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3/26/2020 5:00:29 AM
20

Fix Dead Cliff Spawns or remove it from the game

If you spawn at A you’ve basically lost the match. The fact that it only ever wants to spawn you at A is ridiculous and needs to be looked at. You literally just get spawn trapped there.
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  • Lol, it was removed for months for just that reason . Havent noticed an improvement myself. I think the spawn system is just wack in this game in general. If I'm still getting killed by the same guy with the same super twice, something is off. To some credit, it happens way less than it used to.

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    • I had guys from the other team practically spawning on top of me while I spawning in.

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    • I honestly really like that map when people aren't spawn trapping, but it's rare that it doesnt happen. I liked the part when bungie removed it for "fixing" and then brought it back with absolutely no changes whatsoever to anything. No changes to the map itself, no spawn fixing, just the exact same state they removed it in. So now I ask, what was even the point? Why weren't any changes made to this blatantly unbalanced map?

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    • The map's too damn small for 4v4, much less 6v6. Spawns will never work when teams are too large.

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    • Funny thing was they already did to fix it and still didn’t 😂 freaking unbelievable that people are somehow getting paid to do what they’re doing at the studio.

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    • Leave the spawn and push into C, then you’ll flip it, and you won’t get spawn-trapped in A. Yes, this means you might have to pull a kamikaze and ape as hard as you can into C with a shotgun and pray. Legends never die.

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    • Remember when they took that map out for a couple to "fix the spawn issue"? Pepperidge Farm members.

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    • Every map in this game needs spawns worked on.

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    • “We heard your feedback and will remove it for 3 months and give it back in the same condition and you’ll love us for it because it’s back in rotation.” What happened to Vostok The only map that should be removed is Gamblers Ruin. 💩

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      • Rotate left. It isn't that hard

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        • Speaking of maps....Why is firebase echo back?

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        • I like the map just gotta push out of A to C. It is frustrating though if you have a blueberry that is hell bent on anchoring A

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        • At this point they should remove it and rework the layout. The spawns are technically accurate; you just have two easily-controlled choke points to try to get through.

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        • 0
          *remove it from 6v6*. It’s perfectly fine in any other game type.

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        • It's not just that map either. The new anomaly map has pretty horrible respawns. The one Titan map in the arcology (I don't know it's name, I'm horrible with the pvp map names) has easily the worst respawns considering it's such a huge map. Another map similar to that one in the dreaming city is also massive but spawns you constantly behind the enemy lines right next to 2-3 ppl. Or it will respawn 2-3-4 enemies right next to you back to back to back. Then there are at least 3 other maps with horrible respawn where every single match you are guaranteed to die at least a few times because you respawn right next to the guy who just killed you with his super. Pvp in general in this game just sucks literal fat nasty unwiped ass. It so bad on so many levels.

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          • Edited by blade329: 3/26/2020 2:38:53 PM
            Dead Cliffs is an absolute JOKE in Rumble. I got spawned 3 times in a row right in a crossfire between multiple enemies. With a grand total of 6 players on the map, you would think this game could handle proper spawn points. Dead Cliffs is the poster child for the crappy map design that plagues Destiny 2. Tiny obstacle filled maps with spawn traps that are difficult to get out of. Just awful.

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            • It’s funny because it becomes a game where you have to prioritize getting out of zone A.

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            • Omg yes pls...

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            • Edited by Auren: 3/26/2020 11:24:29 AM
              At this point I'm pretty sure they didn't "fix" anything when they pulled it from rotation to supposedly do something about the spawn trap issue. Because I saw the problem was still there the very first match I played after it re-entered rotation, and every match since. At this point I've taken to aggressively holding C whenever my team happens to hold the point. Either due to capturing it because the other team pushed too aggressively and spawn flipped, or simply lucking out by spawning there at the start of a match. I do this regardless of what my end of match score looks like simply because the moment someone from the other team manages to get back there and take it you're all but guaranteed to get map flipped into the spawn trap yourself. It's really easy to hold C compared to A as well. You have nice, direct lanes or small tunnels that bottleneck enemy players into coming from specific directions. Something A doesn't have because every access to that point's room is surrounded by big open areas that give an attacking team a lot of choice in approach, or an easy way to pick off players trying to get out of A. Holding B also gives you a strong control over the map because of its own bottleneck between it and A. Particularly because it's easy to snipe down the open area that comes out the back of A's spawn. However, I consider holding C a priority over B because it's easy to control the approaches to C from both A and B. While B only has strong control over the approach from A, but is easily pushed from C. Seriously, all you need to do to screw over the team stuck at A is have someone at C and B controlling the only approach into both points. Which not only means they're too close to those points for the other team to spawn a map flip, guaranteeing that they'll spawn in the spawn trap, but it also means the other four players on your team are free to push into A at their leisure. Which ensures the other team is pinned in A, and also gives the two controllers a lot of support by taking any attention away from them. All in all I think the entire area around point A needs a complete and utter redesign in order to properly fix the spawn trap issue. As I said, I do everything I can to ensure my team doesn't get suck down there. And after they supposedly "fixed" it I think I've only had one genuine successful push out of point A, when it was my team that got stuck down there, that wasn't simply a spawn flip due to the other team being too aggressive. Put simply, a PvP map shouldn't make you think "did we get the good spawn?" at the start of a match.

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            • Thing is, this was a map 'removed for a rework'. But returned exactly the same

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