Kill Switch update: The Mastermind has been Kill Switched due to an issue with Virulent Bound. The Mastermind will be re-enabled once this issue is fixed.

The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

Thoughts on the exit gate

JPA
JPA Member Posts: 1,685

How do people feel about how the exit gate currently works?

For a Killer, it is quite difficult to control both exit gates, especially if they are far apart. Against 3 or more players it's very difficult here, as survivors are guaranteed to 99 at least one exit gate, which often gives the Killer little option here but to commit to one person and hook them. They then have to make another tough decision about picking an exit gate to go to, or just camping the hook.

In this situation, camping to try and protect the hook is a good move, since picking either exit gate will result in the survivor from the other gate getting the save, and then all survivors escaping.

Sure you might argue the Killer deserves to lose if there are still 3 people alive by the end game scenario, but with the speed gens can pop with good teams, this is not exactly a rare occurrence.

In the scenario were there is 1 or 2 survivors left at this stage, the options are much less limited, so they are more likely to just open a gate and get out, or get killed.

Do you think the exit gate should not be 99'able?

What if the exit gate had to be used from start to finish in one action to open?

What if any exit gate progress degraded after say.. 15 seconds (there could even be a survivor perk to remove this). This means a survivor could not just 99 a gate with no thought and then run off for saves. You could still 99 a gate, but it would have to be timed better (unfortunately, like everything, this benefits SWFs more).

What if the exit gate had a point from which the action had to be completed in one continuous action? E.g. up to 50% progress, the exit gate progress will not regress. However, completing the action from 50% to 100% must be done in a single action, i.e. the last 5 or so seconds must be done in full to open the gate.

Or a combination of the above ideas, beyond 50% progress, the exit gate progress will regress (this would allow some co-operation between survivors of taking turns to be chased and get the last progress done on the exit gate)

The red light which appears on the gate could also be used to show this state has been reached, rather than just showing someone has touched this gate as it does now.

Any thoughts on this? Just currently it seems to me like the exit gate design mainly just acts as a "win-more" mechanism for survivors, if the killer has done poorly, they have absolutely no chance against 3-4 survivors and 2 exit gates, and it usually just leads to either giving up, or camping one hook.

Comments

  • lowiq
    lowiq Member Posts: 436

    I think exit gates are fine - but they should just reduce the RNG. Sometimes, the killer can see both exit gates easily, and other times they are literally across the map from each other and obstructed by 100000000 things.

  • ProfGameAndTalk
    ProfGameAndTalk Member Posts: 326

    I've been playing a few weeks now and honestly I don't have any issue with how exit gates work to open. My issue is with people not leaving once the gate has been opened. Matches getting extended because a team is sitting at the invisible barrier pointing, waving and teabagging waiting for the killer to come at them. I'd like to see a bloodpoint penalty to survivors as the exit gate timer ticks down.

    I know that I need to get better to get fewer survivors alive as the gates are ready to be opened, but that's what I'm dealing with now.

  • JPA
    JPA Member Posts: 1,685

    I agree completely about the getting better part, for sure if the match gets to this point then the Killer could have probably done better, in the vast majority of scenarios.

    I feel at a minimum the exit gates should regress. Currently there's no reason for a killer to start pressuring gates (if they have a hook), as it is safe to assume any unvisited gate is just going to be 99'd.

    At this stage, a team of 3 or 4 are clearly winning, and this set up allows them to win even more, and combined with perks like BT/DS etc. means they can now win even harder and possibly deny even 1 kill.

    If there is only one survivor left, they are already in a bad position and I don't think they'd be 99'ing any gates in this case, they'd just hold M1 on the first gate they see, and GTFO.

  • DawnMad
    DawnMad Member Posts: 1,030

    I think exit gates are good as a mechanic, it gives the killer something to defend at the end of the game. Of course they are much harder to defend than generators since at that point the survivors have won, it just gives the killer something to work with and a chance to maybe secure a kill or two. Exit gate locations should be changed though, them being too close or too far away can be unfair for either side, they should be made static and far enough away that survivors have barely enough time to open it if the killer is running between them. This would allow a 50:50 mechanic on a last survivor left situation where they would have to guess if the killer will come back immediately or go look at the other gate.

  • chieften333
    chieften333 Member Posts: 1,554
    edited January 2021

    One thing I suggested in another post was making the use of perks in the exit gate area restricted.

    Basically meaning "get out, now. Or you're going on the hook." Which makes it risky for injured survivors to stay behind and T-bag at the exit gates. It also gets rid of the DS at exit gate situation. where the killer has no choice but to pick them up and eat the DS resulting in an escape, Or watch them crawl out.

    The perk deactivation could be on a timer, like 2- 3 seconds in the exit area would deactivate your perks.

    This means there would be no second chances at the gate if you linger, you get out now, or you die.

  • JPA
    JPA Member Posts: 1,685

    Yeah I like the exit gates, it can be the most fun part of the match. I just feel being able to 99 them gives survivors who are already winning even more of an advantage. Dropping this to the ability to "50" a gate, or make it regress, IMO will help out a struggling killer a bit more, and not punish survivors who are struggling, as they would likely just hold M1 and get out in this scenario.

  • JPA
    JPA Member Posts: 1,685

    I think it would be cleaner to disable those perks in the end game collapse, rather than near an exit gate, as then you'd have to decide how big the radius should be by the exit gate (e.g. there are often gens right next to exit gates).

    (but just to avoid turning this into another DS thread, I might try and keep this topic around the exit gate progress for now :P )