The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Either something with maps needs to change or a 8th gen needs to be added

SkeletalElite
SkeletalElite Member Posts: 2,709
edited February 2023 in Feedback and Suggestions

Basically the title.

Too many maps spawn with 3 gens that are either

1) much too easy to defend,

2) mandatory to defend (against good players)

3) Have nearly unavoidable 3 gens even if you make active efforts to break them while the killer isn't defending them.

Prime example of the first problem. Dead dawg and Haddonfield. Gallows and the area behind it is far too easy to defend and is a no brainer to keep up the entire match, a gen kick build on any killer good at pressuring survivors can literally hold the game hostage here. The way this could be fixed on the map is to remove the gallows gen and put it somewhere else, like in the corner area behind main near the outhouse/basement spawn.

Haddonfield almost always spawns a gen inside the Myers house as well as one outside of it then one in the field that often is very weak loop wise right next to that. The gen right in front of the myers house should get the axe and be placed somewhere else.

Prime example of the second problem. Suffocation pit, when defending both sides of the map, there is far too much ground to cover for low mobility killers to not 3 gen. The middle of the map is so safe that a good survivor can even loop good killer players with an anti loop power there for a long time. The loops on this map need to be more evenly distrubuted the shape/size needs to change a bit and the wall that makes crossing point in the middle of the map smaller needs to go.

Prime example of the 4th is Azarov's Resting Place. You can break 2 3 gens on that map and the killer can still have a 3 gen. In perhaps one of the worst ARPs Ive ever seen there were literally 5 gens on the main side of the map and 2 on shack side. That is extraordinarily rare, though. This map has to be more square and less bottlenecky. The middle needs to be widened a bunch and the ends brought closer together. Lesser example: Temple of wrath. Same problem as ARP but not as bad.

Now at the rate that devs update maps, this is probably never going to happen, so in reality what probably needs to happen is there needs to be 8 gens on the map instead of 7 so that at the last gen you would instead have to protect a 4 gen which would be a lot harder and extremely defendable setups would be drastically rarer.

Why: 3 gens are not good gameplay. It is boring. The interactive and fun part of the game is chasing / being chased which is the part that should be encouraged, not hyper defensive play styles that involve waiting around on the survivors to give you easy hits.;

Edit: meant 8 gens and not 9

Post edited by SkeletalElite on

Comments

  • JPLongstreet
    JPLongstreet Member Posts: 5,895

    You say there needs to be a 9th gen added to each trial, but I'm pretty sure all maps spawn just 7 in total. Thier placement rng could use some love on the maps you mentioned, but the notorious one for me is a certain iteration of RPD where two gens appear in the main hall with another close by.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,943

    A lot of maps need updating regardless of 3 gens so I'd rather they just do that and it take a while than add an extra gen to every map. There does not need to be an 8th gen on the map. Maps like ARP and Suffo Pit are just bad maps and should be changed.

  • Crowman
    Crowman Member Posts: 9,518

    Until killers don't have to worry about losing 3 gens in the first chase alone, I don't see a reason to nerf 3 gen strats.

  • wydyadoit
    wydyadoit Member Posts: 1,145

    3 gens in the first chase. 2 in the second. both gates in the 3rd.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709

    Yes I meant 8 gens in the orignal post, sorry about that if anyone was confused

  • BenOfMilam
    BenOfMilam Member Posts: 911

    Hm. I'm in favor of making 3 gen strats less viable, but at the same time I think having 4 gens available when there's 1 gen left is far too difficult for the killer to be able to do something about.

    Simply making gens spawn farther apart in general is the better solution (like +4m to +8m), but adding an extra gen is likely the solution that is faster and easier to implement.

  • Rickprado
    Rickprado Member Posts: 564

    Azarov's Resting Place and Suffocation Pit are two problematic because of their shapes + gen distribution. To only viable strategy on these maps is to camp the side with a trigen/tetragen/pentagen and give up the other side. If the killer is lucky to get a hook inside his 3-gen in these maps, it can stall the match patrolling the closer gens and the hooked surv. A very good Nurse or a Blight in those maps with a 4-gen side is probably a win, or at least a very hard match.

    I really hope behaviour make some serious balance for these maps, as they awful to play as surv and killer.

  • mr_Beast_Artist
    mr_Beast_Artist Member Posts: 327
    edited February 2023


    triangle is an auto-lose game for survivors

  • fulltonon
    fulltonon Member Posts: 5,762

    So add another gen and add 20 seconds to each gen times? huh I doubt people love working on generators.