RPD 3 gen constant

If it wasnt bad enough before with 3 potentially gen spawns in lobby, 2 spawn in most cases, now theres another which is just meters apart (bottom of stairs by green crates and one nearest gate). Not to mention the interrogation room can have one, 2 can spawn in that room with hole in wall next to lobby another in that hall just outside, one upstairs by puzzle & 3 lockers (good for teleporting/blink killers). Anyway just a bit ridiculous IMO.

On a side note HUD is great, now need to see others perks and Kindred basekit.

Comments

  • The map is simply too small for the generators to be far enough apart

  • It's about the order you do them in. Me and my swf always go for lower centre first after someone baits the killer into chase. It's the most dangerous gen because it's so central and visible but the most vital to get done early.

    The problem is when survs spawn, It's always near one of the outlying gens. And more often than not people jump straight on the gen in front of them.

    If you do the outside gens first on rpd, as far as killer is concerned a whole swathe of the map becomes dead space and they won't go there.

    But if you get the 2 central gens done first then you split the map and killer has to haul ass to get between the gen clusters. Then you're laughing all the way to the exit gate.

  • @BenSanderson55 said:

    If it wasnt bad enough before with 3 potentially gen spawns in lobby, 2 spawn in most cases, now theres another which is just meters apart (bottom of stairs by green crates and one nearest gate). Not to mention the interrogation room can have one, 2 can spawn in that room with hole in wall next to lobby another in that hall just outside, one upstairs by puzzle & 3 lockers (good for teleporting/blink killers). Anyway just a bit ridiculous IMO.

    On a side note HUD is great, now need to see others perks and Kindred basekit.

    Since the map shrunk in size a potential 3 gen is almost inevitable. So the goal as survivor on RPD should be to identify the 3-gen and tackle it ASAP.

  • @HoodedWildKard said:

    It's about the order you do them in. Me and my swf always go for lower centre first after someone baits the killer into chase. It's the most dangerous gen because it's so central and visible but the most vital to get done early.

    The problem is when survs spawn, It's always near one of the outlying gens. And more often than not people jump straight on the gen in front of them.

    If you do the outside gens first on rpd, as far as killer is concerned a whole swathe of the map becomes dead space and they won't go there.

    But if you get the 2 central gens done first then you split the map and killer has to haul ass to get between the gen clusters. Then you're laughing all the way to the exit gate.

    SWF yeah thats the answer to everything lol.

    @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362101/rpd-3-gen-constant

    Since the map shrunk in size a potential 3 gen is almost inevitable. So the goal as survivor on RPD should be to identify the 3-gen and tackle it ASAP.

    It's easy to identify thus the killer identifies it also and camps with eruption

  • @BenSanderson55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326417#Comment_3326417

    SWF yeah thats the answer to everything lol.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326452#Comment_3326452

    It's easy to identify thus the killer identifies it also and camps with eruption

    The reason why the Eruption meta needs to go and me running Prove Thyself every match.

  • @BenSanderson55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326417#Comment_3326417

    SWF yeah thats the answer to everything lol.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326452#Comment_3326452

    It's easy to identify thus the killer identifies it also and camps with eruption

    Well it's no secret swf works better and solo q is an awful crapshoot. But you can still do it on solo q, even on solo q I always beeline for that central gen, you can often solo it if you're careful.

  • @HoodedWildKard said:

    It's about the order you do them in. Me and my swf always go for lower centre first after someone baits the killer into chase. It's the most dangerous gen because it's so central and visible but the most vital to get done early.

    The problem is when survs spawn, It's always near one of the outlying gens. And more often than not people jump straight on the gen in front of them.

    If you do the outside gens first on rpd, as far as killer is concerned a whole swathe of the map becomes dead space and they won't go there.

    But if you get the 2 central gens done first then you split the map and killer has to haul ass to get between the gen clusters. Then you're laughing all the way to the exit gate.

    Survivors dont have control over which 3 Gens the Killer wants to defend. I mean, sure, if your SWF manages to do that (not everyone plays in SWF) AND the Killer is dumb enough to leave the Gens which are easy to defend, yeah, you can pull it off.

    But if the Killer wants to stay in their 3-Gen, there is nothing the Survivors can do. You can leave every other Gen on 99%, but this does not change the fact that at some point you have to repair one of the Gens in the 3-Gen. Especially, because a 3-Gen is basically guaranteed to spawn on RPD, often enough it is even a 4-Gen.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326417#Comment_3326417

    Survivors dont have control over which 3 Gens the Killer wants to defend. I mean, sure, if your SWF manages to do that (not everyone plays in SWF) AND the Killer is dumb enough to leave the Gens which are easy to defend, yeah, you can pull it off.

