Azarov's 4-gen place
Since patch 4.4.0, which included a rework of Autohaven Wreckers, I've been noticing an unusual trend on Azarov's Resting Place where 4 gens spawn on one side of the map quite often.
So, because I record all my trials, I went over the footage and this is what I found out. Since the chapter release, I played on Azarov's 13 times. Out of all of these, 7 times there were 4 gens on one side of the map (shown in the spoiler below). In 1 of these 7 instances, there was a 4-1-2 split (shown in the Oni short clip).
While the 4-gen spawn wasn't unheard of pre-rework (I've even seen 5-gen spawns), I don't think this occurred nearly as often. Actually, I think it was pretty rare.
This makes gameplay very stale for both killers and survivors. A cluster of 3 gens close together can make for some intense interactions, but when they start to become 4 or more, it can become very unfair very quickly. I 4k'd my killer games quite easily. The survivor match was a lost cause against a Billy, who managed to simply push us away from the genlock immediately, with 2 of those gens in deadzones, until he suddenly went afk.
I hope this gets looked into, just like the deadzone issue has been recently.
NOTE: I posted screenshots from an angle that would show the 4 gens. As I said, the matches are recorded. So, I double checked in the footage that the gens actually spawned on a single half of the map, i.e. not in the bottleneck mid-area.
https://i.postimg.cc/FsTHzLkw/vlcsnap-2020-12-17-15h48m13s859.png
https://i.postimg.cc/xTp9nVW2/vlcsnap-2020-12-17-15h52m49s072.png
https://i.postimg.cc/qBmPCXQc/vlcsnap-2020-12-17-15h58m07s766.png
https://i.postimg.cc/6qDzf38K/vlcsnap-2020-12-17-15h58m51s170.png
https://i.postimg.cc/mgTpXPdZ/vlcsnap-2020-12-17-16h02m35s987.png
Comments
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Yeah, I have noticed this in auto haven. Pretty friggin busted for the killers.
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One could argue that this is no different from bad totem/gate spawns and could also point out how bad spread out generators are for killers whose lower movement speed was likely meant to restrict them in chases not on basic ability to patrol, and easily point out that survivors should be planning the end game by making sure to avoid this scenario the same way killers are expected to protect their totems and apply pressure early to reduce the gen progress and to make sure they focus down the most dangerous survivors,
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Kharmic justice for the 3 mile Red Forest hike.
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One could also argue that whataboutism is not the point of this thread.
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Wait..... when did it get reduced to only 3 miles? ;)
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