99% 'ing exit gates shouldn't be a thing

I think it's a bad concept, you bypass the EGC but you still have a gate pretty much open.

After all gens have been repaired, gates are being opened immediately, which makes the EGC almost pointless.

I really like the idea of the EGC, the sense of urgency and rumbling in the trial is pretty cool, but it could be way better.

Opening the hatch takes 2.5 second now since the patch, why don't we see a similar change to gates as well?

It could regress to 95% automatically if you let go of the switch, so it takes a bit longer to open.

In my opinion it should be either: you open the gate to ensure a fast escape OR you pre-open it to 95% to avoid the EGC but it doesn't ensure as fast of an escape.

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Comments

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 24,956

    Prior to EGC being added, survivors would open the gate as normal. EGC was added to stop the game being taken hostage - not to favour one side over the other. By keeping the doors able to be 99'd, it's giving opportunity for gameplay to still happen with being as balanced as possible.

  • anarchy753
    anarchy753 Member Posts: 4,212

    I agree, it's a sad state when a mechanism was specifically introduced to end the game when it's essentially over, and the meta that's developed is to go to the absolute greatest lengths to circumvent and undermine that mechanism as much as possible. Leaving the gates perfectly 99ed adds a fraction of a second to running out, you essentially have opened the gate, but any killer perks and add ons that rely on the gate opening are disabled, and all pressure to leave is gone.

    Survivors use it to make sure everyone is safe, healed and good and ready to leave before ever starting the countdown to get out, and that's completely counterintuitive to the introduction of the EGC which was supposed to force survivors out rather than giving them all the time in the world to hang around and mess with a killer they've already beaten.

  • Krimbar
    Krimbar Member Posts: 200

    I'm not trying to favor one side over the other either, I just think that the current EGC dynamic doesn't feel that great when people are just 99'ing the gate which is basically an open gate but with no EGC.

  • Faulds
    Faulds Member Posts: 903
    edited December 2021

    They never added EGC as a mean to pressure survivors... that's what you don't understand. They introduced it to prevent survivors from taunting the killer indefinitely until he disconnects; that's why they also made killers able to open the doors (to make sure the game end even if survivors don't open them to trash on the killer). EGC is fine as it is.

  • Zolfo16
    Zolfo16 Member Posts: 479

    Well but noone proposed to remove EGC. The changes that have been proposed do not give any opportunity to take the killer hostage.

    They have been proposed with the objective of not allowing to have all the advantages with this 99% strategy.

    Basically you have open doors without haveing really opened the doors, that is good to face Blood warden for example.

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 24,956

    that's pretty much it.

    EGC is there to prevent the game being taken hostage by one side - not to make it easier for either side which is why the ability was given for the Killer to open the gates and start EGC themselves.

  • Krimbar
    Krimbar Member Posts: 200

    I get why they added the EGC, you just don't seem to get what I'm commenting on.

    Opening the gate has downsides to it, but they can be completely circumvented by 99'ing a gate instead of fully opening it.

    As far as I know the reason why it now takes 2.5 seconds to open a closed hatch is because otherwise it felt bad chasing a survivor towards the hatch knowing you are absolutely powerless to stop them from opening and escaping. I think it's a similar situation here, if the gate is fully opened everything would be alright to me, but when you chase a survivor towards a CLOSED exit and they can just open it in 1 frame and escape anyway, that creates a weird dynamic again.

    Again, I'm fully aware that the EGC was not implemented to favor one side over the other nor to change the late game. I am just saying how I feel like the EGC and the late game dynamic should work.

  • Deadeye
    Deadeye Member Posts: 3,627
    edited December 2021

    If needed, like for Bloodwarden, you can, as already said, also open the gate as killer. The 2.5 seconds is a key-only thing. Chasing a survivor towards the open hatch that has not been kicked yet is still a thing, because it is a race as soon as the second last survivor dies. Which is a fair 50:50 thing who finds it first.

    The "weird dynamic" can easily be countered by the killer. And just to make sure, you are not expecting that, like with keys, the 20 second opening interaction is reset to 0 after aborting it, right? Because THAT would be a really weird dynamic. Btw key progress isn't reset either. If you see a survivor too late and hit him after 2 seconds of key usage on the hatch, he will get out after the hit, unless you have an insta down

    Another edit: survivors initially need to open the gate for 20 seconds no matter what. Which is time enough that you can have as killer to interrupt them, isn't it? Or you have multiple survivors left so you are in chase while the other one opens the gate. And if that many survivors are left after 5 gens, I think the whole setup seems still pretty fair. If they have the resources to prepare the gates, I don't know what feels strange about the EGC delay

  • DBD78
    DBD78 Member Posts: 3,629

    As survivor I think this is fair, but if would be fun if the killer had a perk that made it regress just like gens do with Ruin. Could be added to Remember me or just be a new perk also giving something else since it would not be strong enough otherwise.

  • Bwsted
    Bwsted Member Posts: 3,452

    Yet, your reasoning keeps hammering on the fact that 99'ing the gate doesn't allow you to benefit from EGC pressure, even though EGC isn't implemented to give pressure. It only does so as a byproduct.

    Here's the thing: 99'ing does favor the killer. Pre-EGC implementation, the gates would be open and survivors could walk out unimpeded whenever. Now, running to a 99'd gate while being chased can get them killed. So, see, the thing you're complaining about was effectively a buff in your favor. You just want more.

  • Krimbar
    Krimbar Member Posts: 200

    Well I don't completely agree with the current hatch mechanic either. Of course it's luck based and either one could find the hatch first, but it's a weird dynamic as well.

    This is going a bit off-topic but the existence of the hatch mechanic is questionable in my opinion. A lot of people just use it as alleged proof of being superior and claim it as a win if they find the hatch first.

  • Krimbar
    Krimbar Member Posts: 200

    I'm really not interested in favoring the killer side, I mean it might be a inevitable consequence, but it's not my intention.

    And you're exactly right, the pressure from the EGC is just a byproduct, which I would like to see added on to though.

  • Deadeye
    Deadeye Member Posts: 3,627

    If they do it is simply wrong. MMR considers hatch escapes as draw. But what you describe is again pretty subjective. And here the killer also has the option to slug, to avoid the race

  • Krimbar
    Krimbar Member Posts: 200

    Sure, but it could be better is all I'm saying. Just like with the EGC / late game topic, it's not a big deal, but something I feel like could be better.

  • dugman
    dugman Member Posts: 9,714

    I don’t have a problem with survivors getting doors to 99% in principle, especially since I can just open them myself as killer if I want to start the endgame collapse.

    The only minor issue I have with the 99% thing is it kind of breaks Blood Warden which requires you to hook someone after the doors are open to trigger. In fact Blood Warden predates the endgame collapse so I have a sneaking suspicion that the fact survivors can pretty easily get around it by 99% the doors might have been a small oversight at the time. As of now Blood Warden is an objectively significantly weaker version of No Way Out, there’s literally no rational reason to use Blood Warden over No Way Out if you have both available, and that’s in large part because of the 99% thing affecting Blood Warden but not affecting No Way Out. They really should take a look at tweaking Blood Warden to just automatically trigger when the doors are opened and remove the hook requirement to bring it more in line with No Way Out.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389