    But if the Killer wants to stay in their 3-Gen, there is nothing the Survivors can do. You can leave every other Gen on 99%, but this does not change the fact that at some point you have to repair one of the Gens in the 3-Gen. Especially, because a 3-Gen is basically guaranteed to spawn on RPD, often enough it is even a 4-Gen.

    A killer forcing a 3 gen is risky when there are 4 players. They give up every other gen and even a tight 3 gen can be broken, 4 v1 is pretty steep odds. Admittedly if they are running decent regression then it can be extremely hard. Thing is you don't even need killer to fully engage in chase. You just need to flip flop them between the 2 furthest gens.

    And yh 3 gens in solo q are awful, it's why I nearly never play solo q. And I've been suggesting all sorts of buffs to exclusively help solo q. Yesterday's update helps a bit but solo q still needs more love particularly at low mmr.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326749#Comment_3326749

    A killer forcing a 3 gen is risky when there are 4 players. They give up every other gen and even a tight 3 gen can be broken, 4 v1 is pretty steep odds. Admittedly if they are running decent regression then it can be extremely hard.

    And yh 3 gens in solo q are awful, it's why I nearly never play solo q. And I've been suggesting all sorts of buffs to exclusively help solo q. Yesterday's update helps a bit but solo q still needs more love particularly at low mmr.

    Most Killers run "decent regression". And 3-Gens are pretty easy nowadays, RPD spawned with constant 3-Gens after the Rework, Haddonfield does that as well. After the Rework, Eyrie also seems to have bigger 3-Gen-Potential.

    And well, what does it matter to the Killer if they give up "every other Gen"? The Survivors dont win when they do 4 Gens. There is 0 difference for the outcome of the Match if the Survivors do 4 Gens or 0 Gens.

  • @BenSanderson55 said:

    If it wasnt bad enough before with 3 potentially gen spawns in lobby, 2 spawn in most cases, now theres another which is just meters apart (bottom of stairs by green crates and one nearest gate). Not to mention the interrogation room can have one, 2 can spawn in that room with hole in wall next to lobby another in that hall just outside, one upstairs by puzzle & 3 lockers (good for teleporting/blink killers). Anyway just a bit ridiculous IMO.

    On a side note HUD is great, now need to see others perks and Kindred basekit.

    Yeah, RPD just has the worst gen spawns in the game. Its so easy to 3 or even 4 gen in that map. They really need to look at the gen spawns. The game just suddenly doesn't move.

  • @BenSanderson55 said:

    If it wasnt bad enough before with 3 potentially gen spawns in lobby, 2 spawn in most cases, now theres another which is just meters apart (bottom of stairs by green crates and one nearest gate). Not to mention the interrogation room can have one, 2 can spawn in that room with hole in wall next to lobby another in that hall just outside, one upstairs by puzzle & 3 lockers (good for teleporting/blink killers). Anyway just a bit ridiculous IMO.

    On a side note HUD is great, now need to see others perks and Kindred basekit.

    I as a killer main don't like it either as it is a maze when that situation doesn't occur.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326754#Comment_3326754

    Most Killers run "decent regression". And 3-Gens are pretty easy nowadays, RPD spawned with constant 3-Gens after the Rework, Haddonfield does that as well. After the Rework, Eyrie also seems to have bigger 3-Gen-Potential.

    And well, what does it matter to the Killer if they give up "every other Gen"? The Survivors dont win when they do 4 Gens. There is 0 difference for the outcome of the Match if the Survivors do 4 Gens or 0 Gens.

    yeah, i dislike how they're balancing maps by 3 gens.

    Haddonfield: 3 gens

    RPD: 3 gens

    Eyrie crow: 3 gens

    and then there whole idea shrinking maps sizes to make 3 gen even more dominate.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362101/rpd-3-gen-constant

    Since the map shrunk in size a potential 3 gen is almost inevitable. So the goal as survivor on RPD should be to identify the 3-gen and tackle it ASAP.

    I wish they wouldn't have re-worked RPD to reduce the size. I liked the way the map was before the change.

  • @Agt_Scully said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326452#Comment_3326452

    I wish they wouldn't have re-worked RPD to reduce the size. I liked the way the map was before the change.

