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Doors... stop the stupid poopoo

Can ya’ll stop with the ridiculous door spawns.... as a killer main even i see how stupid it can be to have both doors on 1 wall. A kill should never be able to just stand in 1 spot and see both switches and be within 5 seconds of either one lol

Comments

  • ZCerebrate
    ZCerebrate Member Posts: 641

    And yet they do... it's a "well if you don't have a key then I guess your dead" moment looking at it from the killer side with 2 mins of EDC left after you slammed the hatch.

    As a survivor - I dig through whatever chests are left for some RNGesus key rng but then it's just pick a door and get whatever BP I can get from it before I die.

    It's rough when it's not a power like Whispers or a Trapper setting a beartrap down infront of the switch (which could be considered op) but just pure visibility and proximity to each other that any 110% killer can stop you as soon as you show up at either.

  • ArcticWolf
    ArcticWolf Member Posts: 44

    When i see them that close as a solo survivor i just except my fate and let the entity take me. Nothing i can do so why stress myself out right?

  • MrPeterPFL
    MrPeterPFL Member Posts: 636

    They need to change the last bit, killer patrolling door to door is hella boring and survivor waiting for the killer to leave just to do half of the switch is also hella boring.

  • NekoGamerX
    NekoGamerX Member Posts: 5,292

    I play both sides there are times when the doors are so far survivors got easy out too it random as hell.

  • Dreamnomad
    Dreamnomad Member Posts: 3,949

    When you said doors in the title, I was thinking you meant breakable walls. But yes, the end game collapse and exit gate situation is heavily favored to the killer. If the exit gates are can be patrolled within 10 seconds by the killer then it's virtually impossible for the survivor to escape from the exit gate. The typical argument made is that if you as a survivor failed to finish gens or get to the hatch first then you deserve to die. There is some logic to the argument. But is completely possible to be put in that position through no fault of your own with terrible team mates. I still think there should be some chance to escape.

  • Zozzy
    Zozzy Member Posts: 4,759

    Why? the survivors already lost the game., they failed to get the pity win hatch and now they should just get an easy escape out the door?

    Why don't we just get rid of the doors and hatch and just end the game when 3 survivors die?

  • TheeclumsyNinja
    TheeclumsyNinja Member Posts: 283

    No theres no pity escape, but the doors should not be able to be watched by a killer standing in one spot or moving a few feet.


    At that point the survivor might as well just put himself on the hook

  • pepperoninipples
    pepperoninipples Member Posts: 90

    And what about when they are totally opposite sides of each other? So its fair for that but not the other way around.... Hmmmm.

  • Xyvielia
    Xyvielia Member Posts: 2,418

    Experienced killer’s know all the survivor exit gate strategies and tactics

    When I’m in a match with a killer who I can see or sense has experience, or who can trap the lever, or who has a clear/easy line of sight to both gates, or who is stealthy or fast enough to patrol them, then I usually will try and get us both some free chase points, since they’re most likely going to catch me eventually within the EGC allotted time.

    Sometimes I won’t bother giving them the free hook, and I’ll just stand nearby (the best for me is utilizing the high ground, if they haven’t already done so) to watch them incessantly, frantically racing back and forth, thirsty for their kill and me knowing that they’ll never get it w/o the entity’s help.

    That’s what’s so amusing about this game.

    EVERY KILLER IS BOOSTED by the Entity

    Players never take the time to appreciate (admit) the fact that the killers only have special abilities/ powers/ speed/ weapons etc. because of the entity.

    Especially when 1 or more survivors are mori’d early on, or Randoms/ other solo survivors not doing anything or playing less than “SWF par” are basically securing the killer’s 4K.

    When there are 0-2 gens done and it’s already 2 survivors down and the killer still has all the super abilities/ powers/ speed/ weapons etc. at their disposal to easily guarantee the 4K, then those exit gates spawning so closely in proximity to one another is merely like an extra knife in the back for the Solo survivors who know it’s another match where SWF May have won, but themselves being solo have to work even harder to compensate.

    DBD is way too SWF sided; not enough Love and attention to helping Solo survivors on the part of the devs.

  • burt0r
    burt0r Member Posts: 4,160

    That's the problem on point.

    Potential wise swf trumps killer while killer stomp solo.

    But it should be all on eye to eye level with skill making the difference leading to a useful matchmaking.

