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
Bloodwarden for free on EVERY KILLER
Here's a quick idea:
When a killer is standing in the Exit Gate Area, bloodwarden will appear, preventing survivors from leaving through this exit gate. (Only works when there are multiple survivors left in the trial + 2 seconds after there's only 1 remaining)
Edit:
+ When a survivor gets hit, Bloodwarden triggers globally for 5 seconds.
Very simple, yet impactful could help remove a lot of the awkwardnesses we see around the exit gate areas, with survivors waiting to be butt-slapped.
To add to the "Killer is Dangerous" effect, this mini version of bloodwarden makes it so that the killer feels less helpless once the exit gates are open and can punish players who stick around for no valid reason. It creates the incentive to leave when you should be leaving.
What do you guys think?
Comments
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I actually think that is a really good idea, only thing I would change is add a time limit to when it activates just so it gives people who are being chased a chance.
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just so it gives people who are being chased a chance.
No time limit needed. It only works when multiple people are left in the trial. When they leave, you can just run out.
If they refuse to leave while you are being chased near the exit gate. then the blame is on them (:
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@Dead_by_David said:
I actually think that is a really good idea, only thing I would change is add a time limit to when it activates just so it gives people who are being chased a chance.This since in case of people waiting to body block etc it still gives them a chance so for instance say all 4 are inside the exit gate once last person gets chased in there. Then once all 4 are inside gates there's a timer to get out before you get auto sacrificed.
That way if everyone's safe there's no going back and looking for the hatch, or trying to play hide and seek with the killer. You could also add a concede option for the killer where once they do that the killer can't do anything anymore.
The survivors in return are instantly teleported to the exit gates and the game ends and this can only happen for alive survivors not ones on hooks.
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@powerbats This is good!
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@AlwaysInAGoodShape Aaaaaahhh I understand better now. I like time limits because it makes your heart beat faster but your idea would stop time wasters and troll!
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@powerbats said:
@Dead_by_David said:
I actually think that is a really good idea, only thing I would change is add a time limit to when it activates just so it gives people who are being chased a chance.This since in case of people waiting to body block etc it still gives them a chance so for instance say all 4 are inside the exit gate once last person gets chased in there. Then once all 4 are inside gates there's a timer to get out before you get auto sacrificed. What if the killer gets one down inside the gate. Do the others have to leave them behind?
That way if everyone's safe there's no going back and looking for the hatch, or trying to play hide and seek with the killer. You could also add a concede option for the killer where once they do that the killer can't do anything anymore. Once the gates are powered and no one is on the hook we should have a count down timer that sacrifices any survivor still in the trial.
The survivors in return are instantly teleported to the exit gates and the game ends and this can only happen for alive survivors not ones on hooks. I could see this abused. Killer has two on the hook doesn't want to lose them to Borrowed time and concedes to secure the kills. Laugh but it will happen.
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Again, hurts only solos. Swfs don't won't botherAlwaysInAGoodShape said:just so it gives people who are being chased a chance.
No time limit needed. It only works when multiple people are left in the trial. When they leave, you can just run out.
If they refuse to leave while you are being chased near the exit gate. then the blame is on them (:
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Seems kinda abusable and would make last second escapes impossible (and as a killer it would feel cheesy to a kill that way)
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@AlwaysInAGoodShape said:
Here's a quick idea:When a killer is standing in the Exit Gate Area, bloodwarden will appear, preventing survivors from leaving through this exit gate. (Only works when there are multiple survivors left in the trial.)
Very simple, yet impactful could help remove a lot of the awkwardnesses we see around the exit gate areas, with survivors waiting to be butt-slapped.
To add to the "Killer is Dangerous" effect, this mini version of bloodwarden makes it so that the killer feels less helpless once the exit gates are open and can punish players who stick around for no valid reason. It creates the incentive to leave when you should be leaving.
What do you guys think?
Making the game less adrenalised.
Patch fix.I know your problem, I am a survivor main and abuse the ######### out of this poor mechanic.
But this is just gonna make end game a pain in the ass.To be honest, I would make it, that theexit gate opening takes more time than it takes now and if they let go of the button, it resets like to 75% if its above that, so they can't abuse the mechanic of opening the exit gate right when the killer comes. Also regression for 5% per second, not touched.