    It was too large for some killers. I liked the older version as well though. East Wing is too weak for survivors and the West Wing too strong

  • The map just needs to go away. There's no permutation of this map that works for DbD. I dislike it on both sides before and after the rework.

  • it's a too sad that there is no perk in the game that completely destroys the game from 3 generators (potential energy)

  • @sanees said:

    it's a too sad that there is no perk in the game that completely destroys the game from 3 generators (potential energy)

    Potential Energy is a Noobtrap. Seriously, not only do you have Survivors who straight up dont repair Gens, but then you have Survivors, who repair Gens, but dont repair them.

    Yes, if a full team decides to equip Potential Energy, they can break a 3-Gen. But you should know how unrealistic this is.

  • Don't really get the 3-gen argument, you have the entire match to prevent it. No killer just sits in one corner of the map patrolling it. It only matters for the last gen and if you have done gens in such a way that a 3-gen is left then you've misplayed the map. That is on you.

  • @sanees said:

    it's a too sad that there is no perk in the game that completely destroys the game from 3 generators (potential energy)

    DbD is not a counterpick game. For every one game on RPD that you bring Potential Energy for, you have 3 or 4 games where it's a dead perk slot.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326955#Comment_3326955

    DbD is not a counterpick game. For every one game on RPD that you bring Potential Energy for, you have 3 or 4 games where it's a dead perk slot.

    tunneling perks work in the same way, you can be not tunnel and then it's dead weight

    I just don't quite understand how you can complain about something when you have a perk that completely opposes it

    it's like if there was a perk that inflicts a deep wound and at the same time you would complain about DH

  • "Do the middle gens first"


    The first place the killer goes to, yeah, good idea LOL


    I don't think the map should go away, tho, so you got RPD in a match, so what? It isn't the end of the world

    Lose that match and move on with your game, people act like they have to play on the best map, against the worst killer and win everytime.

  • Making RPD smaller was a mistake imo

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326998#Comment_3326998

    tunneling perks work in the same way, you can be not tunnel and then it's dead weight

    I just don't quite understand how you can complain about something when you have a perk that completely opposes it

    it's like if there was a perk that inflicts a deep wound and at the same time you would complain about DH

    it a perk to counter circle of healing (shatter hope) people still complain about it tho. why? Cause shatter hope isn't viable...

    Potential energy isn't viable especially in solo q

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327002#Comment_3327002

    it a perk to counter circle of healing (shatter hope) people still complain about it tho. why? Cause shatter hope isn't viable...

    Potential energy isn't viable especially in solo q

    destroying totems is ineffective, the killer spends more time to extinguish the totem. than a survivor to bless him

    + killer fights 4 vs 16 so the killer can't afford to become 25% weaker because 1 survivor took the totem

  • @BenSanderson55 said:

    If it wasnt bad enough before with 3 potentially gen spawns in lobby, 2 spawn in most cases, now theres another which is just meters apart (bottom of stairs by green crates and one nearest gate). Not to mention the interrogation room can have one, 2 can spawn in that room with hole in wall next to lobby another in that hall just outside, one upstairs by puzzle & 3 lockers (good for teleporting/blink killers). Anyway just a bit ridiculous IMO.

    On a side note HUD is great, now need to see others perks and Kindred basekit.

    Sounds like a bug with the spawn logic. Pop in a report, they might get to it in the next content patch, like they did with the last round of map bugs.

  • @Warlord1981NL said:

    Don't really get the 3-gen argument, you have the entire match to prevent it. No killer just sits in one corner of the map patrolling it. It only matters for the last gen and if you have done gens in such a way that a 3-gen is left then you've misplayed the map. That is on you.

    No killer does that? I guess you haven't been playing DbD in the last 5-or-so months.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327072#Comment_3327072

    destroying totems is ineffective, the killer spends more time to extinguish the totem. than a survivor to bless him

    + killer fights 4 vs 16 so the killer can't afford to become 25% weaker because 1 survivor took the totem

    I think u miss my point. We all know shatter is useless for the most part! I was trying to convey thay both of these perks are bad and just cause they counter something dosen't mean it viable to run.

  • Scott Jund just put up video about these new extremely broken 3/4gen spawns too

    https://www.youtube.com/watch?v=MHBdR3zWIIM


  • Yeah they keep shrinking these maps it's getting basically impossible if the killer just devotes himself to gen kicking simulator

  • Honestly, I don't know who had the brain wave at BHVR to move the gen that was on the landing to downstairs mere metres away from the one that was already downstairs but it's created an absolutely unplayable game on RPD right now.

