Make gates closer, please.
A lot of games I'll eliminate three of the survivors, close the hatch and then see the doors activate on the very opposite sides of the map where it takes me a good 30 seconds to walk to one door, then walk back to the other. Competent survivors will just wait for me to check one door and as I immediately leave, they'll begin opening it and will successfully do so by the time I check the other door and come back.
Can we make doors much closer, please? It's not exactly fair for the killer to successfully eliminate three of the survivors, find the hatch, but then be left to the game's disposal of the gates being so far apart there is no chance to defend both of them.
If survivors fail to complete the generators and follow up by failing to find the hatch, they shouldn't be given an advantageous position with the gates as well. By this point, they've had multiple chances to escape the trial and should only be able to if the killer is incompetent or they're able to trick them (e.g make one door powered up and then walk to the other, to trick the killer to patrol the first door).
There's just nothing you can do as a killer without mobility or a power to let you know when they're on the door, please fix it.
Comments
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Remember, there are survivors in this forum. Think about them, they also want to win too. But if you really hate having exit gates spawning far away and not having time to patrol, Demo, Iridescent Stone Trapper, Mint Rag Hag, and Remember Me are all pretty decent at dealing with it.
I'd like it if your idea was an offering. I mean, we already have a hook distance offering so it wouldn't be too surprising to also have an exit gate distance offering
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To add onto this, Whispers is an amazing gate protection perk in a situation like this, as you can know which gate the survivor is trying to go for while you can just wait there.
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RNG is the great equalizer in this game. Unfortunately. Doors always kinda close to each other, killer wins. Doors always far apart, survivor wins. How does the game make it fair? Well, sometimes the doors are close and sometimes they're far away, so it averages out to be perfect! (That last bit about it being perfect is sarcasm. But, this really is part of how they balance the game. RNG.)
If this situation is a common problem for you, Whispers is an amaaaaazing perk. I love Whispers. If this situation isn't a common problem for you, then things are averaging out the way they're meant to, and hey, Whispers is still amazing.
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No.
They already spawn too close to each other way too often.
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Definitely not,
most the time the gates spawn on the same wall or near to each other, if you are a solo survivor its quite hard to escape with an exit gate and most the time when the gates are on the same wall the killer just camps the middle so they can see if you're coming and what door you're trying to open.
Think about the survivors, no need to make the game even more unbalanced.
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Nah. Gates already spawn on the same wall or on touching corners way too often. If its that big of an issue use whispers. You've already won anyway.
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Gates do not open by themselves. They still have to go through the long opening process. I don't know where you are getting the idea that they don't need to do gens, cause they absolutely do. The only time they don't is if you slammed the hatch shut.
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Thats literally what he said. He closed the hatch and the gates were far apart and didn't have the perks or powers to compensate.
My suggestion? Wait on the hatch, since you can body block it, and the survivor will do one of the following:
-they do a gen, which gives you a general location. Shut the hatch and go search.
-they wait by an exit gate. Wait them out and keep your eyes peeled. If they don't come by eventually you can shut the hatch and go look at the gates progress.
-they wait near the hatch for you to leave. I step away and then back several times to try and bait them into going for it if i suspect they may be near
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The point I'm getting at is if you're the last survivor then you don't deserve an advantageous position at the gates, all because:
-If three of you are dead, you've ######### up pretty badly to get to the position you're in. You failed to do all the generators in time.
-Survivors also have hatch which is an RNG mechanic that the killer has no control over besides the hatch offering. Survivors can fail their primary objective and still get a chance to escape.
-Survivors THEN get another free escape by having the doors 12 light years away?
How many second chances/free escapes do we want to give survivors?
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In all fairness after the hatch is closed the gates shouldn't be powered since hatch exists as a free escape to begin with they shouldn't have another chance on top of the second chance they get for losing
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But... then what would the survivor do? They'd have no goal. If the survivor isn't going to one of the exit gates to attempt to open it, then how will the killer find them? Should the final survivor's feet just be glued to the ground and their aura shown to the killer upon closure of the hatch? Or are killers going to have to search the map for an hour for an immersed survivor?, because I do not want to go back to those dark ages.
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Its the same "hatch shouldnt exist REEEE" mentality of old.
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The hatch exists because the game is poorly designed. But, because the game is poorly designed, the hatch has to exist. Extra chances for the last survivor to escape have to exist. To remove those, the core gameplay would have to be seriously reworked.
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Exactly. Without hatch you'd just have people try to time the killer out into quitting. With it we had hatch standoffs. Killers wanted the hatch closed so they got it.
With the hatch closed we're back to square one so some other mechanic must exist. We got EGC. Now we have more complaints.
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If the hatch is closed, 2 things happen:
-the final survivor now only needs to do 1 generator to power the exit gates, regardless of the number of generators left.
-all generators over 50% progress get reduced to 50%
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This would actually make it so that the further the survivors got, the more difficult it is for the last one to escape. Because if there are 7 unfinished gens left on the map, that's a lot and the survivor is more likely to stay hidden and complete one. However, if the survivors got four gens done, the killer only has 3 gens to patrol and that last survivor is never getting out.
