Exit gates spawn too closely together - Here's a couple of fixes

Developers...

The exit gates often spawn too closely together which will produce a problem if you're the solo survivor. It's just too easy to patrol exit gates that are 60 meters apart from each other, as often times they are.

  • I suggest that the hatch should spawn at least 100 or so meters away from the exit gates.

OR

  • Exit gates should spawn directly across from each other at all times. If the map is often shaped like a box, the gates should spawn on either side of the map. Gideon Meat Plant is a great example as I often see the gates spread out on either side of the map.

Too many times you gotta just take that 'L' and die at end game because you didn't have a key, the killer closed the hatch first, or the killer patrolled gates that were pretty close together. Yeah, if the roles were swapped, I would love that as a killer but that doesn't make it fair.

Comments

  • Imagine wanting a free escape although you ######### up and your whole team died. Seriously, sometimes you get lucky, sometimes not.

  • Yeah I don't agree, the maps that already do have this function are the indoor maps, and I lose this 1v1 door situation 75% of the time because the doors are simply to far apart.


  • @dnj510 said:

    Developers...

    The exit gates often spawn too closely together which will produce a problem if you're the solo survivor. It's just too easy to patrol exit gates that are 60 meters apart from each other, as often times they are.

    • I suggest that the hatch should spawn at least 100 or so meters away from the exit gates.

    OR

    • Exit gates should spawn directly across from each other at all times. If the map is often shaped like a box, the gates should spawn on either side of the map. Gideon Meat Plant is a great example as I often see the gates spread out on either side of the map.

    Too many times you gotta just take that 'L' and die at end game because you didn't have a key, the killer closed the hatch first, or the killer patrolled gates that were pretty close together. Yeah, if the roles were swapped, I would love that as a killer but that doesn't make it fair.

    And what will you do for the times when all gens get done correctly? This will make egc easier for normal games and brain dead for the last guy. Limiting hatch spawns will make locating it easier, which makes the second form of escape easier to get. If the killer even fathoms of closing the hatch with a 100 meter distance the survivor could camp gates and get an easy escape 9 out of 10 times if the killer doesn't have any mobility.

  • If your entire team dies and the killer finds the hatch first then you shouldn’t have a free escape. You are lucky enough to have THREE chances of escaping. If you fail fixing the gens AND finding the hatch then the door escape shouldn’t be handed to you on a silver platter.

    Sometimes RNG is on your side and sometimes it’s not. On Hawkins and Lery’s you basically have a free getaway since both door are clear across from each other.

  • I have plenty of games where the exit gates spawn so close together that I can guard both exits by standing on the same spot.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/107890/exit-gates-spawn-too-closely-together-heres-a-couple-of-fixes

    And what will you do for the times when all gens get done correctly? This will make egc easier for normal games and brain dead for the last guy. Limiting hatch spawns will make locating it easier, which makes the second form of escape easier to get. If the killer even fathoms of closing the hatch with a 100 meter distance the survivor could camp gates and get an easy escape 9 out of 10 times if the killer doesn't have any mobility.

    That's the plan, assuming the killer doesn't find the survivor first. If the gates spawn on the same wall or practically near each other, the hatch should spawn far away from them. This by no means that the survivor will even escape, it just increases the odds. Why is it fair that the "MVP" of the match has to die due to RNG?

  • @dnj510 said:

    https://forum.deadbydaylight.com/en/discussion/comment/873283#Comment_873283

    That's the plan, assuming the killer doesn't find the survivor first. If the gates spawn on the same wall or practically near each other, the hatch should spawn far away from them. This by no means that the survivor will even escape, it just increases the odds. Why is it fair that the "MVP" of the match has to die due to RNG?

    Because the last survivor can also be a dead weight that didn't deserve the escape anyway, the current system is fine