Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

Exit gate timing

So I'm a big fan of endgame builds (ex: no way out, none are free, remember me, terminus) and even when I'm not running an end game build I tend to run no way out pretty often. Now something I've noticed is that, regardless of if survivors are swf (to the best of my knowledge, it happens consistently and not every game will be a swf statistically) or not, ≈85% of the time survivors will be waiting at the switch and will instantly start it the second the last gen pops. Now since I've been running NWO so often just because I like it I haven't really been affected much. But I have to imagine that its pretty rough if you get to all 5 gens done and don't have nwo or remember me.

Comments

  • Firellius
    Firellius Member Posts: 5,545

    What is the problem, exactly?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,099

    Survivors are being efficient with their time. Sounds awful. BHVR plz fix immediately.

    I'm curious what the killer is doing where at least 2 survivors have zero pressure in this scenario. I'm guessing camping.

  • Junylar
    Junylar Member Posts: 2,308

    Against competent survivors, endgame is just a humiliation ritual for the killer. It is mathematically impossible to hook a survivor far enough from the gates, because with the new 15-second basekit endurance, they cover longer distance with it than the killer carrying a survivor, unless the killer has Agitation. So if there are more than 2 survivors left and the killer can't counter that indurance (like Blight), it's pointless to even try to do anything there. The killer essentially loses once the last gen pops, and even earlier, if 2 gens pop with 0 hooks or with 4th gen done with 0 kills, as all those cases also lead to a loss.

  • Wezqu
    Wezqu Member Posts: 1,284

    Its normal tactic even in solo queue to go to a door when someone is very close of finishing a gen. I do it all the time if I am close to one when the last gen is going to pop.

  • Trex_Crazy
    Trex_Crazy Member Posts: 235

    That is part of what I was saying, that this occurance is not exclusive to swf and is more a general thing.

  • Trex_Crazy
    Trex_Crazy Member Posts: 235

    Yes, thank you for the insight since you are curious as to possible situations I shall list some, though it is not all inclusive. Though since you know at leas of the camping scenario I will leave that one out.

    1. we've got four survivors alive all on death hook the killer is currently chasing one survivor which not only leaves the aforementioned two survivors but actually includes an addition third survivor to assist with the last gen or open the second exit. There is of course a variation on this where they are chasing the third survivor and the fourth survivor is dead.
    2. The killer just hooked and killed a survivor leaving two left he is now about 16 meters away from a survivor working on the last gen. The last survivor sticks the gen and it gets completed, taking a hit in the process, and because the S2 was at thegate waiting he is able to get it open before the killer has a chance to down the original survivor. (though I must admit this scenario actually only has one survivor with zero pressure on them so it doesn't technically fit your criteria)
    3. The killer is doing rounds on the last three generators (now this scenario can actually have up to four survivors with zero pressure on them and, you're going to love this, doesn't involve camping!)
    4. Now this is actually a variation on the first scenario. There are four survivors and the killer is actually semi-chasing two of the survivors (which if you notice leaves the other two survivors pressure free!) as the killer picked up one survivor and the other flashlight/pallet saved.
    5. Now in this scenario we have one survivor hooked, another in chase, and would you believe it that leaves two survivors with zero pressure.

    This list is not all inclusive and there are many more. Now to further elaborate on your proposed situation if the killer is camping a hooked survivor wheter or not the exit gates are being opened really isn't a concern since they cant do anything about it anyway (as they're busy camping)

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,099

    While I am not oblivious to the sarcasm dripping from your post here, my point is that there is likely room for the killer to do something differently. Complaining about survivors being efficient is very common, almost as common as not examining your own gameplay to look for inefficiencies.

    And you can tell you aren't looking at your own gameplay since you immediately rattle off a list of "possible" scenarios, and not "this is exactly what happened: match 1: XYZ, match 2: ABC".

    You're too focused on the "camping" part as a literal statement. I meant "camping" as in "not using time effectively" or just generally "doing nothing but calling it gameplay". In other words: being inefficient.

    But let's look at these:

    1. "four survivors alive all on death hook". The only way this happens is by properly juggling survivors. You're intentionally keeping on in chase, one on hook, and letting one go for rescue… leaving only one person actually free to do gens. Now, they may be able to "greed" the rescue and go for the door instead, but then you have a 2 minute timer with effectively 2 survivors on hook, and the other 2 can't leave without giving you kills. I consider this to be a great display of killer skill, actually, since this isn't easy to pull off, nor is it common, but I somehow doubt you're playing to 12-hook like this.
    2. You already admit this isn't what I was talking about.
    3. If you're actively doing rounds while the last gen finishes, then you missed at least one, probably several, indicators of where people are. Notably, one of those gens being almost finished, or at least having progress. Even if you've not been in that part of the map recently, you've certainly seen other gens and can rule out that they're "not due to pop soon". So instead of "patrolling", you should know where at least one survivor is, roughly. If you have one person on hook and are desperately struggling to find your next target, there are info perks that will cut down on that inefficiency. You shouldn't ever be in a late game scenario and have literally zero idea where any survivors are (i.e. your "4 survivors with no pressure").
    4. How long has it been between chases for this one? Because somehow the killer is in chase and hasn't hooked anyone recently. It's a made up scenario, so it'll be whatever gotcha you want to make, but in reality if the hook was "recently" then you have one on hook or recovering and someone had to rescue, if it was "minutes ago", then I think we both can identify where the inefficiency is here.
    5. I think you meant this to be part of #4, not its own hypothetical.
  • Dinadin
    Dinadin Member Posts: 278

    If you havent had killed enough survivors until 5 gens are done, and not playing a endgame built, it was your own fault for being ineffective or making too many mistakes. Endgame isnt something to help anyone besides letting the game end in time.