http://dbd.game/killswitch
Change to Exit Gates for both sides
When the Exit Gate switch is above 50%, it will continually progress until 100% and then opens the gate.
This helps both sides:
- (For Killer) It will open gates that are left at 99% and turn the pressure on for Survivors still in the match. (Survivors either leave it at 49% where it will stay, or they leave it at 50% to give them the most time to make a resuce, all while the Gate moves closer to opening while they're away)
- (For Survivors) It will open gates for the last remaining Survivor who manages to get it above 50% and manages to avoid being downed by the Killer until it finishes opening.
The speed at which the Gate progresses on its own is to be determined, and should be affected by stacks of Remember Me and/or Wake Up! (if the Survivor equipped with Wake Up! is alive; does not stack if Wake Up! is equipped by multiple Survivors).
This will also balance the Gates when the Killer is Trapper, as Survivors can attempt to get the Gate above 50% to make the trapped Switch eventually useless, and will require more effort from the Trapper than simply holding the power button for 2 seconds at each gate.
Comments
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Change for gens that will help both sides! If a survivor leaves the gen it automatically increases to 100%!
That's how you sound.
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The End Game Countdown will not begin until the first Exit Gate is opened. Survivors are leaving it at 99% to avoid the pressure of having a time limit. Meanwhile, they're completely safe (unless it's a Trapper, the gate is trapped, and the Trapper is close to it), as they can easily run to it, tapthe switch, and leave.
The change I'm proposing would finish the last 1% of the Gate if left at 99% and would trigger the Endgame Countdown. Survivors would then have to change how they play. Do they 99% the gate (or 100%, as they'll have equivalent results)? Do they leave the Gate at 49% to stop it from progressing (but leave themselves vulnerable if they need to quickly escape)? Do they get the Gate to 50% and leave it to progress while they go for a rescue or protection hit, buying them the most time possible while still having the Gate progress, leaving less time required to finish it later?
And your idea for the gens sounds great! Put a Concede option in the game for Killers, and when selected the game stays in progress, but ALL gens now automatically progress (at a rate to be determined). This can be sped up by Survivors also repairing. Once the Eixts are powered, both Gates will automatically progress until opened, where the Endgame Countdown will trigger.
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So above 50 it auto opens and below 50 it stays the same? That doesnt help killers at all. Might as well open the door at that point. At least you get 500 bp that way
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Killers have to go to the Gate to open it. Leaving a chase, or a hooked Survivor, to open the Gate to pressure Survivors does the opposite; it lets them escape for free.
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Trapper is late game killer, Gate change will ruin him.
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Dont know about you but if i get a hook after 5 gens are done they go to the nearest gate so i can guard them and a gate. Plus if the killer has blood warden opening the gate is benefitical after a down since it traps the survivors in the game for an extra minute and shows the killer if they are in the exit.
Besides if a killer is dumb enough to leave chase to open a gate the survivor deserves to escape.
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As I stated, "This will also balance the Gates when the Killer is Trapper, as Survivors can attempt to get the Gate above 50% to make the trapped Switch eventually useless, and will require more effort from the Trapper than simply holding the power button for 2 seconds at each gate."
The Trapper's Endgame is too strong, and requires very little effort. With this change, the Trapper will either have to commit to a chase if a Survivor is found at the Gate or reset the trap and continue patrolling. The Trapper can still stall the game out, but not for as long. It also makes him beatable when there is only 1 Survivor remaining (still tough for them, but doable), whereas currently he is unbeatable without a key for the hatch.
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"Plus if the killer has blood warden opening the gate is benefitical after a down since it traps the survivors in the game for an extra minute and shows the killer if they are in the exit." - @starkiller1286
Yes, this change to the Gate will benefit Blood Warden. Currently, Survivors leaving the Gate at 99% until everyone is safe and sound means that the Killer cannot make use of Blood Warden. This change either buys the Killer time if the Gates are left below 50%, as Survivors need more time to finish the remaining 50%+ instead of a simple 1%, or buys the Killer time if the Gates are above 50%, eventually do open, and the Killer has a Survivor downed.
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Possible buff to Left Behind: The Gates will power on their own even while below 50%.
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Easier soultion.
As soon as first lamp lights up (around 25%) on the gate, EGC begins, no more 99% to avoid EGC with doors prepped for easy escape.
On top of that, if lever is left alone it regresses by 2% per second (almost 50 seconds to regress from a 99% door).
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This has been suggested before, and it has a massive downside for the last remaining Survivor, as they will lose any progress they have made at opening the gate.
For example, I am the last Survivor, and I wait for the Killer to check my gate and leave. I begin to open the gate until just before the first light turns on. I wait for the Killer to come back, check the gate, and leave again. However, now I have lost progress during that time I spent waiting, making it difficult to finish opening the gate before the Killer returns.
Another example would be getting the gate to 97% before the Killer shows up. I don't have time to finish the last 3% before they get to me, but I can run to a nearby pallet/window/loop, create some distance with a stun or something, and then rush back to the gate for the last 3%. However, the gate will have regressed during the time I spent doing that.
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Exception can be made for sole survivor, but I don't see the need for it.
Not only when you are the last one alive, EGC is basically always active as hatch will be closed before you can even do anything remotely close to the gates. Or even if you do happen to be chased off the gate as the last survivor while operating the lever, there is literally a fraction of percentage that you will escape the chase and be able to operate THE SAME gate again.
Thus, I don't really see the big downside here, either do the hatch play or if you don't know the location of it, camp the gate and hope killer doesn't come to your gate first after closing the hatch. Basically THE SAME thing you do right now if you don't have a key in your hands.
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Timbologna is right.
The pressure of the exit gates is already powerfull enough and to me appears balanced, either the survivor could not get it to 100% in which case they fail the trial or they succeed in struggling to get it to 100% in which case they have earned the escape.
The exit gates powering themselves after achieving 50% power is a horrible idea.
Think of the type of survival this would entitle,
Survivors would get it to 50% and then hide until they opened themselves then escape.
I do not think the devs would appreciate a lazy playstyle such as this
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I dislike the EGC's existence in all of my games as killer (and survivor), and since your suggestion promotes its prevalence, I'm against your suggestion.
A better idea would be to make it so that the EGC starts only after both doors have been opened.
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