Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
So why don't survivors all spawn together every game?
It is pretty clear that survivor spawns have a massive impact on game in their favor. If they spawned all together it would be more balanced and healthy. It is also very easy to implement.
It would also a little more sense when seeing the "reunited" bloodpoint gain for survivors.
Comments
-
If I may, that can actually backfire as well. Let me tell you, losing a gen before you've even started your first chase because you guessed wrong on where literally all the survivors spawned is not a good feeling.
2 -
It's not a good feeling but its still a better situation than having all 4 survivors start on 4 separate gens
6 -
Losing one gen is better than losing potentially three generators because the game says let's spawn everyone with one gen each. Also it's easier to manage everyone when they spawn together and if you can interrupt the first gen from being finished they're gonna greed that generator out. You can get multiple downs there if you play your cards right.
1 -
And that’s why I got lethal purser😈 gets me in the chases quicker
1 -
Losing 3 gens after first chase, where you couldn't do anything about it is not a good feeling.
If everyone spawned same on other side of the map, you can guess quite well where to go. Problem is with big maps, where survivors with toolboxes would be able to finish that gen, before you can even get there, but they already can do it.
Corrupt would help a lot against that, Lethal Pursuer too. With ruin? if you secure that gen, all time of 4 survivors was wasted.
I think it would be way better system, but they just like that RNG system too much...
1 -
Idk, sometimes i think they should implement like a timer, so say for the first 15-30seconds (although that might be a bit too long) items survivors bring in cannot be used.
0 -
Nah nah stop complain.
Killer have offering for separate survivor at the start of the trial.
So stop crying dudes, I hate the killer main complaining about « survivor op »
0 -
that is the exact opposite of the offering killers want
survs want shroud of separation, killers want shroud of binding
1 -
I see.
I mean no survivor use these offerings so as killer you can use that.
or use the perk Lethal Pursuer (nemesis)
0 -
If corrupt helps with that, why shouldn't it help against 4 survivors spawning splitted?
I think we should not get perks into this discussion, as they are explicitly designed to deal with these situations. If there is a problem, we need to look at the vanilla setting. I also think it is bad if survivors ALWAYS spawned at the same situation. Because this "if you find them, great value" thing is still an IF which means like 50% of your games start with a 4 gen setup.
Regarding the loss of 2-3 gens with splitted survivors is also arguable, because with 4 different locations it is most likely to chase the first survivor into the second, working on a gen, pretty quickly. So you got 2 survivors in chase. Especially on killers that can spread damage quickly this is also in favor of the killer if it happens.
I think there are offerings to force spawning, to bring some variety which is good in my opinion, so there should not be a default way to always start the same game (kinda). I think they should just rework spawn locations, so that a bunch of survivors is not always starting directly at a gen. Corrupt already shows how much kickstart the killer can get when survivors are forced to run around the map for 20 seconds to find a free gen. If default is 1 second, then there is the problem, not in the spawn team size, as there are arguments on both scenarios if it is good or bad.
But I also know that spawning logic isn't the easiest to do. As we can already see with "starting next to ruin". If gens decrease possible survivor spawns as well, there is not much space left
0 -
Explain to me how this is a good thing.
0 -
That's easy: when survivor spawn on different gen, you are going to have a survivor, or two that spawn next to an open gen, which kinda negates corrupt, because this reduces time you gain from that one time effect.
0 -
Yeah, even easier: if that is the case, you run corrupt and split offering, then you need not much time to find one of these survivors on open gens, as you know they're close and you don't have to check 7 gens, while the others still need to find one. With corrupt only, most likely ALL survivors spawn near blocked gens, often causing stealth plays, wasting corrupt value.
You can always put it into both directions
Btw if just one or 2 survivors spawn on open gens instead of 4, it does not negate Corrupt. Negate means 0 value
0 -
I agree to this; Survivors spawning right next to Generators and totems, right next to their objectives; straight up gives the killer a unfair advantage as the killer needs to waste time finding a Survivor or multiple if lucky; chase them as they loop, injured to hopefully down them, pick them up and carry them to a hook, etc. By the time, the killer gets their first hook, the Survivors already knock out 2-3 Generators because the games thinks it is okay to give those 3 Survivors amazing spawn right next to Generators, and totems. (Totems next to Generators are also stupid too)
It like..... Two teams are playing Captured The Flag; but instead... one Team gets to start immediately right next to your Flag; instead having to spawn in their own base first and Going straight into your base and retrieving it in Due Time. Or in DBD'S case; the game is straight up giving Survivors their objectives immediately upon Spawn.
Simply fix: Make Shroud of Binding Base Kit; make it so Survivors Spawns together are in front of Exit Gates, one of the two; and the Killer's spawn point to be immediately opposite side of the map, on where the Survivors are. If they do that, I do not mind if Corrupted Intervention gets slightly nerf, for reduce Time; as these new changes will make playing Killer much balanced, as the Early Game Opportunity becomes Immediately available if they dash for the Survivors Spawn Points for potentialto down mutililiple players at once. Same goes for Survivors, they need to make the important decision, is it worth knocking the first gen you see, as thr Killer will be on top of you very soon; or much better to split up and go look for safety and better gens to knock out?
0 -
I'd agree with that. Make survivors spawn together by default, remove the Shroud of Binding and Shroud of Union, give the Shroud of Separation to survivors but make it purple rarity instead.
Additionally, totem spawns need updating so survivors don't spawn within a few metres of one, whether it's lit or not.
0