http://dbd.game/killswitch
Unpopular Opinion: Exit Gates should always spawn on opposite walls.
Imagine putting two gates on the same wall next to each other.
That's like, during real construction, putting two separate doors next to each other on the same wall, about a 1 meter distance in between, both doors leading to the same room. What's the purpose of that? Is the other an emergency exit?
Comments
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There's a post about this a mere two posts below this one in General Discussion
https://forum.deadbydaylight.com/en/discussion/195830/doors-stop-the-stupid-poopoo#latest
And how is this an unpopular opinion...? It even goes against the Entity's lore reason to "always" give the survivor up all the way until the moment where they are being dragged into the sky by the spider god
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But it's so annoying that I completely overlooked other threads about it and just posted my own.
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I don't think a soul harvesting cosmic horror is super concerned about pedestrian usability, Ada, or safety issues. It puts up 2 because 2 are expected. You get hope when the doors power, and lose it when you see they're right next to each other, and thus the entity feeds.
Why hooks and not vaudevillean train tracks or convey belts to lasers or wood chippers?
Why would anyone repair a v8 engine by sticking their arms into its guts while it's running?
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As a survivor main, I prefer this stay RNG. Certain killers are powerless when the gates are far apart. You wouldn't see anything at all but high mobility killers if this change was implemented. Sometimes you win, sometimes you lose (both killer and survivor).
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I must admit that I would prefer the exit gates to be further apart, however map mobility of some killers would work against them on this.
It's frustrating from both sides, particularly if you are the last survivor left in a match from the survivor side. It's also frustrating as a killer if you are a low mobility killer and the doors are far apart. That's why I think the RNG is the fairest option.
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Nope.
Exit gates should be random. Some games they spawn on opposite sides, some games they spawn near to each other.
A killer does not deserve to lose a kill just because they don't have a mobility power and cannot physically get between the gates, guaranteeing the survivor an escape.
It's already problematic on maps like Hawkins with guaranteed gate spawns, where M1 killers fall into a lose-lose situation when the third survivor dies. They find the hatch, that's great, but then they shut it and just have to cross their fingers and hope that they pick the right gate because it takes more than the gate opening time to get to the other one.
At the point where gate position really matters, it's usually down to one survivor and the killer. At that point the survivors have failed to do gens. That survivor has also failed to find the hatch, which is their second chance to escape through no skill on their own behalf, just luck. The gates powering is really a formality rather than the game just killing you once the hatch is shut, so no, it should certainly not always be in a setup designed to favour the survivor over the killer.
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Well then they probably should have given it a better name. Didn't bother opening that one because I assumed it was more whining about pallet walls.
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Alright. I get it that people like RNG and stuff, and I don't have any huge problems with it either, but there shouldn't be two gates on the same wall. That's just my unpopular opinion, I guess.
It doesn't HAVE to be the opposite, it can just be on the wall next to the other, but still not on the same wall.
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They've said in the past they're not interested in changing stuff lik ethat because it's there's so many possible complaints that could also come up with that, like "if being on the same wall is unfair then being able to be seen at the same time isn't fair," and the amount of possible scenarios with hills, vantage points and open areas is just too huge to try to code the game to stop them being seen from any one point on the map.
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