I Know we talked about Gate Regression before but it should be brought up again.
The current survivor strategy is to 99.9% a gate so they can get a save, and that’s okay like 50% of the time. But the only true way to stop that strategy is to run No away Out.
How would you all think of a regression system based off of how many Survivors are alive during the end game?
4 = full regression. 99->0 over double the time required to open. (About 40 or so seconds and this doesn’t mean it takes longer this is how long it takes for it to reach 0)
3 = Some Regression 99->50
2 = a Small dose of Regression 99 -> 80
1 = No regression at all.
It just makes sure in a 4 man someone is manning the door at all times or forced to throw the switch to escape if the killer gets close. While not fully punishing the smaller groups of survivors.
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a perk might be invented for gate regression. With good values such as gates regression 50/75/100%(0.5 c/s, 0.75 c/s and 100 c/s). Remember me could be a strong game-delay perk. It would be funny if all regression perks so bad that late-game gate regression becomes meta game-delay.
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Due to the surge in adrenaline users and the hud changes there doesn’t feel like there’s a endgame anymore, survivors are literally waiting on the gate when the last gen pops so could be a good idea.
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99'ing doors hurts more than it helps a lot of the time.
Can't tell you how often I've gotten a kill because they didn't open the Gates. It's not actually that often, because most games don't get to EGC, but you get it.
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I go against a lot of SWFs of 3 and 4. So I see it every other game. It drives me a little batty when you tried your best against a sweat squad.
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They should implement something. I think that the fact that survivors 99 the gates, is precisely why the stats get so skewed. Imagine a game where the killer got 1 hook all game, the last gen is done, and then they down a second person and hook them. Now the survivors 99 the gates, and then they trade hooks constantly until they get themselves to the gate. Maybe even the killer gets a kill because of it. This makes it so the killer lets say gets a kill.
Now, should this game be recorded as the killer getting 1 hook, or the killer getting 7 hooks and a kill? The only reason they got those hooks is because the survivors let it happen. This could end up inflating the numbers so that it looks like killers are doing better than they are. It also means that killers who didn't "earn it" can often get a ton of hooks while survivors throw themselves at it and trade hooks to try and get 4 out.
Personally i think that the EGC should be extended to default, maybe 4 minutes, but starts as soon as the last gen is completed. This should be more than enough time, given perks like NWO and even bloodwarden, to still give you a ton of time, even if you play a full endgame build around this.
This would basically force survivors to just get out rather than play this silly game where they make you watch them open the gate and teabag so they can be toxic. Or to prevent inflating killer numbers to stupid levels because survivors decided they want to.
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If you want the pressure of EGC, open the Gate yourself. The topic of 99ing gates came up so often and the discussion is always the same. On top of that the Devs already confirmed that they thought about it, but decided against it.
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They think about a lot and say no but then change their minds. Also their original plan was just straight regression, my idea was more situational regression so it’s not hard on smaller groups.
Opening it doesn’t change the fact that it can be 99’d without any sort of counter play. Even with Remember Me and No Way Out you can’t stop a 99. It also doesn’t let another good End Game perk Blood Warden activate Because you can just 99 the door and wander off. My idea forced someone to either open it over constantly be on it.
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....there's no shot you're getting 4-mans in every other game.
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I did say 3’s and 4’s. In the last ten games I’ve had about 2 4-mans, 5 3-mans, and a mix of 2-mans and SoloQ for the final 3. The majority of the time it is a team bigger than two that can communicate. I’d love to get more 2 teams of 2. Divide and conquer.
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How could you possibly know that they're 4 mans?
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Extend the gate timer and move gates so that they're always on opposite sides of the map and not right beside each other.
Everyone wins
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So, you're premise is incomplete. Survivors don't 99 gates to solely get a save. A large part of the reason that gates are 99ed is to combat the possibility of Blood Warden being in play.
In general, I don't think every mechanic in DBD needs to have a regression mechanic. (Could you just imagine a hook regression where by perk or regular game play, a Survivor can recover a hook state? Yikes.) The time after the gens are powered is supposed to be somewhat 'high adrenaline' for Killers and Survivors. Adding regression to it only tilts things more in Killer's favor than they already are. As a result, if such a thing were to be added, it would need far more justification than "survivors can sometimes secure a save without it".
Killers can also chase a surv away from the switch and there's a sizeable number of Killer's that force survs to stay off the gate switch. A mechanic like this would only increase the already significant ability of Killers to apply pressure after the gens are done.
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Then we are on the same boat!
