either run around reducing Condemn or die for ignoring it. I thought VHS make you immune to Condemn and the changes were less of a reliance on Condemn kills. Riveting gameplay this has become for Onryo.

  • @Lixadonna said:

    This change needs to be reverted. Sometimes it's 3 TVs overlapping Generators. Back to Onryo's playing for Condemn kills. It's either run around reducing Condemn or die for ignoring it. I thought VHS make you immune to Condemn and the changes were less of a reliance on Condemn kills. Riveting gameplay this has become for Onryo.

    Why should sadako's TV placements be reverted, maps like the swamp just moves her TVs away from generators

    This is an overall net buff for her alongside xeno and springtrap and haven't seen an issue when playing her

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