If the exit gate is opened and the survivors don't escape within 30 seconds, the exit gates closes again and the survivors have to reopen it, survivors inside automatically escape. (Timer shown on the screen for which exit gate is meant + aura.)1 -
Well, swf will just simply communicate if they still need help or will make it to the exit. So the mates can decide to leave or stay for the further unhooks. While solo, u need to guess about the chased mate. Will he make it and I should leave? Or is he currently trapped and I should stay?AlwaysInAGoodShape said:
So as solo survivor it would happen that you leave, while u shouldn't, or it happens that you stay while you shouldn't. Those "mistakes" won't happen in coordinated swf groups1 -
I agree that this is a problem that should be solved.
But what would survivors stop from waiting at the exit gates with your suggestion? They would just have to leave a few seconds earlier than they have to now.
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If anyone is trying to escape and killer manages to reach the exit gate before survivor can leave that survivor will be blocked as long as other survivors are still in the match, right?
No, you are asking for a free kill.1 -
@Vietfox said:
If anyone is trying to escape and killer manages to reach the exit gate before survivor can leave that survivor will be blocked as long as other survivors are still in the match, right?
No, you are asking for a free kill.No, what I'm asking is a system that makes survivor play the way a survivor should around a killer. When the escape gates are open, the match shouldn't turn into this safe-zone/Safe-haven ruining any immersion left in the game.
Instead survivor's should escape when they get the chance and only consider staying if someone is already caught.
After they leave, they should believe in the last survivor's ability to escape, rather than becoming this retired party-meat jumping around the map.
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What if survivors want to stay behind the injured one and block the killer so all 4 of them can escape?AlwaysInAGoodShape said:@Vietfox said:
If anyone is trying to escape and killer manages to reach the exit gate before survivor can leave that survivor will be blocked as long as other survivors are still in the match, right?
No, you are asking for a free kill.No, what I'm asking is a system that makes survivor play the way a survivor should around a killer. When the escape gates are open, the match shouldn't turn into this safe-zone/Safe-haven ruining any immersion left in the game.
Instead survivor's should escape when they get the chance and only consider staying if someone is already caught.
After they leave, they should believe in the last survivor's ability to escape, rather than becoming this retired party-meat jumping around the map.
You are still asking for easier kills.
And btw... "instead survivor's should escape when they get the chance" Don't tell survivors what they should do if you don't want to be told what you should do as a killer.1 -
Well, swf will just simply communicate if they still need help or will make it to the exit. So the mates can decide to leave or stay for the further unhooks. While solo, u need to guess about the chased mate. Will he make it and I should leave? Or is he currently trapped and I should stay?
So as solo survivor it would happen that you leave, while u shouldn't, or it happens that you stay while you shouldn't. Those "mistakes" won't happen in coordinated swf groups
Survivors don't have to check for their mate. Either someone is already hooked or they should leave.
The game turns into this unserious partyhouse once the exit gates are finished as they are a safe-zone for the reasons of survivors needing 2 hits. (Killer-castration effect)
For all the places where the Solo vs SWF gap creates a problem, it does so here the least. You knowing that you should suicide on hook to give your teammate the hatch is a similar standard procedure that works perfectly fine with pre-established communication among the skilled pool of players.
So what if we take a look at what SWF's gain extra from this?
They will know when to stay around when their teammate gets downed, now the following 2 things can happen:They get a free safe by surrounding the hook and/or having borrowed time, (Killer-castration) which shouldn't exist.
Or they waste their time against a proper face-camper and nothing happens.Both trees of choices are dead ones.
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Irony.Vietfox said:
What if survivors want to stay behind the injured one and block the killer so all 4 of them can escape?AlwaysInAGoodShape said:@Vietfox said:
If anyone is trying to escape and killer manages to reach the exit gate before survivor can leave that survivor will be blocked as long as other survivors are still in the match, right?
No, you are asking for a free kill.No, what I'm asking is a system that makes survivor play the way a survivor should around a killer. When the escape gates are open, the match shouldn't turn into this safe-zone/Safe-haven ruining any immersion left in the game.
Instead survivor's should escape when they get the chance and only consider staying if someone is already caught.
After they leave, they should believe in the last survivor's ability to escape, rather than becoming this retired party-meat jumping around the map.
You are still asking for easier kills.
And btw... "instead durvivor's should escape when they get the chance" Don't tell survivors what they should do if you don't want to be told what you should do as a killer.
Survivors camp the safe zone of the gate room. Killers don't like it. Gets told to just hit them out.0 -
They can stay and not hit them if they want to waste their time, not that i care, it's just a suggestion.Rebel_Raven said:
Irony.Vietfox said:
What if survivors want to stay behind the injured one and block the killer so all 4 of them can escape?AlwaysInAGoodShape said:@Vietfox said:
If anyone is trying to escape and killer manages to reach the exit gate before survivor can leave that survivor will be blocked as long as other survivors are still in the match, right?