    My go-to example many other games like my staple league of legends. The champions are equal for all parties setting an even ground for "skill" and teamwork to be a decisive factor.

    But dbd doesn't have this even ground due to be asymmetrical and the disparity in potential between swf and solo.

  • valvarez4
    valvarez4 Member Posts: 868

    Well, Make doors open automatically when 3 or 4 survs are alive when 5 gens are done. The killer failed and don't deserve a kill

  • Dwinchester
    Dwinchester Member Posts: 961

    Killers dont get near the same level of second chances that survivors already get.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432
  • ALostPuppy
    ALostPuppy Member Posts: 3,398

    Tbh I've started going afk when I've closed the hatch and go make a coffee or something. Not worth spending 2 minutes going back and forth and not doing anything interesting to get 1 extra kill.

  • edgarpoop
    edgarpoop Member Posts: 8,368

    Breakable walls? You want breakable walls?

  • CheyeneKL
    CheyeneKL Member Posts: 723

    I'm assuming you're heavy trolling in your second paragraph. Regardless, it's not the best comparison/made up scenario equivalent

    I'm personally not interested in having an automatic loss in a game where I happened to be the MVP (sometimes without even going down) but my team made horrible decisions/there was one game ruining DC by a player. End game stuff like that is the final chance for a player who gets screwed over by their team to possibly make an escape. Escaping through the doors as a single person left is infinitely more rewarding than a hatch escape, as a gate escape is definitely more skillful than just getting lucky with finding the hatch first IMO

    I don't see a HUGE problem with door spawns (most games seem to have a reasonable amount of distance between the doors) BUT I would like to see the RNG where the doors spawn literally right next to each other in the corner of the outer walls be tweaked. I've had several games where the killer could have just stood in one single spot and swivel their camera to see both gates (it's usually on Gas Heaven btw). 100% impossible in EGC as a solo, and would even be somewhat difficult for a full team trying to open the gates (depending on the killer)

  • OtakuFreak
    OtakuFreak Member Posts: 206

    I do think in this scenario the gates are too close together, but at the same time, THEY should be somewhat close to each other, that the killer is able to patrol them without an adequate risk of the survivor getting out.

    If you think about it, the survivor already had multiple chances to escape, by completing generators and by the hatch mechanic.

    If you find yourself with the only method of escape being the doors, then you've already had countless chances and as such, the doors SHOULD be killer-sided, although not ''I can stand here and see both switches'' type of strength.

    Unless the killer ######### up, or you mind-game him 200 IQ, you don't deserve to get out, sorry.

  • csandman1977
    csandman1977 Member Posts: 2,358

    I never had a problem with end game. Even the times the doors spawned next to each other were few and far between so they Didnt bother me much.

    I never went for hatch unless i happened to run by it on my way to a door.

    But i heard with new update, the lights come on as soon as you touch the lever. That is a huge unneeded swing to the killers favor. I hope they change that back.

  • CalamityJane
    CalamityJane Member Posts: 487

    Nope.

    Exit gates should be random. Some games they spawn on opposite sides, some games they spawn near to each other.

    A killer does not deserve to lose a kill just because they don't have a mobility power and cannot physically get between the gates, guaranteeing the survivor an escape.

    It's already problematic on maps like Hawkins with guaranteed gate spawns, where M1 killers fall into a lose-lose situation when the third survivor dies. They find the hatch, that's great, but then they shut it and just have to cross their fingers and hope that they pick the right gate because it takes more than the gate opening time to get to the other one.

    At the point where gate position really matters, it's usually down to one survivor and the killer. At that point the survivors have failed to do gens. That survivor has also failed to find the hatch, which is their second chance to escape through no skill on their own behalf, just luck. The gates powering is really a formality rather than the game just killing you once the hatch is shut, so no, it should certainly not always be in a setup designed to favour the survivor over the killer.

  • musefan
    musefan Member Posts: 345

    Dont worry, they will have offerings for door spawns soon enough, no doubt.

  • burt0r
    burt0r Member Posts: 4,160

    Simply implement a routine with the conditions of both doors not spawning closer than X and not further than Y along the walls (not as the crow flies). I don't know fitting values for both and the would need to be map dependant. But with this it should prevent both doors spawning in the same corner but also not at the opposite sides of the map.

    But some maps are just bad for this like the one bone shaped, I can't remember the name, maybe a variation of Autohaven or macmillan.