Is it fair to 99 the exit gate?

BHVR agreed that it wasn't fair to do that for generators, and it wasn't fair to do it for hooks either, so then why the exit gate?

Being able to take as much time as you want to go back and get a survivor (or whatever else you may deem necessary), seems to defeat the purpose of the endgame challenge if survivors can 99 the gate doesn't it? At the very least I think the exit gate should start regressing if you choose not to open it.

Comments

  • @yagirlcheetos said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503692#Comment_1503692

    Just get good at playing killer. 4 stacks are annoying but you could also lose to a 2 stack. My friend and I run 2 stack all the time and manage to piss off the killer. All you need to do it get good and you won’t be complaining about us 99 doors and then going to save our teammates.

    im not even gonna take you seriously at all. your ignorance is massive.

  • This argument that the exit gates are not an objective makes no sense whatsoever, and if it did I'd wish someone could explain how.

    If the killer kills 3 survivors and closes the hatch...what's the new objective? Last time I checked it was the exit gates, and as I mentioned above if it isn't an objective then why is it there?

    Why not just have it one tap or make the exit gates disappear when egc triggers or all gens are done?

    Why does remember me extend the time if it isn't an objective?

    There are plenty of examples showing how the exit gates is an objective in the game, I've yet to see one example of it not being one.

  • @dark_bassist said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503579#Comment_1503579

    Then let's rework BW, lest make it that it activated the second the last gen is done, EGC triggers and the entity claws blocks the gate switch for 10/20/30 seconds how about that?

    That concept sounds a lot worse than what BW currently does.

    Everyone's been pointing out it lights up when activated, but honestly it just feels like agency is taken from the killer by not letting the killer activate it on their terms.

  • @Terra92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509531#Comment_1509531

    That concept sounds a lot worse than what BW currently does.

    Everyone's been pointing out it lights up when activated, but honestly it just feels like agency is taken from the killer by not letting the killer activate it on their terms.

    They kind of do when they can choose when to hook someone and if they have the doors open at the same time with end game timer near depletion can grantee a four kill. Kinda op in a way but also is a big gamble so I think it speaks true to what dbd is played around. Skill, and playing with builds to test what works for you. Not a bad gig so far if you ask me.

  • @Deadboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1513062#Comment_1513062

    They kind of do when they can choose when to hook someone and if they have the doors open at the same time with end game timer near depletion can grantee a four kill. Kinda op in a way but also is a big gamble so I think it speaks true to what dbd is played around. Skill, and playing with builds to test what works for you. Not a bad gig so far if you ask me.

    No that's what I'm saying, the current BW gives them a ton of agency, which is a good thing for a perk like that. Changing it to match this concept we're debating about removes that agency, leaving it the same also removes that agency, because the Killer doesn't actually know when the doors are open, unless they happen to catch it.

  • @CrazyPplEverywhere said:

    No, it is completely unfair and should be replaced with a new mechanic. I like adding one minute to the end game timer but end game collapse starts as soon as the last gen is done, or the gates regress 4-10% every second. 1% regression per second means it takes 100 seconds to regress, which is waaaaay too long.

    I don't post on DBD forums at all, but there was just so many entitled survivor mains arguing that it is fair, that I had to make an account. I play both sides equally, so I'll try and pick the juiciest arguments they have and say why I disagree. The only regret I have is that the devs might not see this 6 pages in this forum post or ignore it because it's long, but I really hope they read all of this.

    https://forum.deadbydaylight.com/en/discussion/comment/1503579#Comment_1503579

    Firstly, Bloodwarden is a gamble. You gamble whether or not survivors will stay around long enough to get value out of it. Bloodwarden costs a perk slot that could have helped you throughout the game, so I don't really see why the gates should stay the same because of a medicore perk. 99% of experienced survivors will 99 the exit gate and not open them unless they intend to leave... which would NOT start the end game timer to alert killers that they can use bloodwarden... so that's a weak argument. If Bloodwarden is so weak or weird... than simple, rework Bloodwarden.

