http://dbd.game/killswitch
What even is the point of the Exit Blocker power machanics?
As far as im aware, no killer's anti escape machanics actually prevent escapes, othere than Cenobite. Why are the numbers so low? Make it 10 seconds for survivors hit by Kaneki, Wesker, Houndmaster's dog, etc... If you're dying to these machanics, thats your own fault for staying in, all of these powers are dodgeable
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So, they specifically added the knights iri add-on to be base kit, which blocks the gates if a guard is on you. Active pig hats prevent escapes except by hatch. Slinger's harpoon is arguably anti escape as well, since they can just drag you away. Freddy has a mini blood warden add-on.
Kaneki's current iteration of their power is absolutely not dodgable in the exit gate area. You're a sitting duck with no cover against auto aim. And they can hit through the two posts that exist in some exits currently as well.
But even with all of that, you're seemingly under the assumption that survivors are just teabagging at the exit. (There's certainly times to wait and make sure everyone alive is ok before leaving, without being toxic... that's called healthy sportsmanship and teamwork). You still have to traverse the exit area and escape even if you're just immediately leaving. Why should a close call default to a kill?
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Im only referring to exit gate blockers only, not powers that misplace survivors. The problem is they're too short, like Houndmasters got gutted to 1.5 seconds, what is that gonna do? 3 seconds is barely even enough time to down and pick up a survivor at the gate, and you better hope mo ones there to heal tech.
Kaneki isn't dodgeable yet, but with the massive backlash hes getting, hes 100% gonna have his aim assist toned down, but even then, majority of that anti escape timer is just you recovering from the secondary attack.
Its not a close call if the machanic is there in the first place, they want you to keep survivors from leaving with the power, but the numbers are too short to do anything on basically all killers with the machanic in place.
By default with their abilities, 7 seconds of anti escape should be added if they failed to avoid getting hit by a chain or snug or the kagune or whatever power holds them in the trial.
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- - Kaneki Power
- - Easily Dodgeable
Lol.
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Soon to be, but that does nothing anyway since the timer doesn't last long enough
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I think ... despite if your hit by a power or not, nothing should be able to stop you from leaving the gate if it's open except blood Warden or a particular perk or power that holds survivors back. Pinheads chains can hold you back until broken, .... death slinger, holdmaster, Victor if uninjured, maybe some more or not. But survivors have it hard enough in solo q until the win percentage is pathetic. It's a terrible experience unless you go in with smart teammates. There isn't even a party system so you can opt to stay with people you did good with after the trial. Killers are OP because of how terrible solo Q is. I'm talking one lone survivors doing now but gens on a team of 4. And 3 other people are goofing off while you do strictly the objective. Without good teammates single survivors don't stand a chance.
There is counter play, but the killer vs survivor experience is bad. I've been on both sides. Killer first then survivors. Survivors have such a terrible experience. And if your new to the game, you don't stand a chance. Devs....simply saying abandon or go next doesn't fix the problem.
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With pinhead though, being downed while chained makes the effect linger. Why does this not happen for Houndmaster or Kaneki? It's so weak, it might as well not even be a thing for powers anymore, just exclusive to the incapacitated effect (or just for pinhead and twins essentially)
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