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New item idea that opens exit gates faster

Does anyone think this would be a viable item?

There are perks that help fix gens faster and items (toolboxes) that repair gens faster. Interestingly, there are no items that open exit gates faster... With the EGC, an item like this would be worth considering.


Thoughts anyone?

Comments

  • LordGlint
    LordGlint Member Posts: 8,537

    Due to how seldom it would actually be useful, I dont really see a point in another item+ its addons to be poluting survivor bloodwebs. Typically the only time the speed of gate opening is a concern is if your the last survivor. Do you really want an item that is ONLY useful if your 3 teammates are dead? I imagine bringing that into a lobby would be the equivalent of telling your teammates that you have no hope for them, lol.

  • AntiJelly
    AntiJelly Member Posts: 1,155

    I think an item set that would make doors faster would be pretty cool. I think that if toolboxes got reworked to instead work on doors would be even cooler!

    @Peanits @PrettyFaceKate

    Wake Up is actually pretty underrated. Next to Bond, it's probably one of my favorite perks. It makes the difference between escaping and being sacrificed all the time, especially if you're the last survivor.

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    Honestly, Wake Up has never been enough to make a difference for me, unless I had Resilience/Spine Chill along with it. The exit gate spawns are just that terrible. Even if they're decently spaced apart, the killer just needs a good spot/s in between to gain line of sight.

    For how situational Wake Up is, I feel a decent buff could be applied without any danger of causing imbalances.

  • OutcastEric
    OutcastEric Member Posts: 495

    Survivors don't need to do anything faster. They need to go slower if anything or add a side objective to opening the gates

  • Atrushan88
    Atrushan88 Member Posts: 2,092

    I think it might be too powerful in scenarios with Spine Chill Resilience where you're injured with said item. That combination is super good and basically the equivalent to Wake uUp. Keep in mind the item would also need to have addons of which you could really only make them increase the speed or reveal them. That'd trump Wake Up. Also not sure I wanna see more items I won't want cluttering my bloodwebs. I already have enough I try to avoid that I keep getting.

  • Witas
    Witas Member Posts: 477

    But that's just because Wake Up! specifically is garbage, if an item that works with gates was implemented, people would use it, even if it was bad, since bringing in an item doesn't "cost" you anything, where as with perks you have only 4 slots and have to choose carefully. Perks could also work though, assuming such a perk would be worth the perk slot ... Well, it'd be work the perk slot and thus atleast somewhat used :P


    That being said Im not a fan of this idea, opening gates is quick enough as is.

  • Peanits
    Peanits Dev Posts: 7,555

    Dare I say it would still cost you something. I'm not one of the people who brings items myself, but it'd be a tough sell for someone who does over a toolbox or a medkit. A good medkit replaces the need to bring some sort of healing perk (or the need to find teammates, at the very least), for example.

  • ChronoSeth
    ChronoSeth Member Posts: 55

    No thanks, it pollutes survivor item pool and you have to hold it for the whole 5 gen or ECG. Which means your item would either be wasted since you died or it could have been a toolbox repairing generators.

  • Runcore
    Runcore Member Posts: 328

    It pollutes only survivor item pool? Killers will be damaged much more. Exit gates have very low opening time and lower it more dramaticaly damage killers coz survivors will open gate in a blink of eye and killers will have no way to counter it. We all know about problematic gen speeds and if you raise speed of gates it will damage game balance. Exit gates should stay same + add regression to prevent 99% exit gates which serve only for toxic survivors that wait for killer and then teabegg him/her in safe zone.

  • Runcore
    Runcore Member Posts: 328
    edited January 2020

    It pollutes only survivor item pool? Killers will be damaged much more. Exit gates have very low opening time and lower it more dramaticaly damage killers coz survivors will open gate in a blink of eye and killers will have no way to counter it. We all know about problematic gen speeds and if you raise speed of gates it will damage game balance. Exit gates should stay same + add regression to prevent 99% exit gates which serve only for toxic survivors that wait for killer and then teabegg him/her in safe zone. if you want buff for surviviors you must suggest buff for killers as well to keep balance. You suggestion only favors survivors.

  • Star99er
    Star99er Member Posts: 1,459

    I think it’d be better to just buff Wake Up. It’s easily the least rewarding endgame perk. I think giving it an additional function and increasing the speed you open gates to 15/20/25% would be a much better option.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536
  • wichael_wyers
    wichael_wyers Member Posts: 202

    Could be a cool offering then. Maybe an offering that can greatly increase the chance of them spawning on completely opposite sides?

  • Chrisko
    Chrisko Member Posts: 288
    edited March 2020

    It's situational...

    1. When you are the last survivor and
    2. the exit gates have spawned relatively close together and
    3. the killer is playing ping pong between the gates and
    4. the hatch is closed and
    5. the EGC timer is running down

    This is a fairly common scenario...it would be nice to have some option other than "i'm Fu@k%d"

  • CronaWins
    CronaWins Member Posts: 650

    Why do you need to open them faster when they just get 99'd anyway.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    At this point an add on to open the gates faster might seem more impactful.

    Using a tool box now seems very underwhelming.

