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Hex: should have left
Once the Exit Gates are open and there is at least one Dull Totem remaining in the Trial Grounds, Hex:
If one of each survivors remains 8 meter at an open exit gate for 20/25/30 sec, the entity blocks the exit and forces the survivors to find the totem or leave trough the other exit
This is to stop toxic exit stalling and for such behavour where killers need to walk to exits and basic hit each survivors for the match to end
The risk of blocked exits will always be there and should not reward survivors camp stalling it
Comments
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This will just make survivors stand 9 meters away. It also seems like a better version of Bloodwarden and would be unreasonably deadly when combined with it.
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Its reasonably deadly when people want to sit in exit and wait for the killer, doesnt it
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I disagree.
I sometimes wait in the exit to draw the killer to me while my teammates leave through the other gate (or vice-versa).
Other times, it may be possible to save a hooked survivor, in which case one of us sits by a gate while the other checks the hook. If the killer comes to the gate, whoever is at the gate leaves while the other rescues. If the killer is at the gate, we both leave.
There are a lot of situations where waiting at the gate is not intended to be toxic, but strategic.
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Yo, if they are standing in gates like that, tea bagging and stuff, stand up, get off your PC, go grab a glass of water, strech a little, use the restroom. Waste their time in return.
Also, from survivor POV, i noticed that they tend to wait to see if randoms are safe, if not (randoms getting hooked) they go back in the game. So if 2 survivors wait in one gate to see if other 2 are safe and other 2 do the same thing in other gate, there is nothing toxic about it. Just pure altruism combined with a bit of cowardness.
And least but not least, survivors tend to stay there to:
- Get some distraction points, protection hits, etc.
- give killer some brutality points.
They are not always there with villainous intends.
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And getting back to the perk idea:
Maybe if it was like blocking window by survivor, separate for every survivor. To avoid situations like that: survivor getting chased into the gate, but cant escape, because someone decided to sit in gate. Seems like a way stronger bloodwarden, that would reward killer for nothing if survivors didnt play around
And if they did play around it, by sitting 8m outside the gate, its literally useless perk. With bloodwarden its at least up to your skill, to hang someone, with this idea, you have no way to activate it if survivors dont want to do it (haunted grounds at least seems like a rewarding thing to cleanse, risk of DV, Ruin, etc.). So, unfortunately, i believe its not too great of perk design
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But from killer point of view in 7/10 rounds when gates are open, they camp to last bar before they exit no matter if you are the other side of the map.
They just drag the match out until last sec or if killer arrive.
We are talking about an hex that require you to cleanse dull totems and shouldnt be stronger than exposed hexes since you need to wait at exit for long time and can go for 2nd exit if totem is not already removed
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