Exit Gate Regression...
I think the title speaks for itself. However, I am curious as to the communities opinion on the current state of the exit gates.
In my opinion, I think the gates currently favor survivors too much in high ranks in that they can be 99% and left at that state for as long as the survivors desire. Granted I'm aware the killer can open the gate, but that's not the point. In high ranks this is a common occurrence when survivors will wait to open the gate and just leave it at 99%.
I would like to see some regression on the gates if more than 1 survivor is still alive after the generators are completed. If there's only 1 left then it should not regress as it would then be skewed too far in the killers favor.
This survivor tactic makes bloodwarden nearly unusable at high ranks unless survivors are overly altruistic or the killer manages to get a down and open the gate before hooking.
I am aware gates can spawn on the same side. And yes, I'm aware someone's going to say, "but you think Moris are fine" and/or "killer main" (I am killer main btw) so I'll just steal your thunder in advance. And yes, until SWF, hatch, and keys are addressed/balanced moris and exit gates spawning on the same side are fine. Thoughts? Preferably constructive and not just a 1 word response btw.
Comments
-
Absolutely no need to.
The endgame collapse wasn't made to make the killer get more kills. It was created to prevent hostage situations and improve hatch. And it did both of these things.
99ing the gate is a legitimate strategy and there's no reason why survivors should be in a timer to leave the game in the end. If all survivors are still alive when the gates are powered, they should have time to save their teammates and kills should be hard to secure.
14 -
I think regression would be a good idea but then opening time would be reduced. I would also like to see a way for survivors to tamper with the gate to open it instantly if they have a mechanic's or engineer's toolbox or Alex's toolbox.
1 -
If a killer lets the survivors finish all 5 gens, if they did not catch the survivor before they reached the gate, if they allowed them to 99 the gate when you had all that time to stop them, then that is on the killer.
1 -
Exit gates can literally spawn on the same wall in sight of each other. Regressing is not necessary and would make that even worse.
4 -
Exit gates should regress if not finished imo. As long as there's more than one survivor alive anyway.
5 -
"I am aware gates can spawn on the same side. And yes, I'm aware someone's going to say, "but you think Moris are fine" and/or "killer main" (I am killer main btw) so I'll just steal your thunder in advance."
Just so you know, simply mentioning that you know an argument exists without actually countering that argument does not "steal anyone's thunder."
2 -
I agree with this as a mainly survivor player. Screw people who 99 the gates. It's gotten people killed far more than it has saved them.
3 -
We tried gate regression in early EGC tests. It was... not a good thing.
I'm not saying anyone is silly for suggesting it! But if you could play with it, you'd see it felt really bad. :)
15 -
I could see allowing regression if the Killer had to perform an action at the gate. Animation lock for 2-3 seconds maybe tampering with the controls, and then it would regress (like a generator). This would at least provide an opportunity for Survivors at the other gate.
This would be another buff to higher mobility Killers though, and another checkmark against playing outside the meta.
0 -
might be interesting to have it go down to like 90% that gives the survivors more incentive to open the door and not 99% it
1 -
I would prefer changing Bloodwarden that it can be activated as soon as the gates are powered and if activated before they are open that the timer won't start untill they are open
That way you have an option to counter the 99% gate strat but you have to spend a perk on it
Seems fair no?
2 -
Then how about making the lights on the gates have a purpose ? I believe this has been suggested already some time ago, but I think that making each light a progress "checkpoint" (25%,50%,75%) would be a great idea, this way the gate would only regress a bit, making it less frustrating/punishing for survivors who don't trigger the endgame immediately, but would prevent survivors from 99%ing a gate, which is a really frustrating scenario for killers.
11 -
Interesting idea. Will consider.
24 -
I would like something like this. Bloodwarden in its current state is simply too flawed or easily countered to be used.
2 -
Also an interesting idea.
0 -
No, that doesn't seem fair. 99ing the gates is a counter to the perk. Otherwise it would just grant one extra minute of game for free.
Endgame perks aren't supposed to be that strong. I'd rather not add stuff that rewards the killer for losing the game.
4 -
Thank you for proving my point that this would be mentioned in this thread... and that you did not contribute in the slightest to the main topic that was to be discussed.
0 -
Ummm, how is it unfair? If every survivor 99% gates the perk is useless. Why should survivors be allowed to dictate endgame even if a killer is losing? "Endgame perks aren't supposed to be strong". You must be joking. But I mean if you prefer more people running noed then fine I guess. In addition, I suppose it's also fine that the survivors who lost the match can find a hatch and or bring/find key.
0 -
The killer hasen't "lost" the game at that point
The game isn't over until you escaped. Not a moment sooner
The counter to that bloodwarden would just be to open the gates asap if someone is hooked
I honestly would love to see more perk viarity. But that won't happen if all perks are so easilly countered
0 -
I suppose it's really controversial to think a playstyle that rewards doing absolutely nothing all game shouldn't be strong. Oh well.
