EGC balance
the EGC should be fairer for both and especially when there is a solo survivor and his 5% chance of escaping through the gate after the killer close the hatch.
- The spawning of the gates not so close.
- Survivor Solo buff open the gates 10% faster.
- Killer can not see the aura of the gates. (only temporarily equal to the survivors)
- if the killer closes the hatch the survivor solo will have another option besides the gates he can open the hatch also only with twice the time it would take to open the gate. So the killer can not just camp at the gates.
Before they come to throw stones. use only one option and give the survivor solo a little more chance of escape. It's not his fault to catch a bad team or the rage quit leaving the game.
Comments
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- Yes, the gates do spawn too close sometimes, but if they spawn too far, it's a free escape. The devs consider that both situations cancel each other out.
- Opening the gates 5% faster would shave off one second. That's it. If you want, you can take Wake Up or whatever that perk is called that allows you to open gates more quickly.
- Not seeing the gates' aura is pointless. The aura doesn't give the killer any useful information regarding which gate the survivor is at. However, since they're an objective not unlike generators, it makes no sense to have killers able to see the generators but not the gates.
- If the survivor had an alternative besides the hatch when the killer closed it, then closing the hatch would be irrelevant. If anything, it would be actively detrimental to the killer.
Listen, I get it sucks to be the last survivor alive and feeling like you have a snowball's chance in hell of escaping. I've been there, I've died to the EGC. I've been left to bleed out to the EGC as well. ######### happens.
What you have to understand is that when you're the last survivor remaining, you are in a 1v1 situation against a player playing a character that's balanced around a 4v1. This player completed their objective very efficiently and should be rewarded for it. That's how games work - you do things right, you get rewarded for it.
The survivors, on the whole, failed to do anything right for the game to end in a 1v1. They didn't win chases, didn't repair generators, didn't survive. The killer should not be punished by a forced alteration of the game's balance to try to make sure a single survivor is able to 1v1 the killer after the killer did their job.
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What Balance?
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The balance where a role designed for a 4v1 can and should dominate in a 1v1 in the vast majority of cases.
The balance where a player who does everything right and completes their objective shouldn't be punished for it by artificially curbing their power.
The balance where a player whose side has failed repeatedly at everything, despite being given multiple chances, should be made to experience some form of consequence for their repeated failures.
The balance that every other game ever has had - if you do things right, you're rewarded; if you fail, you're punished.
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bla bla bla.
I have another vision about all this. They are always trying to make the life of the killer easier like: Hitboxes without solution , Noed, bloodwarden, EGC, nerfs suvivors perks. As I said earlier. Already starting the match with two on the hook this makes it easier for the killer or change game killer vs killer.
So its logic is to be difficult for the survivor and very easy for the killer?
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@not_Queen @Peanits survivor have voice here?
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My problem is whenever I play solo survivor I end up with a killer who finds the hatch whilst the 2nd last is on the hook, so they can insta-activate EGC and then they just find you and that's it, they will never let you go and you can't escape, unless by extreme luck you get an entire gate open in the time it takes them to check the wrong one.
that said, imo EGC has done very little. Now Killers can railroad the last survivor and SWF teams still just stand at the gate until 1s before EGC ends or until you come and knock them out of the map.
Also lol, the killer is fully at a disadvantage due to SWF spam with comms. The Killer wipes the floor with solo survivors, then SWF become nigh-invincible against the killer. The entire balance of the game is bad.
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Survivors yet again not realizing that the EGC is fair in THEIR kind of fairness.
You actually get another chance IF the killer gets the hatch. The killer doesnt get that kind of luxury when survivors jump in.
Killers also dont get some "I-Win-Button" like the hatch when
2-50 generators have been done.Be glad you even get the collapse instead of getting impaled directly when the hatch gets closed.
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Forget everything. I think a little change in the gate driver is enough. Maybe Increase to 25% or 30% to turn on the first indicator light and spawn gate not so close.
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Yes, according to killers it is your fault for playing solo. Find a good SWF.
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After activating the EGC the killer nor even looking for it is just to camp the gates for the easy kill.
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I've had game after game now where we're getting toxic killers who are camping and tunnelling because they don't care about one-off games where they might derank, and then the game is literally spawning the hatch within 2 meters of them (With not enough gens up to make it appear preemptively).
Honestly imo EGC needs to go back to the test server and get fixed immensely. Whether it's the fact that exit gates often spawn within 30m of each other, the time it takes for a final solo survivor to open them, or hatches literally spawning on the killer, it's just broken.
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Man, I'm having the opposite problem as killer when I actually go for the sacrifices. I get the third survivor, and either the last survivor finds the hatch first, or I close the hatch and even though I go straight to the exit gate they're at, they manage to open it before I get there.
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SWF is broken as hell, but unfortunately the devs have balanced the game now so Killers are hyper-buffed against solo players, then SWF shreds killers apart unless you're a top-1% rank-1 nurse / billy
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