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Are Exit Gates too fast?

Are exit gates too fast or a maps too big? Sometimes even with killers with fantastic mobility, exit gates feel near impossible to control sometimes without the assistance of perks.

Would it be too strong if exit gate times were dependent on how many survivors are alive? 1 survivor alive = current exit opening time and with each survivor alive add an extra 2-3 seconds? It doesn’t need to be Slow like Remember Me as making it too strong would buff that perk, but it would benefit on bigger maps, I find the Greenville square gates literally insane because they are so so far apart. I can imagine it’s frustrating to balance these type of things with maps being different sizes too, because slower exit gates on Midwitch would be awful but idk I feel like it’s an issue, anyone else?

Comments

  • A_T_E
    A_T_E Member Posts: 157

    I feel Grigerbest, that sometimes it feels like 10 seconds. That's why I run 'No Way Out', significantly reducing my stress about checking gate switches, by giving me a notification when they try to open one, and giving me up to 60 extra seconds of additional searching before they can even start to open it. It has kept many pesky Victims from escaping.

    Ontop of 'No Way Out', I'm hoping to see 'Blood Warden' in the Shrine of Secrets soon, for even more "no escape"-ism

  • KatsuhxP
    KatsuhxP Member Posts: 890

    Most of the time it works, sometimes they are kilometers away and it's mostly a guess right or lose then. Of course that also depends on the map, I had maps with chucky were I just see both exits crossmap in the middle xD

  • LadyOwO
    LadyOwO Member Posts: 390
    edited September 30

    If they bring wake up then yeah that's the whole point of the perk. It helps eliminate gate stand offs most of the time. I don't go for hatch if I'm the last survivor because chances are the killer will find it anyways and I'd rather try my luck elsewhere.

  • alpaca_boyyy
    alpaca_boyyy Member Posts: 191

    and that’s the problem. It should’nt be based on “luck” especially for terrible mobility killers

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907

    No, I think 20 seconds is fine.

    If anything were to be changed about exit gates it should be their spawn logic. Sometimes gates spawn super close together and other times they spawn miles apart. There shouldn't be so much variation in that imo, it should always be a middleground where gates can be realistically patrolled but while still offering the last survivor an opportunity to escape.

  • I_CAME
    I_CAME Member Posts: 1,302

    Subjectively I die significantly more from gates being 99'd than I do from the timer running out. I feel like this would actually benefit survivors more than anyone.

  • Dreamnomad
    Dreamnomad Member Posts: 3,949

    I would say no. It seems rather silly for a switch to be held for 20 seconds before it does anything. Can you imagine if you had to hold an elevator call button for 20 seconds before it would actually call the elevator? I get it is there to build a little suspense and make the end game a little more interesting. But I don't think the default should be any longer.

  • KerJuice
    KerJuice Member Posts: 1,907
  • drsoontm
    drsoontm Member Posts: 4,903

    There is a lot of luck factoring in this game. From the top of my head.

    • The map you get.
    • The tiles you get on your map.
    • Perks cancelled by the other team's perks or power.
    • The teammates you randomly get.
    • The 50/50 mind-games.
    • The hatch spawn location.

    In that set, the doors are a pretty minor detail.

    Skill can offset these up to a point but in the end, you cannot escape it.

    I don't think it's a bad thing either.

    Luck adds some imbalance which can help bringing balance. (Or increase the imbalance ever more.)

    Many times, as killer, I've been put in a map that gave my less experienced opponent more chance to win against me. It made the match more interesting that it would otherwise be.

    Of course I also had matches with the perfect hand: my best killer on my best map against average survivors. They stand even less of a chance but it amounts to being dead in 3 minutes instead of in 6 : not much of a difference.

    Psychologically, it may even help some: they can attribute (some of) their loss to a bad hand.

  • Gastongard
    Gastongard Member Posts: 142

    I cant believe people asking for regresing gates, as if already gates spawning wouldnt be a problem, most of the times they spawn right next to each other, even in H shape maps, it doesnt make any sense, having two sides on the map and gates spawn right next to each other. 80% of the times killers can patrol both gates between a second or two, or not even moving, they can watch both gates.

    Thats the problem, gates spawning, not the gates speed, or if they regress or not.

    99ing the gates only promotes good gameplay for survivors, promotes altruism, which also a lot of times is the doom of the team, but at least it gives you a chance to save your teammate. Imagine just being able to open the gates and run away, thats very selfish in a game where 99% times that already happens in solo q. I dont think its bad to promote altruism in a 4v1 game.

    Killer mains needs to learn that because of having 1 or 2 matches where they get 3k instead of a 4k because gates spawning ISNT a bad thing and they dont need to run to this forum and rant about it. Same as people complaning and asking nerfs for survivors at the same time they say they get 3k-4k 95% of their matches, the joke tells itself. How much easier you want the game to get for you?

  • Star99er
    Star99er Member Posts: 1,458

    It’s typically a map thing and not a gate issue itself. Maps like Red Forest you can’t really monitor as killer because of how spread apart they are, where as like Midwitch it’s pretty hard for a survivor to get them open.