No, you are asking for a free kill.No, what I'm asking is a system that makes survivor play the way a survivor should around a killer. When the escape gates are open, the match shouldn't turn into this safe-zone/Safe-haven ruining any immersion left in the game.
Instead survivor's should escape when they get the chance and only consider staying if someone is already caught.
After they leave, they should believe in the last survivor's ability to escape, rather than becoming this retired party-meat jumping around the map.
You are still asking for easier kills.
And btw... "instead durvivor's should escape when they get the chance" Don't tell survivors what they should do if you don't want to be told what you should do as a killer.
Survivors camp the safe zone of the gate room. Killers don't like it. Gets told to just hit them out.2 -
What if survivors want to stay behind the injured one and block the killer so all 4 of them can escape?
You are still asking for easier kills.
And btw... "instead survivor's should escape when they get the chance" Don't tell survivors what they should do if you don't want to be told what you should do as a killer.You make it sound like this is some sort of Survivor-Versus killer thing where I play the role of the angry killer; I'm not.
I'm tackling the issue that comes about due to certain mechanics that pussify killers and break immersion. In this particular one it's the exit-gate safezone effect.
What if survivors want to stay behind the injured one and block the killer
Yep, this is the pussified gameplay I'm talking about. When your friend is being chased by a killer, you don't point your ass in their direction to get a smack on your butt.
This is just an unintended effect that resulted from killers being stunned after hitting a survivor, so they have another chance at the chase.
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I hate this "When the exit gates are open, the game is over" mindset that we see so frequently.
I acknowledge that holding a game hostage is prevalent, but such drastic changes cannot be implemented just because of a scenario that happens like 1% of the time. (I got thousands of hours and never had my game held hostage. Not saying it doesn't happen, but I mean really? Is it such a priority to fix this problem)
Though it would be nice to have encouragement for Survivors to leave the trial as quick as possible, free bloodwarden is a no no over on my end. That's taking away a perk too that's really nice.
I think after X amount of time your aura should be revealed and stay revealed to the Killer. Lockers do not provide aura reading blockage and therefore you'd have no choice but to run from the Killer and leave.
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That's your opinion, I don't agree with that.AlwaysInAGoodShape said:Well, swf will just simply communicate if they still need help or will make it to the exit. So the mates can decide to leave or stay for the further unhooks. While solo, u need to guess about the chased mate. Will he make it and I should leave? Or is he currently trapped and I should stay?
So as solo survivor it would happen that you leave, while u shouldn't, or it happens that you stay while you shouldn't. Those "mistakes" won't happen in coordinated swf groups
Survivors don't have to check for their mate. Either someone is already hooked or they should leave.
The game turns into this unserious partyhouse once the exit gates are finished as they are a safe-zone for the reasons of survivors needing 2 hits. (Killer-castration effect)
For all the places where the Solo vs SWF gap creates a problem, it does so here the least. You knowing that you should suicide on hook to give your teammate the hatch is a similar standard procedure that works perfectly fine with pre-established communication among the skilled pool of players.
So what if we take a look at what SWF's gain extra from this?
They will know when to stay around when their teammate gets downed, now the following 2 things can happen:They get a free safe by surrounding the hook and/or having borrowed time, (Killer-castration) which shouldn't exist.
Or they waste their time against a proper face-camper and nothing happens.Both trees of choices are dead ones.
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They can stay and not hit them if they want to waste their time, not that i care, it's just a suggestion.
The sound of such gameplay already moved away from the idea of Survivors-Versus killers and sounds too close to Toddlers versus the Nanny, who refuses to give them spanking because she doesn't want to give them their way.
This is the wrong psychology.
The nanny should be a killer.1 -
Sadly, you're not on my side during the war against killer castration, however, maybe if you give it more thought you'd see how much more fun you could have with a game that does away with killer-castration and makes them intimidating again.
Typically people get scared when others suggest removing tools for winning, because they want to protect their "knowledge base".
But consider the removal of certain killer-castration mechanics with the replacement of more immersive mechanics. Even-if not more strategic opportunities while also being a game that can be taken serious.1 -
It's a game and i will point my ass in their direction to get a smack on my butt every time i get the chance. Saving a teammate is one of the best parts of the game.AlwaysInAGoodShape said:What if survivors want to stay behind the injured one and block the killer so all 4 of them can escape?
