Escape door change suggestions

T'is a simple but very effective suggestion:

  1. gates that spawn very close to each other should only have 2 lights instead of 3, meaning you can prep the gate 1/3rd before a single light glows up, giving the survivor a slight bigger change of being to escape when the gates spawn too close to each other.
  2. gates that spawn very far away from each other, should have 4 lights instead of 3, meaning survivors can only prep 1/5th of the gate before a light glows up, giving the killer a slightly bigger chance of preventing an escape.

This way, gates that spawn on opposite sites on a large map dont ######### over a killer who has been steamrolling, but gates that practically spawn next to each other dont ######### over a survivor who has been dealing with terrible teammates.

Comments

  • @Predated said:

    T'is a simple but very effective suggestion:

    1. gates that spawn very close to each other should only have 2 lights instead of 3, meaning you can prep the gate 1/3rd before a single light glows up, giving the survivor a slight bigger change of being to escape when the gates spawn too close to each other.
    2. gates that spawn very far away from each other, should have 4 lights instead of 3, meaning survivors can only prep 1/5th of the gate before a light glows up, giving the killer a slightly bigger chance of preventing an escape.

    This way, gates that spawn on opposite sites on a large map dont ######### over a killer who has been steamrolling, but gates that practically spawn next to each other dont ######### over a survivor who has been dealing with terrible teammates.

    For me it should be gates can't spawn within 32 meters of each other or the same walls BUT should spawn on adjacent walls.

    They also shouldn't be visible from one point.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/143212/escape-door-change-suggestions

    For me it should be gates can't spawn within 32 meters of each other or the same walls BUT should spawn on adjacent walls.

    They also shouldn't be visible from one point.

    I dont really mind, as there are some killers that dont have real gap closing abilities, which makes the visibility of the lights very important to those killers. Bubba needs to walk from point A to point B and without relatively easy vision on red forest, the time would take from seeing the lights show up to reaching that door is already enough time to open the doors. Especially with resillience and/or spinechill.


    There is a lot in this game that needs to be based on spawning distance and mapsize rather than static distances. Nurses calling having a larger range on a massive map would make sense and not be too strong. Haste effects lasting 5 seconds longer on massive maps also wouldnt exactly be too strong(or for killers, bloodlust charging up faster and having map points that give haste effects, like hooks giving a 5% speedboost for 30 seconds).


    As for adjacent walls, there is a bit of a problem with that, a few examples:

    1. azarov's resting place cant have it adjacent, those gates always spawn on opposite sides. Which they kinda have to as if they spawn on the same side, they would be way too close. In a 1v1, the survivor would always escape currently unless they are dumb.
    2. Groaning Storehouse pretty much has the same issue there. They spawn too far that in the current meta, you either need whispers or a dumb survivor to win as a killer as a 1v1(or prevent it by a boring slug in a 2v1).
    3. Torment Creek and Rancid have a chance of the gates spawning either too far or too close. Both either garantueeing a killer win or survivor escape.

    I think just altering the amount of lamps would be enough. Especially as both killers and survivors have to look at 1 gate only and know what the endgame situation is gonna be and possibly prepare for that.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1204886#Comment_1204886

    I dont really mind, as there are some killers that dont have real gap closing abilities, which makes the visibility of the lights very important to those killers. Bubba needs to walk from point A to point B and without relatively easy vision on red forest, the time would take from seeing the lights show up to reaching that door is already enough time to open the doors. Especially with resillience and/or spinechill.

    There is a lot in this game that needs to be based on spawning distance and mapsize rather than static distances. Nurses calling having a larger range on a massive map would make sense and not be too strong. Haste effects lasting 5 seconds longer on massive maps also wouldnt exactly be too strong(or for killers, bloodlust charging up faster and having map points that give haste effects, like hooks giving a 5% speedboost for 30 seconds).

