How to fix toxic survivors at exit gates

It's really simple, in order to actually curb toxic survivors at exit gates, anyone within a 20m of an exit gate who lingers for more than 15 seconds have blood warden activated for 30 seconds when trying to leave the gate even if blood warden isn't on your perk list. That'll stop all end game toxic behavior from survivors guaranteed.

WATCH ME GET DOWNVOTED BY TOXIC END GAME SURVIVORS.

I wouldn't make this post but I'm consistently getting 2 hooks as Nemesis with 5 gens done and survivors whom t-bag me at the exit gates dragging out the match an extra 2:30 because my slow ah takes that long to even walk to an exit gate from mid map.

If survivors can leave and not have to watch my Mori at end game then when the last gen pops I should just be able to leave the game with no penalty instead of waiting for survivors to be toxic at the exit gates, it's only fair.

Comments

  • DemonicDemons
    DemonicDemons Member Posts: 50
    edited February 25

    Look at the downvotes already haha.

    Survivor entitlement: We should nerf killers for being toxic but if we're toxic t-bagging holding games hostage and end gate we should definitely be allowed our toxic behavior.

    Thanks for proving my point.

  • Skeleton23
    Skeleton23 Member Posts: 617

    Yeah its very common on the forms to be downvoted. But yeah its survivor mains doing it to cover ur feedback from Killer players.

  • Trex_Crazy
    Trex_Crazy Member Posts: 229

    Now I almost always play killer (as in the only recent games of survivor I've had are for 2v8 priority queue) and I do understand where you're coming from. That said actively pickinga fight on the forums is a good way to immediately shut down any sort of discussion on the matter and just bury the topic.

    I do think that the killer should have more options when it comes to survivors just waiting at the exit gates. the problem is that there, at least that I can think of, isn't really a perfect solution. Some ideas I've had are to block the gates if the killer is within a certain range, if a survivor loses a health statein the gates, etc. And I do think your idea has merit, similar to the anti camping charge up. I also think another way to curb it would be to lengthen the collapse and have the collapse start as the exit gates are powered.

    (side note I dont think letting the killer leave immediately would be a good idea, it would make any sort of end game build almost impossible because the onlykillers who wouldnt leave would obviously have a trick up their sleeve. Though I also think survivors shouldnt be allowed to leave either...)

    But here's the issue with any sort of discussion down this avenue: While I try to see issues from both sides the truth is that the game is survivor sided, has always been and will always be. (With a few exceptions like nurse.) The most apparent situations would be noed and dead hard. Noed is just an alright perk, a last desperate gasp before the game is over, a perk slot I could have instead used to help prevent getting that far into the match. It is also the source of salt within the dead sea and has been changed (nerfed) so much I'm honestly surprised it still has the same premise (you know, like how knock out's description doesn't even make any sense anymore) whereas deadhard was so powerful and prevalent for an extended period of time without being touched. To the extent that I feel that the devs were just ignoring the issue hoping it would go away. Again I'm not saying killers never get anything nice, Im just saying that the games balance is skewed towards being survivor sided. The counter argument oft said is about soloq but Im here to tell you that as someone who's been playing since the game came out almost 10 years ago, in high mmr it doesn't matter if you're in a swf or solo the teams are very coordinated and not often inefficient. (though there are a few survivors who are outliers throwing the game sometimes) My point is that, unfortunately, I doubt any amount of discussion is going to make the end game less miserable for killers. inherently due to the 4v1 dynamic there will always be more survivor players and therefore more complaints if things dont go their way. (like when they changed the movement so survivors had to move more within the bounds of reality and couldn't change momentum on a dime or spin around at mach 10) So my advice is this: pull out your phone and watch a video or something while you wait for the collapse to push them out, beats giving the survivors what they want. (or break pallets and stuf if you want/need the bloodpoints)

  • random1543
    random1543 Member Posts: 470
    edited February 25

    Survivors are not always at the exit gates to be toxic and mean.

    Its extremely common to wait at the edge as survivor to bait killer as another survivor is at the other gate trying to get it open, distracting the killer should not be punished.

    another situation I can think of is killer is actively in chase, and someone is waiting near the gate to run in a take a hit. they should not be punishing for lingering near the doors and should not be forced to leave the exit gates when match is still ongoing.

    I Understand your frustration with getting teabagged at the exit gates but your fix takes away too many other situations that are not trying to be toxic.

