We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Maybe if skillchecks apply on opening an exit gate?

The exit gates are an important part of the game, they can't be easily balanced and here's why: as always there are 4 main concerns to a buff/nerf/addition:

1. How much does this affect a new player?

2. How much does this affect an experienced player?

3. How does this affect the meta?

4. How this affects the balanced of the game in a whole?

I personally think that gates are kinda easy to pull off in most scenarios as a survivor, and 99% a gate is annoying to deal as a killer.

So I suggest 2 minor adjustments:

1. Gates have skillchecks. Since it is the primary objective I believe it should be affected by skillchecks. It will need to be changed thematically because there is no "skill" on lowering a lever.

2. The gate regresses till it reaches 75%. This way the 99% gates will be in the past.

What do you think? Let me know down below.

Comments

  • DrDeepwound
    DrDeepwound Member Posts: 2,557

    exit gates and totems should both have skill checks

  • Zarr0ch
    Zarr0ch Member Posts: 589
    edited May 2020

    I dont see a point in skill checks on a gate, if the team has done 5 gens, they can do skill checks.

    I do think it could be a good idea to have the gate lose power over time, so if you 99% it, then run off, it will be..say 70% when you get back *whatever time frames it has*

    If you were to add skill checks, then maybe a skill check to the hatch if using a key, 5 seconds to open lock with a skill check. Then the surv cant stand on it and wait for the killer to find them for no reason other than delaying the end of the match potentially and getting virtual me me me points.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    I said it can regress till 75%. I agree on your key idea. The gates should have skillcheck imo because it's a primary objective that's all :)

  • Zarr0ch
    Zarr0ch Member Posts: 589

    Sorry, I meant it kept regressing (all the way to 0) not just to 75%. :)

  • Dead_by_Gadfly
    Dead_by_Gadfly Member Posts: 3,772

    For sure should regress.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    I also specifically said that it doesn't make sense to add skillchecks on a lever, so the gate system will need a visual update.

  • illusion
    illusion Member Posts: 887

    OP is spitballing. Since the devs have, for some reason, decided not to add a secondary objective to the game, people are having to work with existing mechanics to deal with the issues. Maybe the switch needs to be wired up to the gens in order to make it work.

  • Zarr0ch
    Zarr0ch Member Posts: 589

    Maybe the door has a digital screen on it (visually in game) and the skill checks are the survivors trying number sequences. Only a visual change, as it only add's skill checks. Would have to be something like that.

  • Mew
    Mew Member Posts: 1,833

    can we just work on making the survivor objective more fun

    skillchecks are boring, like yes game i can hit spacebar thanks

  • Rydog
    Rydog Member Posts: 3,275

    I think it would be interesting to try adding a regression effect to gates. That would introduce an element of risk when survivors decide to 99% it.

  • brokedownpalace
    brokedownpalace Member Posts: 8,813

    No thanks.

  • Zarr0ch
    Zarr0ch Member Posts: 589

    Is not amused

  • Rasinbran
    Rasinbran Member Posts: 240

    Why are skill checks the only thing you or anyone can come up with? They are the most basic click on the spot mini objective I've seen. It just takes a bit of timing to get greats and only brand new players struggle to land a good.

  • Zarr0ch
    Zarr0ch Member Posts: 589

    Good is simple once you learn. Great, not as easy but with practice you get it more and more.

    You don't want to throw to many different mechanics in though, the game is about escaping a killer, not mini-games as such. So whatever the gates are/could/might be changed to, you have to keep that in mind.

  • metalklok
    metalklok Member Posts: 632

    at least give the killer and option to regress them. Kinda lame you can just 99 and run off to help your team while the killer has no option to counter play the gate assuming there is more than 1 survivor left in egc

  • finitethrills
    finitethrills Member Posts: 617

    Skill checks are the least skillful thing in this game. I'd support skill checks on gates and totems, but I'd rather skill checks be made into something that actually requires more than half a neuron of attention first.

  • EmpireWinner
    EmpireWinner Member Posts: 1,054

    Worst idea ever

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    So, I'm okay with the gate regression idea. To balance it, I'd say just use the lights as placeholders (literally). Currently, the first one comes on around 25%, second around 50-55%, and third around 75-80%. If a survivor lets go of the switch, have the gate's progress regress to whichever "light checkpoint" that it had reached so far.

    As far as skill checks on the gates... I couldn't suspend my disbelief that skill checks are needed to make a switch more effective. Not aus fan of this part of the idea, sorry.

    HOWEVER, I think adding skill checks to totems and chests would be a solid inclusion. Since neither take very long to do, maybe use the 'open' skill checks of portal-sealing or Autodidact. Doing skill checks could reduce the noise your character makes while cleansing/rummaging, and missing them would simply make much more noise rather than losing lots of progress.

  • bm33
    bm33 Member Posts: 8,274

    My only issue with skill checks on totems is survivors already ignore them saying they "take time away from gens", adding in skill checks isn't going to help that attitude.

  • Rasinbran
    Rasinbran Member Posts: 240

    Well perhaps the ability to destroy the switch to open the gate can be an option.

    Not completely of course and you'll only be able to do it once per gate. The survivors would have to repair it in order to begin the opening sequence.

  • SuperSaiyan4GT
    SuperSaiyan4GT Member Posts: 144

    I don't think exit gates should have skill checks since you are simply pulling on a switch. Totems you are using a "cleansing" process so I could understand that. Generators you are "repairing" so that's where the skill checks come into play.

  • SuperSaiyan4GT
    SuperSaiyan4GT Member Posts: 144

    I really hate these sorts of suggestions because any sort of changes to this game have been more difficult for a survivor. It's bad enough killers are fast and overpowered and we have to worry about being chased or sacrificed.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    ...Most killers aren't overpowered. In fact, they've only occasionally been the power role of DbD since the game came out. Sure there's ones that aren't very fun to play against, but a good survivor team can beat nearly anything killer throws at them (besides Nurse).

    Skill checks aren't hard, and would make things like totems and chests more interactive for survivors. Sorry if you find purely holding M1 for 15 seconds just so exhilarating.

  • SuperSaiyan4GT
    SuperSaiyan4GT Member Posts: 144

    Cleansing/searching a chest isn't the same as repairing a generator or healing. You need to repair and you need to heal.

  • IamDwight
    IamDwight Member Posts: 236

    :( then I can't focus the entire gate-opening duration to stare at Dwight's handsome face