So Devs response to the worse gen spawn in DBD is to make it worse?

Update from what I wrote below weeks ago, I have now watched about four different streamers end up on RPD map with the now frequent gen spawn of two gens a few meters away and another around the corner. EVERY killer I have seen in these four games have decided to protect these gens from the start. Games on average are 30-45 mins with call of brine/eruption/overcharge or some variation of mega gen regression perks from a killer who won't commit to chase and kicks a gen every 3 seconds. IS this a joke? How is this map not disabled?

I remember years ago there was a patch that came out that guaranteed pallet spawns and hooks spawns were so many on a map and so many meters apart as to not be exploitable and yet this is okay?



So we've established how easy three gens are on maps with gens really close together. Smaller maps are especially problematic BUT Haddonfield is a huge map. Is main house really the only place devs could put two gens within meters of each other? It becomes the focal point in over half my matches where the team tries to immediately complete one and/or the killer immediately does a three gen defense. This is helped along by the gen that spawns downstairs in the house next to it, or in the back yard of the house just to the left of it. Atleast put it upstairs where the killer actually has to walk a bit.

Next we have the split in half RPD Maps. Main entrance spawns two gens incredibly close and possibly one just in the upper right room just past the staircase pallet.

The main entrance is also usually the battleground where killers choose to camp or hook every survivor, and of course where every survivor looping the killer ends up running past thanks to the design that feeds all ends through the entrance.

In solo queue if your teammates have no situational awareness and you're the only one trying to pressure these gens ALONE its a lose-lose.

Comments

  • @feechima said:

    So we've established how easy three gens are on maps with gens really close together. Smaller maps are especially problematic BUT Haddonfield is a huge map. Is main house really the only place devs could put two gens within meters of each other? It becomes the focal point in over half my matches where the team tries to immediately complete one and/or the killer immediately does a three gen defense. This is helped along by the gen that spawns downstairs in the house next to it, or in the back yard of the house just to the left of it. Atleast put it upstairs where the killer actually has to walk a bit.

    Next we have the split in half RPD Maps. Main entrance spawns two gens incredibly close and possibly one just in the upper right room just past the staircase pallet.

    The main entrance is also usually the battleground where killers choose to camp or hook every survivor, and of course where every survivor looping the killer ends up running past thanks to the design that feeds all ends through the entrance.

    In solo queue if your teammates have no situational awareness and you're the only one trying to pressure these gens ALONE its a lose-lose.

    The reason for headonfield is pretty straightforward. It has 2 houses that are very easy to loop in. So devs decided to balance it out with giving the killer one hell of a nasty 3gen. Overall the map has 2 nasty things that balance itself out. I think the map is overall balanced with this regard.

    As for RPD - the reason is huge number of pallets present in the map. I still think the map and almost guaranteed 3gen or even 4gen (there are multiple rooms that can be chained to main for very close gens together). On the other hand the map is still on a large side with many different resources that can be used. For some killers these pallets will make winning the game almost impossible. For others they will not mind at all. I think they could buff the map a little bit towards survivors (by adding 1 or 2 additional windows or making some loop a little stronger), but either way I would not really remove 3gen even on this map.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/357521/why-are-gens-still-close-on-these-two-maps

    The reason for headonfield is pretty straightforward. It has 2 houses that are very easy to loop in. So devs decided to balance it out with giving the killer one hell of a nasty 3gen. Overall the map has 2 nasty things that balance itself out. I think the map is overall balanced with this regard.

    As for RPD - the reason is huge number of pallets present in the map. I still think the map and almost guaranteed 3gen or even 4gen (there are multiple rooms that can be chained to main for very close gens together). On the other hand the map is still on a large side with many different resources that can be used. For some killers these pallets will make winning the game almost impossible. For others they will not mind at all. I think they could buff the map a little bit towards survivors (by adding 1 or 2 additional windows or making some loop a little stronger), but either way I would not really remove 3gen even on this map.

    Did the devs say this or is this your speculation? Having a three gen strat from the beginning does not balance out loops as the killer can simply refuse to engage in chase in these buildings and only take chase or downs at the aforementioned gen spawning points, which they often do. Having these gens spawn in this way occasionally is fine, but a guranteed gen spawn every game is not healthy in my opinion, same with pallets. That means that if a killer has a 3 gen strat build and play in mind they can just play the Haddonfield or RPD maps offerings.

  • So having a gen on a different level wasn't close enough, let's make them meters apart and count on the kindness of players to actually not take advantage of something so obvious. ๐Ÿ˜€

  • @feechima said:

    So having a gen on a different level wasn't close enough, let's make them meters apart and count on the kindness of players to actually not take advantage of something so obvious. ๐Ÿ˜€

    I don't get the decision behind update too. Main had 2 very close gens together, so why not cut that distance in half? Everything ok in dev team? Did you not notice the map generally already preffered killers?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328310#Comment_3328310

    I don't get the decision behind update too. Main had 2 very close gens together, so why not cut that distance in half? Everything ok in dev team? Did you not notice the map generally already preffered killers?

    I'm hoping this was a 'mistake' that they'll come out and say that it was never meant to be that way and fix it. I have heard some people say the map is so small there is no where to put the gens far enough. Bull. How about not in the same room right next to each other for a start.