    As for adjacent walls, there is a bit of a problem with that, a few examples:

    1. azarov's resting place cant have it adjacent, those gates always spawn on opposite sides. Which they kinda have to as if they spawn on the same side, they would be way too close. In a 1v1, the survivor would always escape currently unless they are dumb.
    2. Groaning Storehouse pretty much has the same issue there. They spawn too far that in the current meta, you either need whispers or a dumb survivor to win as a killer as a 1v1(or prevent it by a boring slug in a 2v1).
    3. Torment Creek and Rancid have a chance of the gates spawning either too far or too close. Both either garantueeing a killer win or survivor escape.

    I think just altering the amount of lamps would be enough. Especially as both killers and survivors have to look at 1 gate only and know what the endgame situation is gonna be and possibly prepare for that.

    Sadly many killers do have that problem, and apparently is why some rank 1 killers run NoeD, for its speed boost at the end (which is probably complete bs but I'll take their word). Resilience and Spinechill are good for opening doors, but not absolutely amazing, with Resillience shaving off 1.8 seconds and spine chill shaving off 1.2 seconds if the killer was directly looking at you.

    I'd like having aura reading perks in general have a bigger radius, except perks like Object of Obseession that already have big ones. Bloodlust charging faster I'd say wouldn't be needed anymore as big maps are being decreased in size aswell as infinites are being nerfed, although that haste effect seems good.

    Finally I guess there would need to be some exceptions, especially that other maps like Hawkins and The Game have preset maps.


  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1205029#Comment_1205029

    Sadly many killers do have that problem, and apparently is why some rank 1 killers run NoeD, for its speed boost at the end (which is probably complete bs but I'll take their word). Resilience and Spinechill are good for opening doors, but not absolutely amazing, with Resillience shaving off 1.8 seconds and spine chill shaving off 1.2 seconds if the killer was directly looking at you.

    I'd like having aura reading perks in general have a bigger radius, except perks like Object of Obseession that already have big ones. Bloodlust charging faster I'd say wouldn't be needed anymore as big maps are being decreased in size aswell as infinites are being nerfed, although that haste effect seems good.

    Finally I guess there would need to be some exceptions, especially that other maps like Hawkins and The Game have preset maps.

    No, I agree that the speedboost from NOED is the main reason why I run NOED on killers too. 9/10 times, I already have at least half of the survivors injured, so the exposed status NOED gives really only matters for injured people who have adrenaline.

    As for resillience and spinechill, it does help considering you can already prep 1/4th of the door without any lights showing up. That 1 second can be the difference between an escape and being hooked. People often underestimate that it only takes 0.6 seconds for a killer to lunge and gains the same distance that Dead Hard gives. Every 1 second increase means the killer has to move an additional 4.5 meters before he/she can lunge. With Spinechill lighting up, meaning you got about 8 seconds before the killer gets close enough to hit you. Which means you can judge ahead of time if you can actually open the door, especially if you are uninjured and have an additional 1 second before the killer can hit you again. Ofcourse its not as amazing as Remember Me can essentially double the opening time of a door, with Wake Up! technically countering it a little bit, but things like Decisive Strike are better choices as being the obsession in that scenario fully ignores Remember Me.

    OoO and BBQ are both pretty much the only aura readings that are decent across most maps. Perhaps I'd say they should actually shrink the radius before they can trigger on smaller maps. Because if you hook someone on the center hook on Dead Dawg Saloon, you pretty much get no readings unless people are in the corner of the map. Especially since 4/7 generators are within 40 meters of the center hook. Let alone that someone like Hag and Nurse on massive maps would have a much more fun game if their teleport ranges were increased with 15%.

    If you think about it, how many issues would fix themselves if they were relative to mapsizes rather than simply having the same effect on every type of map. Some perks are completely useless on some maps simply because the map lacks things that other maps have(balanced landing has no use in sheltered woods at all as the only height there is, is the killer basement staircase). Not all issues, but a lot of issues with a lot of perks and addons would simply disappear by making their distances relative.