  • Chrisko
    Chrisko Member Posts: 288

    Just because there is a perk doesn't mean that there shouldn't be an item that does the same thing or stacks...There are already perks that do what other items do. I could make the case then that we don't need

    1. med kits because we already have self-care.
    2. sabateur tool box because we have sabateur perk
  • CosmicParagon
    CosmicParagon Member Posts: 1,070

    If you're alone in that situation, you ARE screwed. That's intended, you aren't the power role.

  • whammigobambam
    whammigobambam Member Posts: 1,201
    edited April 2020

    More items for the toolbox would really add variety and also make sense, like, how about a hammer that breaks totems faster or a screwdriver that locks Dwight in a locker.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    Been suggested a lot in the forums at the past and my opinion stays the same.

    The entity doesn't want to make survivor's trials really easy or hard, so it gives em the necessary. Imagine the survivors being a poor person and the entity a wealthy person, the entity will give them a fork and some soup, they don't want to make it easy, but not impossible.

    Now gameplay wise, I believe that simply it shouldn't exist because:

    1st, add-ons? Toolboxes have charges and speed, an item that opens doors faster wouldn't have great add-ons.

    2nd, too situational. You actually need to either finish 5 gens or the hatch to be closed in order to be viable, too situational to be added.

    3d, it's not necessary. Survivors have plenty of items they don't need another one.

    All of this are my opinion, feel free to argue :3

  • Chrisko
    Chrisko Member Posts: 288

    The entity allows the key to open the hatch after the killer has closed it.

    Regarding your #3d point. As a solo queue survivor with over 1,800 hours in the game, i can say that the situation regarding the doors being too close and me being the last survivor has come up in probably 15-20% of my matches. An additional 2 seconds on the door from an item is the difference between escape and an easy kill for the killer.

  • Orionbash
    Orionbash Member Posts: 765

    Um, you 99 the exit gate to prevent Bloodwarden. Killer mains, man.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    Fun fact the entity didn't make the trapdoor so technically she doesn't want it but can't remove it. But still, in order for the item to be used you need to find hatch or have add-ons. The keys have aura read, the maps have object aura reads, the medkits heal, the toolboxes complete the objective faster, the flashlights and the firecrackers are used to stun the killer. You don't need anything more or less. All of the items have use even if the gens aren't done with a few exceptions (medkits against plague are almost impossible to be used, no mither and the broken status effect)

  • Chrisko
    Chrisko Member Posts: 288

    ????

    You can do a gen without a toolbox. You can heal someone or yourself without a medkit. Yet these items exist...

    You stated the toolboxes do gens faster..the medkits heal people faster and these are in your words OK. BUT you think there is no need for an item to open gates faster? That somehow is going too far and unnecessary. You contradict yourself.

    With your thinking...Why do we need anymore new killers or survivors...or any new maps...

    Consider your point taken that you don't consider any new items to be necessary. Some of us would like some NEW THINGS in the game that address specific situations...I understand that you don't think it's necessary. I completely disagree!

  • Chrisko
    Chrisko Member Posts: 288

    Ahhh The "Good team working together" argument. I play solo Queue and the play is just about the exact opposite. But hey...give me comms in solo play or a SWF group and I will agree that I probably won't use an item to open a gate faster. Until then, in solo Queue...the "Well coordinated good team" unicorn that you speak of is extremely rare.

    Hell...Behavior won't even allow us to see ranks anymore of the survivors we are playing with. Also everyone has a private profile so I can't see how many hours in the game they have. In Solo Queue we go in blind and sometimes I am matched up with higher ranks and sometimes I am stuck with rank 16 and 18s. While rank is relatively meaningless, there is a difference btw rank 5,6,7 play and rank 16,17,18 play.

    So yea...sometimes it is good to have an item that "speeds up the game" when paired with low ranked survivors who are making every mistake.

  • Chrisko
    Chrisko Member Posts: 288

    Last I checked you get 1 slot for an item. So if someone opts for a 2 second advantage in opening a gate, they can't also opt for a 2 second advantage with a toolbox.

    So answer this question for me because I don't see how your argument makes sense...

    If (2 people bring a gate opener and 2 bring a toolbox) VS (4 people bringing toolboxes), how is the game being sped up?? What you lose in generator repair speed you MAY get if you are opening a gate at the end. 1 survivor can't speed up gen repair and open a gate faster with only 1 item. You have to chose what to bring.

  • HellDescent
    HellDescent Member Posts: 4,883

    Gates already take 20 seconds to open. It's not a gen. You can bring wake up if you think they're taking too long

  • Schmierbach
    Schmierbach Member Posts: 468

    Im all for the idea as long as the gates regress if you jump off the lever. If you want to open the gate faster thats fine, but if you want to 99% gates faster then sorry but no.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    My point was that you suggested an item that could only be used in one state of the game. This cannot exist. You could argue that keys can't be used till hatch is spawned but still, hatch is guaranteed to be spawned, exit gates aren't guaranteed to be powered. Even without escaping with a key you can use it to read auras. This idea could get away at max as a toolbox add-on that says "you can use toolbox on the exit gates, lose the ability of repairing a generator with this toolbox", maybe that could work.

  • Chrisko
    Chrisko Member Posts: 288

    That's a great suggestion...as an add-on for the tool box. It has a trade off and disappears after each game. Not bad Claudette.