    https://forum.deadbydaylight.com/en/discussion/comment/1503592#Comment_1503592

    Just because you don't like those parts of killer doesn't mean end gates not regressing is fair. Put yourself in the other sides shoes and you'd see how entitled you sound. Killers could easily talk about hatch, doing gens in killers faces to avoid pop goes the weasel, clicking flashlights and teabagging, etc.... but it's COMPLETELY unrelated

    https://forum.deadbydaylight.com/en/discussion/comment/1503598#Comment_1503598

    https://forum.deadbydaylight.com/en/discussion/comment/1503811#Comment_1503811

    In what scenario would doing that be beneficial? Very, very few if any. Even with bloodwarden, opening the gates early means you need to down someone near a gate, open gate, hook survivor, and hope the survivors don't wait out the minute and let the person on hook stay there until right before they die. Or you can walk to a gate and open it, which is literally a free escape you're giving healthy survivors, which is what many entitled mains actually want! What a bad idea, and you say "easy" like you just had the most common-sense idea ever.

    https://forum.deadbydaylight.com/en/discussion/comment/1503621#Comment_1503621

    That's honestly funny. If end game collapse isn't for pressure... Why is it there? Maybe to pressure survivors to leave and not prolong the endgame? No, that would be a crazy idea, and you just said end game collapse wasn't for pressure. So I wonder what end game collapse is really for then.

    https://forum.deadbydaylight.com/en/discussion/comment/1503635#Comment_1503635

    And what? Because that's why YOU say end game collapse was made, so it can't do anything else? Gens could not be kicked or regressed originally like OP said. Survivors could fast vault windows from ANY angle. But I guess Dead By Daylight can't do anything to make themselves more balanced because they designed every mechanic perfectly and said exactly what each mechanic did, nothing more or less?

    https://forum.deadbydaylight.com/en/discussion/comment/1503693#Comment_1503693

    Put yourself in the killers shoe. All the gens are done, and people can escape through the door. What else can the killer do except camp the last guy they hooked? Walking away means they could end up losing a kill, so why would they walk away? To make you happy? That doesn't make logical sense for a killer to just leave the hook and possibly give up a kill when there are no more gens to protect.

    https://forum.deadbydaylight.com/en/discussion/comment/1503708#Comment_1503708

    Entitled. Entitled. Entitled. Why are survivors entitled to making sure and having every advantage to make everyone escape? The killer wants a kill. Why should survivors have unlimited time to deny the killer one kill? Because survivors want everyone to escape so everyone should? It's a 4v1 game. That means if someone's on hook, survivors already have the advantage. If one person is on hook and only one other person is alive, well then you might as well leave unless you want to sacrifice yourself to save the guy on hook. But if there are 2 or 3 survivors? Then they have a massive advantage in rescuing just by their numbers being able to overwhelm the killer, unhooking maybe with borrowed, and then chaining bodyblocks to the exit gate. This isn't very skillful, and these types of rescues are incredibly easy to do in an swf. But that should be it. The killer should have some sort of pressure to have an advantage as well. The survivor death timer takes way too long, especially if someone's first hook and survivors keep rescuing and switching who's on hook. Having a ticking timer forces people to decide if they really want to save one single person when they could just.... get themselves out. Again, just because you want everyone to escape... well guess what, the killer wants the opposite and wants everyone to die. Why should one side get prioritized in making everyone escapes after the killer chased and downed a final survivor? There's nothing wrong with survivors wanting every survivor to escape, its like the killer slugging for a 4 man (this slugging thing for a 4k is a whole issue in itself, but maybe for another time). It's acting like you're entitled to having everyone escape that's the massive problem.

    https://forum.deadbydaylight.com/en/discussion/comment/1503862#Comment_1503862

    Mainly for when killers completely give up and just want the game to be over. Why do you think they gave that option, so entitled survivor mains have unlimited time to unhook once all gens are done but they can counter and say "yOu cAn OpEn tHe GaTeS LoL"

    https://forum.deadbydaylight.com/en/discussion/comment/1503827#Comment_1503827

    You're so close to getting it but yet so far. Most killers want to get their one kill. They want to end the match and move on. Put yourself in their shoes, imagine that multiple survivors are alive and all gens are done. You can't do much about it and want the game to end quickly so you can move on with your one kill. But you can't. You have to wait until the survivor on hook dies, which can take like what, 1 minute per hook stage? And in that time, their team can come and rescue them with borrowed time. So you down the rescuer. The other 3 survivors heal and now you're at square one. The other 3 come to rescue and this process repeats for minutes until A) someone is death hook, or B) killer makes a mistake and now all 4 people ride off into the sunset. Having more pressure on the end gates or an automatic end game collapse can heavily, heavily mitigate this end game time and end the match, which is probably what most killers want at this stage.