You are still asking for easier kills.
And btw... "instead survivor's should escape when they get the chance" Don't tell survivors what they should do if you don't want to be told what you should do as a killer.You make it sound like this is some sort of Survivor-Versus killer thing where I play the role of the angry killer; I'm not.
I'm tackling the issue that comes about due to certain mechanics that pussify killers and break immersion. In this particular one it's the exit-gate safezone effect.
What if survivors want to stay behind the injured one and block the killer
Yep, this is the pussified gameplay I'm talking about. When your friend is being chased by a killer, you don't point your ass in their direction to get a smack on your butt.
This is just an unintended effect that resulted from killers being stunned after hitting a survivor, so they have another chance at the chase.
If you don't want that just kill them before gates are open, run blood warden, etc...0 -
@Brady said:
I hate this "When the exit gates are open, the game is over" mindset that we see so frequently.I acknowledge that holding a game hostage is prevalent, but such drastic changes cannot be implemented just because of a scenario that happens like 1% of the time. (I got thousands of hours and never had my game held hostage. Not saying it doesn't happen, but I mean really? Is it such a priority to fix this problem)
Though it would be nice to have encouragement for Survivors to leave the trial as quick as possible, free bloodwarden is a no no over on my end. That's taking away a perk too that's really nice.
I think after X amount of time your aura should be revealed and stay revealed to the Killer. Lockers do not provide aura reading blockage and therefore you'd have no choice but to run from the Killer and leave.
Note that this isn't the bloodwarden perk itself. I only refer to the black material blocking the gate as bloodwarden here.
You can still escape if the killer is like 5 meter away from you once you run out, but you just can't show your ass to get a smack, because if the killer is THAT close, you're stuck behind bloodwarden and a killer.
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The game IS over at that point.Brady said:I hate this "When the exit gates are open, the game is over" mindset that we see so frequently.
I acknowledge that holding a game hostage is prevalent, but such drastic changes cannot be implemented just because of a scenario that happens like 1% of the time. (I got thousands of hours and never had my game held hostage. Not saying it doesn't happen, but I mean really? Is it such a priority to fix this problem)
Though it would be nice to have encouragement for Survivors to leave the trial as quick as possible, free bloodwarden is a no no over on my end. That's taking away a perk too that's really nice.
I think after X amount of time your aura should be revealed and stay revealed to the Killer. Lockers do not provide aura reading blockage and therefore you'd have no choice but to run from the Killer and leave.
Unless you surprise the hell out of someone at the gate (only a few killers realistically can) and down them in one hit, they're absurdly safe.
There's not a goddamn thing you can do to stop them from escaping short of surprising them because the whole area is safe.
Survivors know it. Killers are waking up to it more and more.
And survivors, and defenders of teabagging at the gate basically demand they be hit out, and you hit them out when we don't want to be forced to do it.
Aura reveal is meaningless. We know where they are.3 -
It's a game and i will point my ass in their direction to get a smack on my butt every time i get the chance. >Saving a teammate is one of the best parts of the game.
If you don't want that just kill them before gates are open, run blood warden, etc...This is not an attack on saving teammates. It's not about wanting more kills.
It's about how certain consequences of un-thought-out mechanics turned the killer into a nanny (killer-castration) and kill off immersion.People's mind get baked and stuck on terrible ideas after being fed poison for too long;
It's a game and i will point my ass in their direction to get a smack on my butt every time i get the chance.
Why should you be able to think of this when we are talking about a killer with a deadly-sharp weapon? Normally you'd die in 1 go? Why should you be able to point your butt anywhere safely around a killer?
Next Step: Aknowledgement of always being insta downed is boring.
Next Step: So make someone 2 hits?
Problem: Well then they still die within a few seconds.
Next Step: After hitting someone, the killer is slowed and the survivor is sped up so that they can gain more distance and having a second chance at a chase.
New Problem: Well, now the killer can no longer do anything when the survivor is within a certain proximity of a safe-zone and cannot create havoc against groups dancing around them.
Next Step: Dev black-out. No longer continuing on this train of issues and solutions and players get socialised with the toddler-nanny gameplay unable to imagine differently.
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As i said before "it's just a game", if you want more realism play Arma.AlwaysInAGoodShape said:It's a game and i will point my ass in their direction to get a smack on my butt every time i get the chance. >Saving a teammate is one of the best parts of the game.
