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!

The EGC was a step in the right direction, but it needs more work.

Bard
Bard Member Posts: 657
edited December 2020 in Feedback and Suggestions

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.

Post edited by Gay Myers (Luzi) on

Comments

  • chieften333
    chieften333 Member Posts: 1,554

    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.

  • Rebel_Raven
    Rebel_Raven Member Posts: 1,775

    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.

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944
    edited December 2020

    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

  • lowiq
    lowiq Member Posts: 436
    edited December 2020

    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.

  • Bard
    Bard Member Posts: 657

    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.