    Okay, and that's page one of entitled players. I don't know if I can even look at the other 5 pages, there's was so much entitled people here and people that only play one side and don't understand what the other side is doing.

    Opening the gate activated pressure for the survivors to 1: leave or 2: attempt to save. U get one kill for sure and the others have to leave. I dont get how people dont understand this. If the survivors are smart then they would leave and the survivor will instantly die. If they arent smart then they'll just waste time and either way you still get the 1 kill. I'm not entitled I'm just pointing out the strat that is used.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1508364#Comment_1508364

    I can't believe I have to explain this, but here goes . . .

    When a gate is 99, you have two options . . .

    1. Open it yourself so the countdown continues
    2. Don't open it, but know that the survivors can leave at any time anyway and now have unlimited time to do so.

    Either way, they can escape.

    If you don't want them 99ing it OR you have perks to benefit from the open gate, open it.

    If you don't want either of those, you can leave the door at 99 and take your chances to get more kills.

    Any changes would be too much killer-sided EGC given that it is already killer-sided (gates close together and limited time are killer-sided aspects).

    Any time a post starts with,"I can't believe I have to make this", you know it's about to be an nonsensical 'I know better' diatribe.

    So how about stepping outside your myopic view and listening? The force out countdown is situational AT BEST. Yes, some perks work with it, but it's a newer mechanic that only really had Freddie's perks in mind. As the game is currently still VERY Survivor sided, it should absolutely be scaled more towards Killers in this regard. If WE open the gate, the other should lock down, leaving only the hatch and the opened gate. It would create the sense of pressure lost by gen-rushing, as well as create a deeper sense of urgency to open the door and prevent the '99' mentality that Red ranks slip into as a tactic.

    It should also degrade over time if left unfinished, so that it's not used as a means to juke the killer. WAY to often Survivors 99 it, and the killer nearly stops them from getting out only for them to hit it and get out, but then sit there teabagging as if they did something worthy of being so smug. The ONLY thing you're trying to do here is preserve this absurd notion that Survivors should have ANY sense of control in a game where they're the prey being hunted.

    No wonder it's so boring for them. It lacks any discernable challenge with nearly zero sense of fear or suspense.

  • I don't see how it would be unfair since the killer can also interact with it and open it ^^

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509138#Comment_1509138

    Any time a post starts with,"I can't believe I have to make this", you know it's about to be an nonsensical 'I know better' diatribe.

    So how about stepping outside your myopic view and listening? The force out countdown is situational AT BEST. Yes, some perks work with it, but it's a newer mechanic that only really had Freddie's perks in mind. As the game is currently still VERY Survivor sided, it should absolutely be scaled more towards Killers in this regard. If WE open the gate, the other should lock down, leaving only the hatch and the opened gate. It would create the sense of pressure lost by gen-rushing, as well as create a deeper sense of urgency to open the door and prevent the '99' mentality that Red ranks slip into as a tactic.

    It should also degrade over time if left unfinished, so that it's not used as a means to juke the killer. WAY to often Survivors 99 it, and the killer nearly stops them from getting out only for them to hit it and get out, but then sit there teabagging as if they did something worthy of being so smug. The ONLY thing you're trying to do here is preserve this absurd notion that Survivors should have ANY sense of control in a game where they're the prey being hunted.

    No wonder it's so boring for them. It lacks any discernable challenge with nearly zero sense of fear or suspense.

    LOL. How about you realize that it's NOT needed? You just want it to assist in some failures of your own play. You're so attached to an idea that is truly not needed. Get gud already and post something worth reading. Thanks!