    Post edited by random1543 on
  • I mean maybe it’s just a skill issue

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,806
    edited February 25

    Maybe you should try to work on your Killer gameplay first before you try to make strange ideas on the Forums (2 Hooks the whole game as Nemesis? You have bigger problems than teabagging Survivors). Your idea (which you obviously did not spend more than a couple of seconds thinking about) would make it impossible for any strategic play in Endgame, because even bodyblocking to help others escape would not be possible anymore.

    Or just try to be the adult and dont care about teabagging. Crying about teabagging is as childish as teabagging itself.

  • DemonicDemons
    DemonicDemons Member Posts: 50

    If survivors are camping the exit gate for longer than 15 seconds aka waiting to tbag they should be hit with a basekit blood warden or killers should be able to dc to avoid toxic behavior, the only reason you should be staying in a game is to save a team mate aka get them off hook or take a protection hit then run to escape. If survivors can leave the game because of a game mechanic they don't like aka Mori's then killers should be able to leave a game not based on a game mechanic but based solely on toxic behavior or have an anti-toxic behavior mechanism like basekit blood warden.

    I'm also not picking a fight on the forums I'm simply stating facts and these survivors plebs are proving my point by downvoting a legitimate change that would stop toxic behavior after you guessed it, being toxic for an entire game. It's just further proof that survivors want the ability to be toxic at all times with no repercussions but will flame the devs about killers' toxicity to the point where nerfs are implemented only on the killer side leaving the mass majority of killers unplayable.

  • DemonicDemons
    DemonicDemons Member Posts: 50
    edited February 25

    In regards to comments about only getting 2 hooks per game as Nemesis, the reason I'm only getting 2 hooks per game is because survivors have the ability to run infinite loops where the Nemesis simply cannot catch up and there are an absurd amount of videos showcasing that scenario on repeat. This has become more common across multiple maps. Imagine if killers had the ability to infinitely camp hooks forever, oh wait that was a thing and it was nerfed because it was deemed toxic so why are infinite loops still a thing and why can survivors infinitely jump windows, yes in theory they can't yet every game I play I'm in chase for 2 minutes while they loop the window jumping it 15 times with no block.

    I mean you can call it a skill issue all you want but the fact of the matter is that some killers are extremely underpowered and slow forcing me to play a specific way or you guessed it, only get 2 hooks, better throw on my gen regression build or risk only getting 2 hooks every game cause that's genuinely fun. I guess I'll just run toxic nurse and forgo all the infinite loops and pallets because surprise surprise, when I run S tier killers I always get 4k before a gen is done. Simple solution is to make lower tier killers more viable by removing infinite loops and nerfing or outright removing killers that completely ignore entire game mechanics for the overall health of the game.

  • TicTac
    TicTac Member Posts: 2,831

    Just give the killer the option to dc if the gates are powered. Replace him with a simple bot. Why think about some weird mechanics which overcomplicate everything?

    And no that wouldnt reveal endgame builds. I dont understand this give-up-mentality and wouldnt do it anyway, but if survivor are already safe in the exit gates, its already too late for your endgame build. And if you mean that killer would immediately open the gate themselves and dc, they should just quit the game. Its not healthy for them anymore.

  • BongoBoys
    BongoBoys Member Posts: 789

    Just give the killer the option to abandon like survivors have

  • Terror_Misu
    Terror_Misu Member Posts: 226
    edited February 25
  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,530

    Would that block the gate from a survivor trying to crawl through it seeing as it would take a while

  • Classic_Rando
    Classic_Rando Member Posts: 551

    Just go stand in a corner somewhere and let the survivors amuse themselves for a few minutes at the gate. That’s what I do. The only reason they are waiting for you at the gate is because they know how upset you’ll be when they t-bag you. Don’t give them the opportunity to do it and after a few matches they’ll realize they’re just wasting their time and leave.

  • katoptris
    katoptris Member Posts: 3,329

    So u took the heaviest chase and lost? Maybe next time don't focus on that person

  • Brimstoneslinger
    Brimstoneslinger Member Posts: 6

    I dunno, arent tbagers the one who should be embarrassed in this equation? not like he was mad as you portray him to be nor problem itself is unfixable- killer abandon or mini blood warden wont hurt gameplay while shutting off tbaging on gates for good

  • cogsturning
    cogsturning Member Posts: 2,626

    If something so goofy and immature tilts you hard enough that you feel the need to not just make a post about it, but also want the game changed, then I'm going to assume you're mad. Just calling it a problem, as your doing, is noteworthy. Regulate your emotions and be the adult by not responding to BMing in turn.