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The EGC was a step in the right direction, but it needs more work.
While it helps bring the trial to a close, it's a little bit too neutered to do its job, so the endgame is still a massive slog.
Changeset No. 1: No, it starts NOW
Increased the duration of the Endgame Collapse from 2:30 to 3:00
The Endgame Collapse timer now begins when the last generator is completed, rather than when an exit gate is opened.
Timer no longer slows down if there is an incapacitated survivor.
Right now, the EGC is basically useless since it only begins when the survivors say it does.
This means they basically have an unlimited amount of time to go for saves, as long as they 99% the gate.
Yes, the killer can already open the gate to start the EGC, but doing so requires them to go so far away from any slugs/hooks they might have that doing so is tantamount to throwing.
By making it begin early and replacing the collapse slowdown with a flat 30 seconds at base, the mechanic will force people to get the ######### out of the trial instead of swarming around a hook like flies.
Changeset No. 2: Hatchgame Update 2.0
Added a map generation check to make sure exit gates will always spawn on opposite sides of the map, and that there will always be LOS blocking terrain in front of at least one exit gate.
If the Endgame Collapse is initiated by the closing of the hatch, the timer is tremendously reduced (45 seconds)
Oh boy!
The killer found hatch first!
Time for EVERYBODY'S favorite part of the game: watching the killer pace between two vantage points at the center of the map to look out for the lights turning on at one gate!
Seriously, does anyone find that fun?
With this version, it's a quick and painless coin toss. If the killer calls right, he gets a kill quickly. If he calls wrong, he has to travel so far to check whether he's right or wrong that Dwight can get out the other one before he gets back.
Comments
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Too many variables in LOS blockers could lead to some very wonky map generation. plus for lower mobility killers having the exit gates on the opposite sides of the map is unfair.
I suggest a good medium, not too far away, but not too close.
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It starts on the 5th genertor being complete, or the gates regress so they can't be 99d.
I want killers able to open both gates instead of just the one.
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The EGC is already doing what it's supposed to do.
It removed those awful hatch standoffs and survivor keeping the game hostage after completing all the generators.
Exit gate spawns are fine too.You already had the chance to escape with your teammates but failed.Then you had the chance to find the hatch but failed again.It's only fair if your third and last chance to escape is the hardest one
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EGC is fine the way it is now. You shouldn't be rewarded for survivors finishing all the gens. Put another way, if you failed your objective to protect the generators, the onus should be on you to get kills. There shouldn't be some cheese mechanic that gives you a win.
Like we really need high mobility killers proxying the gate for 3 minutes with NOED for a free win with EGC.
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Thing is... it isn't really hard.
It's just a death sentence if the map generation is unlucky.
I don't really care if the survivor lives or dies at that point, I just don't think it should stretch on for two and a half minutes.
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