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Azarov’s Resting Place

SimplyNotFun
SimplyNotFun Member Posts: 70
edited October 2020 in Feedback and Suggestions

of all the places to complain about in this game, this place should be the biggest one. Generators are way too close in proximity to one another as it is allowing for easy gen patrol (therefore easy to find survivors)

this place I found has pushed past the boundaries of an acceptable distance between generators by somehow allowing 4 generators to end up on one side of the map with no generator(s) in the middle of the map. First of all, I think even 3 gens should never be on one side of a map as close as they are on this map AT ALL. They should definitely be spread out more. If survivors can’t do their objective because killers just have to patrol 3 gens 5 feet apart from one another how is that fun?

Post edited by Mandy on

Comments

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    Its a trash map. Everytime I pick a slow killer I’m guaranteed to get this map. Camp 3 gens or lose, yay so much fun 🙄

  • JHondo
    JHondo Member Posts: 1,174

    I hate this map as Killer and Survivor. With killer it's so clustered but long as hell and the optimal way to play is force a 3 gen which is boring as hell. With Survivor, unless you're stealthy about working on a gen in one side before going to the other you're almost guaranteed to 3 gen yourselves which is also boring as hell.

    I'm hoping the next realm to get a rework is gonna be Auto Haven so they can address the issues with these maps. Azarov's should be more like suffocation pit, Wreckers Yard needs to be a little bigger or all of the dead zones need to be addressed, Blood Lodge needs dead zone fixes, and Auto Heaven is pretty good as is. These maps as a whole have a problem of being jam packed with pallets or being full of dead zones with little to no in-between.

  • adirgeforthedead
    adirgeforthedead Member Posts: 424

    It's one shaped like a large Roman I, right? Yep. It's the thin passage in the middle what makes it really cluttered.

    Three generators on one side, three in the other, one in the middle... yeah. Survivors are guaranteed to end up three-genning themselves and Killers will probably end up proxy-camping three generators.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Azarovs is the most (out of a very small and otherwise-rng based list) killer-sided map in the game. It's practically a guaranteed 3-gen with a lot of easy-to-make deadzones. And that's at its weakest: At it's strongest, you've got 5 generators all next to one another with nothing but a handful of junk pallets and some poorly-oriented maze tiles.

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    Pretty much this. A killer is forced to try and achieve a 3 gen. If survivors repair the middle gen, and one on each end of the map, then they’ve already won.

  • CashelP14
    CashelP14 Member Posts: 5,564

    You need to learn to identify where all the gens are early on that map. As long as the survivors are decent then it's never that much of a problem.

    Will say in solo q this map can be extremely annoying since they nearly always create the 3 gen.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,275

    I guess it will get a Rework at some point in the future. The last big Map Rework only focussed on Survivor-sided Maps, Killer-sided Maps were ignored. So I guess at some point in the future they will go over Resting Place, Shelter Woods and stuff like that. For Resting Place, it would be beneficial if the middle area is wider, because currently, the Killer can camp without even being near the Hook. Let alone that it can promote some boring gameplay, if the Killer decides to only protect one side right from the start.

    (On a side note, I am quite disappointed that they made Balance Changes to Badham when they made the graphical Update but Shelter Woods is as tragic as before)

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    This map and shelter woods are the most boring maps in the game

  • C3Tooth
    C3Tooth Member Posts: 8,266

    3 orginal Killers' realm, each has a map that have no main building, Shelterwood, Wrecked yard, Rotten field. Those are the most boring map.

    Resting place has a very small building that nothing special. Its the 4th bored one.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    Last time I got this as survivor me and a friend re playing 2 man swf and we rushed down the map to try and take out the middle gen while the two other knuckleheads did all the gens on one side and handed the killer an easy 3 gen.

    The end was so much harder than it needed to be. Its like some survivors just dont look at how many gens are on one side. They were a 2 man as well so there’s no excuse.

  • CashelP14
    CashelP14 Member Posts: 5,564

    This is what we call the "Non 4 Man Swf Experience" lol I've been in the exact same scenario many times. I've even had it vs an overcharge Doctor with sloppy.

    There so a lot this game doesn't teach you that you need to know to be good. It's why when my mate who I'm trying to get into this game is playing, I always play with him. Help him more than just what the simple tutorial teaches you.

    It's always why when people talk about "balance" in this game they need to think about more variables than just survivor and killer.

    This game is literally:

    • New players (both sides)
    • Solo q
    • ######### swf
    • Really good 4 man swf
    • Experienced players (both sides)

    I may be missing out on some but I think I've gotten the majority of it.

  • ZCerebrate
    ZCerebrate Member Posts: 641

    I've had that setup before and it makes an unwinnable situation / boring one quite often even if you don't have that.

    2~3 survivors end up on one side of the map and start banging out their gens over there... you hook the other person on the far end of the map. Now you don't have to "face camp" as you can literally just stand in the middle choke point and watch ALL 3 avenues of approach so they cannot sneak past you.

    Keep M1 slapping survivors - only commit to a full chase if they try to run past you for the rescue to bomb the hook and trade themselves (only real way to break this death grip other than by rushing past you together). Viola... match has insane pressure for the last 1~2 gens for free as you just walk around in a small loop especially if that first survivor you downed used up most of the resources on one side of the map (Like shack pallet etc).

    It's terrible boring to play that way as killer even if it wasn't originally planned - just all the gens on the opposite end popped at some point so you got a free 3 gen. It's also terrible to be the survivor on the receiving end of it as you're left to 360 the killer and hope he is a potato as you try to lure him away for your downs to get just enough time to rush those last gens down effectively... a 4 man escape is unlikely if the killer isn't a potato.

    Also it's one of the only maps where you can spawn extremely close to the killer due to spawn "tile proxmity" (3 tile rule I guess) where you're spawning on the same side as the killer while your teammates spawn on the other side... creating this issue even earlier.