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1514689#Comment_1514689

    LOL. How about you realize that it's NOT needed? You just want it to assist in some failures of your own play. You're so attached to an idea that is truly not needed. Get gud already and post something worth reading. Thanks!

    And there it is- my point proven. Go troll someone else. You can't come up with a coherent counter argument, so you devolve to the 'git gud' trope? Your post screams," Oh no, I'm a Survivor main and I don't want things to get easier for the KiLleR!!!!"

    It's all this damn handholding nonsense that lets Survivors feel entitled to act smug and do stupid crap like teabag killers at exit gates.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1511713#Comment_1511713

    If the exit gates are not an objective then why does it take 20 seconds to open them?

    Why isn't it just a one tap?

    ikr, it should be just a one tap, it doesn't even make sense to hold the lever lmao

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515082#Comment_1515082

    And there it is- my point proven. Go troll someone else. You can't come up with a coherent counter argument, so you devolve to the 'git gud' trope? Your post screams," Oh no, I'm a Survivor main and I don't want things to get easier for the KiLleR!!!!"

    It's all this damn handholding nonsense that lets Survivors feel entitled to act smug and do stupid crap like teabag killers at exit gates.

    You are just a special flower aren't you? My argument is that it is NOT needed. We do not need regressing doors for any reason other than to appease baby killers like you who can't figure out how to get good. How can you be so unable to understand that that is a valid argument? Oh, I know. It doesn't suit your "reality" that you're actually a good killer who keeps losing because of 99'ed doors. Lamest excuse ever. Keep working on it bud. LOL.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515275#Comment_1515275

    You are just a special flower aren't you? My argument is that it is NOT needed. We do not need regressing doors for any reason other than to appease baby killers like you who can't figure out how to get good. How can you be so unable to understand that that is a valid argument? Oh, I know. It doesn't suit your "reality" that you're actually a good killer who keeps losing because of 99'ed doors. Lamest excuse ever. Keep working on it bud. LOL.

    This argument that its not needed just because is simply a bad one. A why would be nice to add so the discussion can go forward.

    The exit gates are pointless the way that they are now. They might as well be one tap to begin with or just disappear to when the gens are done.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515375#Comment_1515375

    This argument that its not needed just because is simply a bad one. A why would be nice to add so the discussion can go forward.

    The exit gates are pointless the way that they are now. They might as well be one tap to begin with or just disappear to when the gens are done.

    LOL. So now you admit it's an argument but in your OPINION it's a bad one. Lovely. No point in arguing with anyone who is so silly.

    At any rate, EGC didn't used to exist. Originally, the gates could remained closed or opened for as long as desired. Now they do have a clock on them once either side has opened them. That is sufficient. The gates are not meant to be exciting. They are meant to facilitate an exit (or a kill in the case of Blood Warden). If you're looking for action and excitement in every part of the game, maybe play a different game? LOL.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515913#Comment_1515913

    LOL. So now you admit it's an argument but in your OPINION it's a bad one. Lovely. No point in arguing with anyone who is so silly.

    At any rate, EGC didn't used to exist. Originally, the gates could remained closed or opened for as long as desired. Now they do have a clock on them once either side has opened them. That is sufficient. The gates are not meant to be exciting. They are meant to facilitate an exit (or a kill in the case of Blood Warden). If you're looking for action and excitement in every part of the game, maybe play a different game? LOL.

    Adding LOL to your "argument" does not make it a good one. Whether you like it or not the exit gate is an objective in the game.

    And once again your argument is a bad one and instead of explaining yourself and giving me a why...you disregard it again.

    So I'll ask you again, why isn't it needed?

  • If camping and tunneling is a legit "strategy" then doing these things like 99% gens and Exits is too. I feel end game collapse before the gate is opened just pressures survivors to get to the gates allowing the killer to just run back and forth because they know the survivors HAVE to come before the time runs out. It would end up being like another NOED without NOED if we had to race to the gate knowing the killer will be right there.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516174#Comment_1516174

    Adding LOL to your "argument" does not make it a good one. Whether you like it or not the exit gate is an objective in the game.

