Lower Slayer Respawn Time For Season 3

For Season 3, please reduce the Respawn Timer in all Slayer Game Modes in Halo Infinite down to 5 seconds, for both Team and FFA Playlists.

Only Objective Modes should have long Respawn Times. 8 Second Respawn Timer for Slayer seems so unnecessary, especially for Social Games. All Halo games, besides Halo 5, have 5 seconds as their Default Respawn Timer for Slayer, some Slayer Playlists in previous Halo games are even set to 3 seconds.

It’s perfect to get back into the action after dying and have fun. instead of twiddling my thumbs as I’m waiting almost 10 seconds to respawn. I don’t understand why increasing it was approved and set for both Halo 5 and Infinite. It’s very frustrating having to wait long, especially dying a lot like in SWAT because the desync issues still happen.

If the “pros” like waiting long to respawn, then only have the long Respawn Time for Ranked Slayer.

I wouldn’t mind if they shortened the respawn in slayer. I can’t say that I find it to be too bad but I agree that it wouldn’t be a problem in slayer.

Just as long as it stays the same as it is now in all objective modes.

I’d say the other way around - objective-based modes are the ones that need shorter respawn time, it just takes way to long to wait to get back to the action, then you resoawn on the very opposite side of the map, with sprinting that barely does anything, while capturing objectives is laughably short, only King of the Hill gives you enough time to actually fight for the point.

So I’d say respawn in objective modes should be even as low as 3s, whereas kill-based ones should be 5s. FFA is a tricky one but IMO that one requires player reduction by two instead because currently after getting a kill you’re mostly destined to die afterwards, it’s too crowded while extending the resoawn time would make it boring, if not frustrating.

But yeah, 8s is definitely way to long either way, it just disconnects you from the game, the whole action.

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I like the pacing of objective modes, that you have time to think about what to do, that staying alive is often more important than just having a positive k/d ratio.

I can’t imagine CTF working very well if they shortened the respawn. Seems like there would be so many stalemates. As it is now if you kill an enemy team near their flag you should have time to escape. If it was any shorter you would always need to kill the opposing players multiple time to get away.

Other modes wouldn’t be as bad but they would get pretty crazy.

Edit: Totally with you on 6 person FFA though. Have hardly changed since the numbers got increased to 8 but I think more people actually like it that way.

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Definitely keep it as it is for Objective games.

That’s kind of how those games work. Get the number’s advantage and press the objective.

Lowering the respawn time would undo all of your good work.

As for Slayer - I wouldn’t be against a slightly faster respawn. 3s is probably going a bit too far - especially in team games. You should still have time / numbers to push for strategic areas without dead opponents suddenly appearing behind you.

CTF is exactly the mode I’d love to see shorter respawns, in current state when the enemy takes your flag and you die it’s basically over, you wait whole 8s and then respawn at your flag point, so there’s absolutely no way to catch up with the flag carrier due to how nearly non-existent sprinting is in this game, your only chance is that either your teammates takes away their flag as well, or your teammate(s) are lucky enough to be near carrier’s returning path, bur otherwise yeah, the spawn points and spawn time is badly balanced, the hame would IMO benefit so much by turning the pacing a bit with decreased soawn times, and then balancing the modes like actually not haven’t any movement penalty, because 343 seems not to know what that really means.

I kind of thought that was the point?

If you just respawn to defend your flag then the flag isn’t moving anywhere.

When you really boil it down - all the objective games are just Slayer with something to do. The best time to cap a flag, pick up an oddball, or hold a zone - is all when your opponents are in time out.

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From my experience, partially due to trash SBMM implementation, this doesn’t really work like that in the actual games, I kill 3 guys and sie from a nade, so my team over s left 3vs1, easy peasy it seems, but you’d be oh so wrong, chances are that either he’s gonna kill them all and I’m the one left 1vs4 now, or they’re not doing the objective at all, the enemy team respawns and it’s 3vs4 while I’m the one still waiting for respawn, or it’s simply 4vs4 again, and again, and again…

Well all in all it’s really hard/impossible to talk about any rebalancing of the game when there are so many fundamental issues with the game (and community too blind/stubborn to be willing to change them, everything’s good but at the same time everything’s wrong) of we have to be honest, so if not the respawn times then adjust the spawning points, and/or SBMM, and/or decrease shield recharge time or add some HP regen after each kill, something, anything.

But, it’s hard to fight the feeling all of this is perfectly intended, everything is made to f*** you up to make sure you’re hovering around that 50/50 W/L ratio no matter how hard you try.

As per above - it would at very least allow me to get back into the action and get the job done, the prolonged respawns is exactly what undoes all my good work.

Absolutely not… either slayer nor objective. Your life has to have value, don’t waste it. Current state is fine…

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Yep. Nailed it.

It’s not the SBMM fault.

  1. People seem to think that a hallmark of Halo is to play with friends… regardless of the skill range. So you get some very weird squads.

  2. Low population - leaves little option for the match maker.

You just have to be cautious. Taking out a couple of easy kills should be a red flag that their high ranking buddy is just around the corner. Don’t rush in with low shields thinking you can get an easy triple kill.

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Eh for objective I think its fine. Never rly had a problem with respawn time. I willl say it gets annoying when your team dies and respawns at different times and then they go out with their ego to try and 1 v 4 a team lmao.

Your enemy having a long respawn time is a reward for eliminating them. Spending a collective ~16 seconds out of action is something you should avoid. If you don’t want a long respawn timer, honestly, die less.

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In social slayer games I agree 8 seconds can seem quite long. In ranked I think I need the rest. I like the 8 seconds to contemplate, communicate and collate various types of crisps. (chips)

You can’t balance the game modes to allow you to make up for completely trash teammates. If they are that bad you’re going to lose and it’s the way it has to be. Fixing why you might regularly have such bad teammates should be a focus though.

Also in CTF it’s the reason why you ideally need to defend away from the flag, so that you do get a second chance after respawning. If the enemy can force you into defending at the flag and kill your team they deserve the capture.

Your post made me have a bit more of a think on it and I realised that a shorter respawn will benefit aggressive players. That’s not inherently a bad thing but I don’t particularly want to encourage more aggressive play styles. I like the balance as it is now.

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Though this seems good, I’m not really in favor. I think that this change wouldn’t really benefit the game, but hinder. Instead of getting time to move around the map, you instead just get another chance to die.