If you don't want that just kill them before gates are open, run blood warden, etc...This is not an attack on saving teammates. It's not about wanting more kills.
It's about how certain consequences of un-thought-out mechanics turned the killer into a nanny (killer-castration) and kill off immersion.People's mind get baked and stuck on terrible ideas after being fed poison for too long;
It's a game and i will point my ass in their direction to get a smack on my butt every time i get the chance.
Why should you be able to think of this when we are talking about a killer with a deadly-sharp weapon? Normally you'd die in 1 go? Why should you be able to point your butt anywhere?
Next Step: Aknowledgement of always being insta downed is boring.
Next Step: So make someone 2 hits?
Problem: Well then they still die within a few seconds.
Next Step: After hitting someone, the killer is slowed and the survivor is sped up so that they can gain more distance and having a second chance at a chase.
New Problem: Well, now the killer can no longer do anything when the survivor is within a certain proximity of a safe-zone and cannot create havoc against groups dancing around them.
Next Step: Dev black-out. No longer continuing on this train of issues and solutions and players get socialised with the toddler-nanny gameplay unable to imagine differently.
Punishing survivors trying to save their teammates just because you don't like being tbagged at the exit gate is not the solution.2 -
It's a fallacy that mimicking a certain experience means "realism" as in reallife.
In this case; a killer-versus survivor experience. A lot of mechanics already accomplish this well and it's nowhere near impossible:
The Read-Glow mechanic allowed for great mindgames around certain loops creating the "Peek-A-Boo" effect often seen in stalker horror movies etc.
It's just that there are places where the Devs screwed up, but not to the point where it cannot be repaired.
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It is one thing staying to help someone, there are perks that encourage this but it is the people who sit in the exit and wait for the killer to come watch them drop there booty before leaving. That is very annoying and poor sportsmanship. Even as a survivor I have spectated and watched people loop the exit and just be a bit of a dick when the game should be over. I know you can farm some points doing this but if the killer is nowhere near you and expresses no more interest in chasing why wait? I also understand that it would not hurt the killer to just chase them out but they will not do this either.
This just another case of people being stubborn on both sides.
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Except that it isnt over. And whenever you use an endgame perk, it gets called a "crutch" because "it rewards doing nothing the whole game".Rebel_Raven said:
The game IS over at that point.Brady said:I hate this "When the exit gates are open, the game is over" mindset that we see so frequently.
I acknowledge that holding a game hostage is prevalent, but such drastic changes cannot be implemented just because of a scenario that happens like 1% of the time. (I got thousands of hours and never had my game held hostage. Not saying it doesn't happen, but I mean really? Is it such a priority to fix this problem)
Though it would be nice to have encouragement for Survivors to leave the trial as quick as possible, free bloodwarden is a no no over on my end. That's taking away a perk too that's really nice.
I think after X amount of time your aura should be revealed and stay revealed to the Killer. Lockers do not provide aura reading blockage and therefore you'd have no choice but to run from the Killer and leave.
Unless you surprise the hell out of someone at the gate (only a few killers realistically can) and down them in one hit, they're absurdly safe.
There's not a goddamn thing you can do to stop them from escaping short of surprising them because the whole area is safe.
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Except that it is over.
- The killer will face-camp the last hook with a proper face-camper and everyone will be wasting their time.
- The survivor manages to escape through killer-castration abuse and there was little the killer could do.
And even if you insist it isn't, the bloodwarden mechanic as indicated above only removes the safe-zone. You can still hang around if you want so, but you cannot escape if the killer is within (about) 5 meters, thus aren't guaranteed to escape when you're not injured.
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It really is over.PigNRun said:
Except that it isnt over. And whenever you use an endgame perk, it gets called a "crutch" because "it rewards doing nothing the whole game".Rebel_Raven said:
The game IS over at that point.Brady said:I hate this "When the exit gates are open, the game is over" mindset that we see so frequently.
I acknowledge that holding a game hostage is prevalent, but such drastic changes cannot be implemented just because of a scenario that happens like 1% of the time. (I got thousands of hours and never had my game held hostage. Not saying it doesn't happen, but I mean really? Is it such a priority to fix this problem)
Though it would be nice to have encouragement for Survivors to leave the trial as quick as possible, free bloodwarden is a no no over on my end. That's taking away a perk too that's really nice.
I think after X amount of time your aura should be revealed and stay revealed to the Killer. Lockers do not provide aura reading blockage and therefore you'd have no choice but to run from the Killer and leave.