2 -
It's a meaningless point to make. You still don't have an actual argument.
0 -
You are assuming a killer is losing just because gates are there, a killer hasn't lost till all the survivors are out. You are not entitled to escape just because the gens are done, the game is still on going and there are meant to be threats and obstacles still.
So that reasoning doesn't really hold up as much as the arguments for it right now.
0 -
The perk is a gamble. Don't like the chance that it won't even be used? Don't use it. Willing to take the risk? Use it.
Also, killer can start the end game themselves if they really wanted to :)
4 -
Hmmm... let me think. Adrenaline, endgame perk. Instant health state for potentially 4 survivors. Borrowed time, infinite uses... might as well just give em the infinity gauntlet while were at it. Meanwhile, ruin countered through cleanse. Noed counterable if cleansed. Bloodwarden 99% gates and wait till convenient to open them... yeah. Perfectly fair and balanced. Just peachy.
2 -
i cant see why if we were going to buff blood wardern that it can be a token base system so each hook that you do adds time to how long the wardern is up for.
For example base will be 30 seconds
2 hooks- 40
4 hooks- 50
5 plus is 60 seconds
and it will activate as soon as the gate is open so 99ing could carry some risk like should you wait till you got everyone free before getting the gate but what if the killer has BW that could be a minute of not getting out, or open it before everyone is free so you can waste the BW but you are in endgame and basically got a minute left to get out.
1 -
Neither do you, which was the point.
0 -
As long as we're throwing out ideas, how about we make it so downing a person who is inside the Exit Gate areas prevents them from leaving the trial for a few seconds? Just long enough for the Killer to be able to pick them up. That way, people who linger within the Exit Gates (especially to wait for the Killer to down them so they can fall into the exit) instead of just GTFOing do so at their own peril.
6 -
But survivors SHOULD have a very clear advantage in the endgame if everyone is still alive. Just like the killer has if 1-2 survivors are alive in the end.
Adrenaline rewards you for playing well. NOED rewards you for playing poorly.
0 -
i want this so much XD
1 -
But that would be punishing them for taunting and loligagging... lol.
1 -
Unhealthy playstyles are kept weak for a reason. Just like sabo was gutted, and rightly so.
1 -
Interesting, ty for contributing. XD
0 -
You're comparing apples to oranges.
Adrenaline awards a survivor for lasting until the last generator popped (fyi, surviving is their main objective)
Blood warden (and NoED, etc) rewards killers for failing to stop the survivors (fyi, killing is their main objective)
Don't like BT? Don't camp. Or use insidious. Or wait for the BT timer to run out before swinging. Or hit the rescuer, let the unhook happen, and down the rescuer.
3 -
What? The fact that gates spawn the way they do is a very valid reason against your idea of regression. You're the one who needs to come up with a counter argument to that because you should be defending your idea. It's like you have no idea how debating works.
0 -
thanks hopefully its good enough for devs lol
0 -
Not good for survivors that wanted to stick around to bully the killer or actually not good overall for both sides
2 -
Who are you to say how someone should play this game? I'm not telling people how to play. I just want more variety then the meta.
0 -
Only if they get caught by the Killer. ;)
0 -
You are fully capable of downing a survivor and opening the exit gate yourself to get bloodwarden to pop
3 -
You gave a reason, but no alternatives or suggestions. Which does not really contribute much more than no it's a bad idea.
0 -
If you have the time... Which is becoming increasingly hard to come by.
1 -
I always wanted a Buff to Blood Warden that gives them Exposed while inside the gates and persists along with the aura reading for 10 seconds if they head back into the map (while the perk is active with the 10 seconds on a separate timer so thay can't run back in with 5 seconds left and lose the status
0 -
Once again. Killer objective is to stop survivors from escaping.
They haven't failed anything yet when all 5 gens are done
0 -
Lol ok dude.
0 -
When they hang out by the gate to troll in perfect safety is the source of much of the toxicity. The fun factor of otherwise decent matches are ruined so frequently by it that your idea would probably improve the health of the community quite a bit
1 -
Just don't make this apply to the last survivor because it's important we are able to 24.99% the Exit Gates! 😁🤗
1 -
I mean, you can paint it as "different playstyles" all you want, but I've rarely seen good killer players run endgame perks because their gameplan revolves around playing well across the game, not poorly
0 -
Not good for both sides. A SWF group could have someone sit on the gate and keep it ready to open while the others make a save, while a solo group wouldn't be able to coordinate that. The end result is the same, but the gap between solo and SWF groups would be larger.
6 -
That's one less person helping the rescue and making it riskier to try, how does that not help even out the odds against swf? I just don't see how that isn't clearly better
1 -
You rarelly see any killer use end game perks cause they are all kinda bad
I find it a shame you never see perks like Bloodwarden cause everybody does it's counter anyway
You should make a special effort to counter a perk. Not just do what you always do
0