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

So about Sadako's TV spawn logic on the new map...

ChaosWam
ChaosWam Member Posts: 1,842

I threw myself onto the new map to see how bad the TV spawns would be, I assumed due to the nature of the map having a long vertical setup it would turn out with some odd spawns, but I did NOT expect this. I'm the kind of survivor who enjoys facing Sadako on RPD and The Game, for the record.

I pretty much gave up and let the 4 others escape, because right next to killer shack was 2 TV's roughtly 8-10 meters away from each other. If I hook near it, wait for the save and teleport anywhere, it was a guaranteed 2 stacks.

So, after I let them leave that match I hopped on customs to really see if it was some kind of fluke. It's much worse than I thought, however, and I will provide photos of my findings:

Note: Some of this is speculation as I have not faced a Sadako on this map, but from my testing with bots I managed to rack up a ton of condemned, so let me know if you can gain multiple condemned stacks from TVs close to each other.

Let's start with exhibit A-1 and A-2: Knight Armor Hallway and Torture Room cell next to tunnel:

This combo is the most consistant, and it seems (from my experience with how TVs spawn) the suit of armor hallway TV is supposed to be paired with the generator next to the bottom of the staircase leading to the dungeons, OR the arcane library room, I have not fully decided on that yet. This has three problems right off the bat:

  • 1. The obvious, vertical condemned gain. Within reach of both TVs on a teleport, you'll get 2 stacks.
  • 2. Getting to the generator from the knight hallway, both the stair gen and the library gen, is pretty far and kind of pointless without the fingernail addon.
  • 3. Condemned does not reach the two generators I spoke of if they're working on them. Might be a pro for survivors, considering the tradeoff.

Exhibit B, or an example of a TV's logic being wonky:

I drew lines to show which ones are paired with which TV as an example.

Exhibit C:

And Exhibit D:

Main point being, I re-generated the map a handful of times and kept getting very similar situations with close-proximity TVs, TVs that aren't very useful to get to generators, and problematic TVs for condemned build up. I don't know how oppressive or not this is against Sadako, as I said this was just me experimenting, but I'd like other players insight on this. I'm also curious if Xenomorph's tunnels have the same oddities.

Comments

  • HolyDarky
    HolyDarky Member Posts: 747

    I didn't test it but the same goes for Xenomorph because the game use the same spawn logic for her and Sadako. I wonder how the fountain spawns for Plague looks like.

    This is just awful. On other maps the spawn logic can be very awful but it's so sad that the developers keep doing this. The developers must rework these spawns.

  • ChaosWam
    ChaosWam Member Posts: 1,842

    And I thought the music room TV on Midwich was bad until I checked this out. That one has a spawn behind the reception desk under the music room, meaning you had to break open the secret stairway to get to that gen unless you use that TV to stack up condemned, bad for both sides.

    But THIS? This is ridiculous and kind of funny I could consistently get these spawns.

  • Ohyakno
    Ohyakno Member Posts: 1,206

    The problem is that sadako can do stuff, on occasion? Ok then.

  • ChaosWam
    ChaosWam Member Posts: 1,842
    edited June 8

    The problem is consistency.

    On most maps, it's just 'TV is near Generator' because that's the best way for her traversal and condemned spread without being too much (cough exceptswamp cough)

    On this map, you now have multiple stacking condemned, which can or can not be easy to cleanse anyway, in exchange for your movement being kneecapped depending on how the map generated the TV's. Heck, some of the TVs can't even reach their paired generator in terms of condemned range.