Unless you surprise the hell out of someone at the gate (only a few killers realistically can) and down them in one hit, they're absurdly safe.
There's not a goddamn thing you can do to stop them from escaping short of surprising them because the whole area is safe.
Every surviving survivor is there, no one is hooked. They dodged bloodwarden somehow or another.
They're teabagging demanding you do a trick for them and come over and chase them out.
Maybe you're across the map because you checked the wrong gate.
How do you pull that wreck out of the fire?1 -
I don't really want that. That would remove a lot of really close moments at the end of the game, where the killer is chasing a survivor out and is inches away from downing them. I get the intentions, but it would remove some interesting moments just to fix something that doesn't need to be fixed.
If anything, I would say make the area inside the gates make you exposed. That way you can't just make a human shield for the injured guy.6 -
@Peanits said:
I don't really want that. That would remove a lot of really close moments at the end of the game, where the killer is chasing a survivor out and is inches away from downing them. I get the intentions, but it would remove some interesting moments just to fix something that doesn't need to be fixed.If anything, I would say make the area inside the gates make you exposed. That way you can't just make a human shield for the injured guy.
At first your suggestion seemed better at solving the issue and avoided unintended side-effects as you mentioned, but here's why it wouldn't work (and coming to think of it, why my bloodwarden version also needs an adjustment);
1:
If the survivor gets the exposed effect in the exit gate area and doesn't get it outside of the area, then the spot before that area becomes the new hatch stand-off.The reason is because if they enter the exit gate zone they will die if the killer is too close and when they are standing right outside it, they just wait to be hit; the killer is stunned and now they just run outside.
Bodyblockers can as a result also take a hit but make sure to do so right outside the exit gate area as a wall. Such a wall buys enough time for the injured survivor to move 5 meters towards the exit.
The bodyblockers now enter this same stage of hatch-standoff.
(You will have realised this is also party true for the current bloodwarden version).
2:
It will not be intimidatingenough to force people out. Survivors will just sit at the border and instead of receiving 2 slaps, they take 1 as they are safely hit through the second exit barrier.Bloodwarden in contrast does make it intimidating. You aren't sure if the killer will come around the corner, blocking the exit, if a Nurse will blink in to prevent you from leaving etc.
In other words you have to leave proactively without being sure the killer was going for you.You still have that safezone where you can stand before the exit area mentioned in point 1 (which has to be solved), but if you're hit inside of the area you screwed up and it's something that you cannot afford to let happen to you. That's the intimidating part.
To tackle your concern:
That would remove a lot of really close moments at the end of the game, where the killer is chasing a survivor out and is inches away from downing them.
What close moments? Presumably the ones where you run/loop the killer towards the exit gate and you make your way out.
Now, this should be possible even with the bloodwarden change, meaning that you'll be the last survivor or need to have at least about 5 meter distance before leaving through the gates (which becomes the new clutch).
If you weren't able to make your usual clutch play through the exit gate then the question becomes; why?
Was it because the bloodwarden mechanic didn't work or because your teammates misplayed? If the gates were open why didn't they leave? (similar to survivors not leaving through the gates when you can escape through the hatch)
Were they saving me off the hook? That's why? Then they should've left earlier than I did and I just needed to stall the chase for that little time it'd need for them to escape first.I don't think it would ruin clutch moments. I think it would only allow survivors to ruin their own.
Regarding the new "Exit Gate stand-off" effect caused by both our proposals; This could simply be solved by making it so that hitting a survivor globally will trigger Bloodwarden for both exit gates for x(5 for example) seconds.
But good suggestion nonetheless. Moves the debate forwards.
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Weak solution to a more systemic design issue.
The problem is that, once the Exit Gates are powered, it's EASY for multiple survivors to escape if 2+ are still alive and something like Remember Me isn't stacked.
The Exit Gates open too quickly by default (however, they should not RNG-spawn on the same wall, either).
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@Eninya said:
Weak solution to a more systemic design issue.The problem is that, once the Exit Gates are powered, it's EASY for multiple survivors to escape if 2+ are still alive and something like Remember Me isn't stacked.
The Exit Gates open too quickly by default (however, they should not RNG-spawn on the same wall, either).
The issue here really isn't that the doors open too quickly.
The issue here is that certain mechanics pussify the killer and placing a check-mate on their ability to kill when the survivor have entered a safe-zone. The killer should be able to have a chance at killing any survivor anywhere unless they have escaped the trial.If the doors opened very slowly this issue would still persist.
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