A change to solve a lot of problems
So my suggestion is to add a side feature in the basement with a switch similar to the exit gates that can bypass the remaining gen requirement to power the exit gates similar to how the old hatch was
For example if there’s 4 survivors left in the match and there’s one gen left then the switch will be available to flip the switch like the survivor would for the exit gates at the same or a slower speed as the exits as a alternative.
I think this will solve the 3 gen maps and the 2 man stand problems since there can be a way to get the gates open and the killer can camp the switch in the basement
Edit: something about this idea I forgot to add is the switch should take 45-60 secs the killer will be notified of survivors activating switch and it won’t fully power exit gates just activate them
sorry for any confusion
Comments
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I think this would just be easily abused by survivors. They could purposely 3 gen themselves on side opposite the basement and basically put the killer in a lose lose of "guard the switch we get the gens; guard the gens we get the switch".
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You're just creating the old hatch + key issue. This is not a good idea.
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Well what if the killer gets a notification of the switch being turned on
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Well if there’s 4 survivors left and 1 gen then chances are the killer lost anyways unless they have some sort of end game build or something
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No the key wouldn’t effect the switch and it’s in the basement so it’s a high risk high reward gameplay
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No the killer hasn't "lost anyway" just because there's 1 gen left. Idk where survivors keep getting the idea they are entitled to an escape and won the game already just because they're at endgame.
The killer hasn't lost till 3 survivors are out the gates.
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ok cool, it's on the other side of the map, the survivors can be in both places, and you can only be at 1. You know about it but you still can't stop them from doing both.
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I’m not entitled to anything lmao I just think that there should be an alternative to the gens in case of faulty map rng and to do something about the 2 man stand problems
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So what if the killer got an endgame build, then? One of my most fun casual build is endgame Myers, ie Remember Me/NWO/BloodWarden/NOED. I play the entire game with essentially zero perks and just basic Myers and try to snowball as hard as possible, but especially focus on getting 4 hits on the obsession. Then when the last gen pop, I try to down as many of them as possible and hook a survivor at the 1/4 mark of the clock. Its tough, but every so often possible to keep the survivors busy, as they hate the idea of leaving one behind in an easy game that should have been an easy 4E. And then Blood Warden strikes and catches them all, while I nod to my hearts content :)
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While I can respect your thought process on this I don't think this would be the best idea as it would just lead to abuse. Maybe if the requirements were more like being the only survivor and the hatch has been closed by the killer so you have no means of escape. Maybe disable it once an exit gate is opened? Idk it's not necessary a bad mechanic but it would have to be implemented in a very careful and strategic way
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I understand, but this solution isn't going to work it'll just get abused by survivors, which is usually the problem with proposed solutions.
It needs to be fair for both sides, as both sides can 3 gen, not just killers. It's just not advantages to survivors atm, (they still do it to themselves a lot by messing up).
You'd just be flipping the problem to the other side and giving survivors another failsafe for messing up on top of hatch.
I'm not sure what scenario is meant by "2 man stand". So I can't comment on that atm.
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Well then you can camp the switch remember a survivor has to be in the basement for a certain amount of time then the exit gates still need to be fully powers
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Ok so let me clarify somethings the switch should take 45-60 secs in the basement and the killer should get a notification of the switch being activated and it won’t fully power exit gates so it shouldn’t ruin endgame builds
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But why this extra escape strat for 4 survivors? 4 Survivors have actually a decent chance to break a 3 gen, while 3 or 2 survivors are utterly doomed in most circumstances. I could see something like this maaaaaybe working for 2 survivors left, so that the game doesn't revolve around hiding and switching lockers for 20min, but for 4 survivors? Yikes, just throw yourself at the killers and whittle away the gens progress, rinse, repeat or die trying.
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2 man stands are where 2 survivors are remaining at there’s 4-5 gens left and the survivors are competing against each other to stay alive for hatch
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so what if they activated the exits and not fully power them
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this was just an example
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No offense, but then you need to go back to the drawing board with your idea. Stuff like that needs hard and robust rules, not some wishy washy "what if 4 survivors could escape like this?". As I said, for 2 survivors it might be viable, as to divert the killers attention between the basement and the remaining gens and to incentivise the survivors to do something other then stealth around the map, but everyone else should try their hardest to break the 3 gen that they got themselves into.
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That doesn't really change the situation, survivors can still split the map and do both at once.
For the 2 man stand, that's on the survivors for refusing to participate in gameplay, so I'd rather help the killer find one and start a chase instead of rewarding the survivors with another failsafe mechanic on top of hatch, which already only exist because the last survivor would hold the game hostage by hiding forever.
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Well I’m not the gaming devs here and tbh I believe this can bring the basement a little more life and this can be reworked however something the new leather face game I feel they got right was adding multiple ways out other than just one object I understand there’s only 1 killer in this game but I’m not asking for multiple ways to open exit gates but maybe make the switch only available in those certain situations
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