    And once again your argument is a bad one and instead of explaining yourself and giving me a why...you disregard it again.

    So I'll ask you again, why isn't it needed?

    Because the end of the game is fine as it stands. There is no need to lengthen it. EGC was added to shorten it. Adding a needless timer would needlessly lengthen it and for what? To prop up a killer who obviously sucked? No thanks. Maybe stop trying to prop up this bad idea and come up with a better one. And I'm adding LOL because your responses continue to be laughable (like the original idea).

  • @Wylesong said:

    If camping and tunneling is a legit "strategy" then doing these things like 99% gens and Exits is too. I feel end game collapse before the gate is opened just pressures survivors to get to the gates allowing the killer to just run back and forth because they know the survivors HAVE to come before the time runs out. It would end up being like another NOED without NOED if we had to race to the gate knowing the killer will be right there.

    I've already made this point based on your first post by so I'll just copy and paste:

    I see this argument all the time. Killers or survivors shouldn't get x because they have y and z. By your logic we shouldn't change anything in the game because we have something else.

    The line of thinking is completely counterproductive.

    As far as starting egc before gates are opened, I agree with you that it would be too oppressive unless the time as increased by alot but then it would be redundant. But a simple regression on the exit gate wouldn't break the game imo.

  • 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid. 99ing the exit gates is stupid.

    I can't say it enough. The amount of times I've died, or seen someone else die because some muppet 99'd the exit gate and RAN AWAY from it is insane. Gates should regress if they are not fully opened, to punish people who do this more harshly.

    The ONLY correct way (this isn't opinion, it's logic based FACT) to 99 and exit gate is to 99 it, and STAY BY IT so you can be ready to open it if someone is injured and being chased towards it. If you 99 it and run away, you're a trash team mate.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516182#Comment_1516182

    Because the end of the game is fine as it stands. There is no need to lengthen it. EGC was added to shorten it. Adding a needless timer would needlessly lengthen it and for what? To prop up a killer who obviously sucked? No thanks. Maybe stop trying to prop up this bad idea and come up with a better one. And I'm adding LOL because your responses continue to be laughable (like the original idea).

    If you had read my previous posts, you'd see that I never said the egc should start earlier or when the gens are done. I simply asked for a regression on the exit gate so it wouldn't be a permanent 1 tap.

    There are other issues with the endgame like the exit gates can be too close together but should we also ignore that because "it's fine".

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516247#Comment_1516247

    I've already made this point based on your first post by so I'll just copy and paste:

    I see this argument all the time. Killers or survivors shouldn't get x because they have y and z. By your logic we shouldn't change anything in the game because we have something else.

    The line of thinking is completely counterproductive.

    As far as starting egc before gates are opened, I agree with you that it would be too oppressive unless the time as increased by alot but then it would be redundant. But a simple regression on the exit gate wouldn't break the game imo.

    I like your post and yeah the idea of the regression on the gate was a idea I have seen before and thought it was a good idea. If gens can regress why not the gate. =)

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516288#Comment_1516288

    I like your post and yeah the idea of the regression on the gate was a idea I have seen before and thought it was a good idea. If gens can regress why not the gate. =)

    Thank you, I don't want to gut the survivor experience. Just want to make the end game more interesting.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516284#Comment_1516284

    If you had read my previous posts, you'd see that I never said the egc should start earlier or when the gens are done. I simply asked for a regression on the exit gate so it wouldn't be a permanent 1 tap.

    There are other issues with the endgame like the exit gates can be too close together but should we also ignore that because "it's fine".

    Again, the regression is not necessary. If the gate is 99ed, the survivors could have left any way. If anything, the killer gets more time to kill them because they hung around instead of going straight out.

    While I think the gates spawning too close together is an issue, if you read my posts, you'll see that I'm not calling for that to be fixed. I'm simply mentioning it of how that + EGC are already killer-sided. Regressing the gates would be yet another endgame thing that is killer-sided. It's too killer-sided as it is. No need to increase it.

    Now, if you want to talk about creating a new perk that does it. That would be fine. At least they'd be giving up a perk slot to make that happen (just like Remember Me and Blood Warden do).