    The combination of the two gens now being so close together as well as there being a hook at the bottom of the stairs and one in the waiting room or at the top of the stairs is creating an unstoppable camping culture with killers. Why would they even bother to move from the main hall when they can pretty much ensure two gens are never done and someone never gets off the hook? I don't even blame them at this point. If there is a gen in the east 1F hallway or interrogation room (which there always is) you have a instant three gen.

    The gen being at the top of the stairs bought some much needed seconds and actually could be done under the killers radar if they're committing to a chase.

  • I like this map it has a killer bias now.

    If you chose to camp those 3 generators the survivors are having a challenge to pop one.

    How is this different from Garden of Joy in that it has a generally accepted bias?

    Why can't we call the game balanced when some maps set up a hard game for either side.

    Basically, what I'm saying is, each map is different, at this point RPD is fairly killer sided and it provides a different game play experience at the tactical level, that's a fun thing.

    Why is it a terrible thing that it should be as such(considering there are other maps that feature other biases)?

  • @NewPlayer100102 said:

    I like this map it has a killer bias now.

    If you chose to camp those 3 generators the survivors are having a challenge to pop one.

    How is this different from Garden of Joy in that it has a generally accepted bias?

    Why can't we call the game balanced when some maps set up a hard game for either side.

    Basically, what I'm saying is, each map is different, at this point RPD is fairly killer sided and it provides a different game play experience at the tactical level, that's a fun thing.

    Why is it a terrible thing that it should be as such(considering there are other maps that feature other biases)?

    Because you don't see them reworking maps for survivor benefit. Where's the Midwich and Dead Dawg reworks? Also most games are soloq and duoq, killers acting like they have a 4man swf every game on comms is just really bad or has 4k'ed there way through camping, tunneling and slugging soloq into the high mmr brackets.

  • @BenSanderson55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330871#Comment_3330871

    Because you don't see them reworking maps for survivor benefit. Where's the Midwich and Dead Dawg reworks? Also most games are soloq and duoq, killers acting like they have a 4man swf every game on comms is just really bad or has 4k'ed there way through camping, tunneling and slugging soloq into the high mmr brackets.

    Yes, I do not see them reworking maps to help, anyone.

    The only time I see Midwich offering is when survivors that want to boil over/sabo troll play it. And that is as much fun for the killer as eating rocks.

    Dead Dawg I only see when a team wants to headon/flashbang. Which is not as obnoxious as the sabotage thing, but not something I would sign on to play. On either side.

    RPD as it was had a neat tight 2 Gen +1, that required some planning to breakup early, and was very hard to get near if you left it for mid late game.

    Clearly you don't like it.

    I did like it as it was, playing on both sides.

  • RPD isn’t even a good map for killer lmao. The 3 gen in main hall is literally the only “good” part of it. If you guys wants that 3 gen eliminated, maybe let’s talk about actually balancing the map a little better for killer too?

  • @TigerSnake said:

    RPD isn’t even a good map for killer lmao. The 3 gen in main hall is literally the only “good” part of it. If you guys wants that 3 gen eliminated, maybe let’s talk about actually balancing the map a little better for killer too?

    It's not good because boring stale gameplay with 3gen meta. I think map was better as 1 map.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326749#Comment_3326749

    A killer forcing a 3 gen is risky when there are 4 players. They give up every other gen and even a tight 3 gen can be broken, 4 v1 is pretty steep odds. Admittedly if they are running decent regression then it can be extremely hard. Thing is you don't even need killer to fully engage in chase. You just need to flip flop them between the 2 furthest gens.

    And yh 3 gens in solo q are awful, it's why I nearly never play solo q. And I've been suggesting all sorts of buffs to exclusively help solo q. Yesterday's update helps a bit but solo q still needs more love particularly at low mmr.

    That may have been the case back in the day but with a full gen-kicking build, even four survivors can't really do much about it.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326754#Comment_3326754

    That may have been the case back in the day but with a full gen-kicking build, even four survivors can't really do much about it.

    Yh it'll be hard to do against some specific builds/killers. But it's not a guarenteed win in every situation by any means.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353949#Comment_3353949

    Yh it'll be hard to do against some specific builds/killers. But it's not a guarenteed win in every situation by any means.

    Skull Merchant has entered the chat.

  • Tbh trapper's pretyy good at it. Did one last night on eyrie when I was getting genrushed. Had every single trap set up around the 3 gens in the corner 🤣

    Definitely revising my earlier opinion after that game. Some 3 gens are impossible lol.