Anyway, back before the hatch opened if there was one survivor left no matter what, it required the survivors completing at least two gens for the final survivor to have a chance at escaping through the hatch. Usually at least one was done, but still, a lot of final survivors never bothered to even try to finish that second gen, and instead they would stealth around the map avoiding the killer, doing nothing, holding the killer hostage hoping the killer would just DC. It was hell.
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Yeah, I know it makes it harder the closer they were to victory. A bit of the point. If they all got killed early then maybe the last guy gets a bit more of a break because the killer is better than them. But if they were almost done with gens, they were pretty on par and the last person needs less of a handicap. But either way, its a bit more fair because the last persin still has to do something that will reveal their location before they attempt to escape
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Unfortunately, like I pointed out earlier, the game's poor design means that the current way is pretty much the only way of doing things. There's no timer, nothing to force the final survivor to actually do anything. That was the problem back when completing gens was required to open the hatch, the final survivor felt he had no chance and so he wouldn't bother, instead he'd just hold the killer hostage. Taking that into consideration, it becomes a lot more difficult to balance this. A timer too short would doom the survivor. A timer too long would be useless. Well, the survivor could get crows if they don't touch a generator for too long. But then, how long? What if the survivor really is trying to do the last gen while also not getting caught? And if the survivor is just stealthing around, all they'd have to do is occasionally tap a gen to get around the system. (These are comments the devs themselves have made about the issue of using crows to prevent survivors from ignoring their objective.) The devs have decided that making a short end of things is the best way to handle it when the game becomes a 1v1 with a final survivor, and given how a lot of people do just want to hurry it up and move on to the next match it makes sense.
The lack of structure in DbD makes balancing some things just... stupid. I don't know how else to put it, there's a lot that's just stupid. To get around this, the devs use RNG, that's their way of "balancing" some of the mechanics in the game. Like the hatch and exit gates. At least when the killer finds and closes the hatch it starts a timer that means the survivor can't fool around for too long, either they make a quick escape or they die to the killer or the entity. If the killer brings Whispers, guarding the exit gates becomes much easier, and the only thing that screws the killer in that situation is if the hatch is literally across the map from the gates and the survivor was camping the gate and gets it open before the killer can arrive. I know, being forced to bring a perk to deal with gameplay issues sucks, but that's how DbD is designed, perks are band-aids for everything. Bring perks to deal with whatever annoys you most and try to accept the rest as out of your control.
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Bruh
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I fail to understand why the survivor doesn't just die or something along the lines after you close hatch. They already failed to do their objective, and then failed to find their second chance, they should not get two. Personally I think the hatch is a stupid feature and should be reworked so that the survivor and killer need to outplay each other to decide who wins, not just leave it up to RNG.
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Doors are RNG to attempt to be fair to both players. There's no reason why a killer should have the advantage over the door spawn locations - just because you've killed 3 other survivors and one has evaded you doesn't mean they've failed because they are 4 individuals.
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Thanks for responding to my comment. You mentioned that the fourth survivors hasn't necessarily failed because of the killer eliminating the other three and as such shouldn't be punished for it.
However, isn't that ignoring the survivor(s) failing to do their primary objective, which is completing all generators and then failing to find hatch on top of that? It's also ignoring the team aspect of the survivors and how one survivor isn't punished for the mistakes of another, which doesn't make sense for a team orientated role.
Whilst gates shouldn't be killer advantageous, they absolutely should not be survivor advantageous to the point killers without insane mobility are unable to effectively patrol both doors and as such give the survivor a heavy advantageous in getting out.
The solution would be to make gates closer, to where survivors have a somewhat possible chance to escape, but it comes down to mind-games and outplaying the killer (e.g tricking the killer by opening one door slightly, then running off to the other, making him stay at the slightly activated door).
Just make it so killers have a chance..
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Not sure if anyone told you this yet, but Im assuming you went from gate to gate,all the way?
You dont need to do that,find a spot from which you can see the gates from a distance, you just need to be able to see if the lights on the gate are glowing,if there are no lights,the gate isnt being opened,you do not need to be right there to see it. So just look out for that, not a perfect solution but it works on pretty much every open map.
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The game is supposed to be balanced so the killer gets 2 kills, and 2 survivors manage to escape. The killer has a multitude of mechanics that make it near impossible to not get a 4k once 2 survivors are dead, and you believe the gates should be closer?
In some maps, there is no Line of Sight blocker, so you can stand at one point and be able to pan to both gates and see if a survivor is going to work on it or not.
There are multiple mobile killers that dont give a damn how far away the gates are.
There are Endgame perks that everyone forgets about because they don't ever believe that they'll be put in a situation with the Exit Gates.
The survivor could be injured and have no way to heal themselves, making them easier to track and easier to kill.
There are tracking perks that make it extremely easy to know what gate a survivor could be/is on (whispers, which already is incredibly powerful).
You can slug the third survivor and have 4 minutes to find the other one. couldnt find them? pick the survivor back up until they're back in the injured state and then down the other survivor for 4 minutes.
The killer has free reign to search around for the hatch while simultaneously patrolling gens, A survivor looking for a Hatch* cannot also work on the gen.
It was your choice to enter a game with your killer, your perk setup, your offerings, your add-ons and your gameplay style. If you choose an immobile killer that has no tracking perks and no add-ons to assist in you ensuring the survivors demise and dont play accordingly to prevent the last survivor who against all odds has to attempt to escape...that's on you.
Post edited by Mat_Sella on2