If they add regression on door, people will more willing to open the door instead of 99.9it.
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My idea is specifically made to be against SWFs and to add more danger to the End Game before the collapse, but I’ll respond to each point you made.
Hook State Regression is Bad like you Said, but there are ways to slow or stop the hook states. Reinsurance being a popular one. Alongside Breakdown that stops the hook from being used for a time.
Tilting it in the Killers favor is slightly the point, it’s to add more danger to the survivors so they are forced to open it as soon as possible. No more waiting for saves for a whole minute or trying to gain a few extra points. This is the end game.
There are 2 switches and for the full regression all 4 must be alive. This isn’t a harsh punishment for doing good, this is a warning to open the door before it’s too late.
Pressure should always be there, just because you finished the gens doesn’t mean you won. You need to get out and hope you don’t get caught before the door is open.
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While I can somewhat respect the goal to add a layer of difficult for SWFs, this mechanic doesn't just target SWFs. In fact it will end up being more effective against 4 solo survs who did well enough to get all 5 gens done with no one being sacrificed. SWFs on comms will adjust easier and faster because it is simply easier and faster for them them do so.
You mention that there are perks that can slow the progression to the next hook state, meaning that one has already been achieved and the surv is on the way to the next. There is nothing that stops that progression once they're on the hook or reverts it once they're off the hook. What you're proposing is more in line with a perk/mechanic that regresses the progress of a hook state back to 0 over a set amount of time and possibly for that regression to happen faster depending on the number of survs left in the game. (Or perhaps more comparable to the number of hook the Killer already has).
As for tilting it in the Killer's favor, again, I think you need to add more justification for this because the time between gens completed and the final escapes and/or kill already leans heavily towards the Killer and with some maps and Killers it skews it even further. In short, I see too many potential scenerios where this mechanic allows Killers to pressure switches instead of survs after the gens are powered to ensure a 4K when it might have been 1-3 escape otherwise.
You mention 2 switches and 4 survs alive, but have you also considered maps where both doors are easily visible and reachable by the Killer from an advantageous point? Matches with those maps where there are less than 4 alive and how easily Killers can keep chasing survs from the gate -causing any gained progress to start regressing- until they're able to secure downs? Sounds like it would just make 'door-ing' a thing next to hard '3-genning'.
Lastly, pressure is already there. There's now only 2 exits (unless you're the last surv alive) that are often times either very close together, or at least easily viewable from a relatively short distance and the longer survs stay in a match the more likely it is they will be downed and hooked. There's also the potential of end game perks that Killers can employ. A mechanic like this would only make all those perks even stronger.
Survivors are guaranteed an escape just because the gens are done, but neither are Killers guaranteed a kill.
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It would be fine as a perk, but it should not be a basekit feature. There’s nothing wrong with the 99ing gates strategy. It’s a symptom of EGC. If you want to address the 99ing doors meta, change EGC to not punish survivors for opening doors. It’s already a killer-sided mechanic as it is, it doesn’t need to be pushed even further in that direction.
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It's purely about buying time and, as already mentioned, sometimes it backfires. If they did something like you suggest then I guarantee Blood Warden would become meta and survivors would just open and leave and those endgame snowballs (which happen alot - games where the killer gets a 2/3/4k because everyone tried to save one person on hook) would stop. It would promote looking out for yourself in what's supposed to be a team game.
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Yeah so blood warden becomes meta since your forced to open the gate…yay
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If there's a gate regression added then the gates should be able to 99, before gens are done, or the maps need to be bigger because the opening takes to long, plus the other perks like blood warden.
FAIR IS FAIR! IF KILLERS CAN REGRESS DOORS, THEN DOORS SHOULD BE ABLE TO BE ACCESSED AND PREPPED TO 99, BEFORE THE GENS ARE DONE.
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Honestly what if they made gates regressed by removed instances of "deactivates during endgame"?
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In my opinion, no. Regression is not needed due to the prolonged time it takes to open and get out. This is another point where DBD is unbalanced. Killers hold teams hostage enough already! Plus some (Almost all) killers can make it from one gate to the other before the gate can open. Especially when they spawn right next to each other on opposing walls with a jungle jym blocking the view. Maybe the gates should stay hidden till all gens are done and/or fog could surround the exterior walls and when the gens are done the fog lifts to reveal. Then no one knows where they are.
For your issue though, my suggestion and what I'm doing. Get better with hag, spirit, trapper or a different transporter and place a mark, a trap, at the door switch, or go to the closest TV. GGs
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He doesn't, he's guessing so it fits his narrative.
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