We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Made for this and hope but doors can still be 99'd k

Survivors are carried by the end game HARD


timer does not start until gens are done, that's fair whatever but it would create pressure during end game if that were true.


survivors get like 10 seconds of a bubble that shows them were the doors are, no perks required. How many survivors actually run perks that show them where the exit gate aura is? None because it's basekit.


Doors can be 99d so they can do whatever they wwant during end game with zero consequence. No risk high reward.


Then you have hope, made for this, adrenaline, etc

Comments

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    I hate 99 doors as Survivor because it offten backfires you when escaping the killer where every second counts.

  • Pulsar
    Pulsar Member Posts: 20,975

    Oh, hey Tony.

    We've chosen to complain about Survivors seeing doors today? That's quite nice, I'm not sure I've heard that before.

  • Unknown
    edited July 2023
    This content has been removed.
  • Akumakaji
    Akumakaji Member Posts: 5,491

    Non the less, its a nearly 100% counter to a situational strong, but fun perk that isn't even played 95% of the time, with 97% of the time to no detriment to the survivors. I once made a big post about this, but it got shot down pretty savagely, so the concensus is, that 99% the gates is no problem, git gut/adapt/learn to live with it.

    While its true that the EGC shouldn't benefit either side and is just there so put a hard timer on the match, IMHO the option to 99% the gates puts the whole concepts on whobbly feet. Either start the timer once the last gen is done, maybe with an extra minute (my prefered solution) or regress unattented doors, so that one person hast to keep tabs on the door and can't just add their body to swarming the hook and escape scott free, you either help or you got to live with a door that needs 10s to open. I really despise the whole mechanic, that only punishes survivors once in a blue moon. Yes, we all remember the times when we died to a 99% door with someone fumbling to open it, but for each such instance there are 20 where 99% the gate posed no risk, it frontloaded the opening aspect and the one perk that could make EGC a bit more spicy (and isnt even played that much) also gets countered 100% by this tactic.

    I played a couple of evenings with Blood Warden, and even when it goes off its hard to translate to kills, as you have to waste the survivors time till the timer hits 1/4 of its full run. If it were at least 1/2 the timer, I could see some more interesting Blood Warden plays, but right now its barely worth the hassle. I have had situations were I had one survivor on the hook and downed everyone else in the exit gate area and couldn't translate this downs into kills, because by the time I hooked one of them the timer had run out and the others crawled out and would probably t-bag me, if they could do so from the ground. Its a fun concept, but basically falls flat, because the numbers are, again, way too safe.

  • This content has been removed.
  • HugTheHag
    HugTheHag Member Posts: 3,140

    Killers get : Gates can't be 99'd (regression at 50% speed ?)

    Survivors get : End of timer = stalemate for standing survivors instead of death (unless Blood Warden is in play, in which case end of timer = death for standing survivors)


    MMR wise, stalemate = hatch escape, with no 7k escape bonus for survivor, but maybe a "Elusive" bp score of something like 2k to make it worth not dying.

    Killer gets a bp bonus "Endless Pursuit" if they were in chase at the end of the timer, I don't know of how much since it would need to be less than the incentive to hook for the kill, but still more than not being in chase until the end.

    Closing the hatch would make current EGC in place, as it's fair because killer found it.

    Killer opening the gate themselves would make current EGC spawn as well, because high risk / high reward.


    (This is not meant to be a well thought out rework, just something I thought up while being bored in a meeting.)

  • KingFieldShipper
    KingFieldShipper Member Posts: 612

    If this is indeed the same Tony, he has actually complained about it before, but I think he said it on reddit and not here.

  • Pulsar
    Pulsar Member Posts: 20,975
  • Unknown
    edited July 2023
    This content has been removed.