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516297#Comment_1516297

    Again, the regression is not necessary. If the gate is 99ed, the survivors could have left any way. If anything, the killer gets more time to kill them because they hung around instead of going straight out.

    While I think the gates spawning too close together is an issue, if you read my posts, you'll see that I'm not calling for that to be fixed. I'm simply mentioning it of how that + EGC are already killer-sided. Regressing the gates would be yet another endgame thing that is killer-sided. It's too killer-sided as it is. No need to increase it.

    Now, if you want to talk about creating a new perk that does it. That would be fine. At least they'd be giving up a perk slot to make that happen (just like Remember Me and Blood Warden do).

    Plenty of aspects of this game were "fine" but got changed anyway and for the better. Old kindred was fine but the new version is alot more fun to play with.

    New killers, survivors and maps are not necessary either but its nice to get them.

    Should we ignore current or future issues because they game is able to run with them?

    I would be fine adding the regression feature to remember me as a compromise.

  • Jesus why is there so many comments? The answer is yes it is, there'e no need to go anymore into this.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515275#Comment_1515275

    You are just a special flower aren't you? My argument is that it is NOT needed. We do not need regressing doors for any reason other than to appease baby killers like you who can't figure out how to get good. How can you be so unable to understand that that is a valid argument? Oh, I know. It doesn't suit your "reality" that you're actually a good killer who keeps losing because of 99'ed doors. Lamest excuse ever. Keep working on it bud. LOL.

    You do realize that nothing you say upsets me, right? I'd guess not so much. At this point, it's pretty clear your an idiot, but that much was clear from the get go. Since you live in delusional 'Survivors must have all the control' land, I don't expect you to understand that the issues with matchmaking have ALWAYS been an issue, or that Survivors are, at this point, stronger in nearly every respect than 75% of the Killers that play this game due to the devs coddling them. The ability to open a door as a killer works for BW at ONE gate. If an swf is using comms, which is the majority of the time, one person is all it takes to figure out it's active. Or if you have a designated spotter.

    The ability to 99 the doors also pretty much nullifies RM unless there's only one person, which already nullifies it unless the killer finds the hatch first. Since gens haven't been slowed in the least, and BT/DS are almost assured in every match, unless you Kill all of the Survivors before the doors are ever powered, you're looking at trouble.

    Then there exists the obvious issue: experienced players assume perks. If a killer opens the door too quickly, an experienced Survivor would be stupid not to as BW. Given experienced Survivors will also have cleansed as many totems as they can, NOED is moot. Being overwhelmed by gen rushers in a swf team and taunted is extremely disheartening for newer players, and just annoying for the rest of us.

    But since you're obviously one of those coddled teabagging types, it's no wonder you would insult people and rail against such a proposal to change door mechanics.

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515375#Comment_1515375

    You do realize that nothing you say upsets me, right? I'd guess not so much. At this point, it's pretty clear your an idiot, but that much was clear from the get go. Since you live in delusional 'Survivors must have all the control' land, I don't expect you to understand that the issues with matchmaking have ALWAYS been an issue, or that Survivors are, at this point, stronger in nearly every respect than 75% of the Killers that play this game due to the devs coddling them. The ability to open a door as a killer works for BW at ONE gate. If an swf is using comms, which is the majority of the time, one person is all it takes to figure out it's active. Or if you have a designated spotter.

    The ability to 99 the doors also pretty much nullifies RM unless there's only one person, which already nullifies it unless the killer finds the hatch first. Since gens haven't been slowed in the least, and BT/DS are almost assured in every match, unless you Kill all of the Survivors before the doors are ever powered, you're looking at trouble.

    Then there exists the obvious issue: experienced players assume perks. If a killer opens the door too quickly, an experienced Survivor would be stupid not to as BW. Given experienced Survivors will also have cleansed as many totems as they can, NOED is moot. Being overwhelmed by gen rushers in a swf team and taunted is extremely disheartening for newer players, and just annoying for the rest of us.

    But since you're obviously one of those coddled teabagging types, it's no wonder you would insult people and rail against such a proposal to change door mechanics.

    LOL. I think it's clear who the idiot is. It's also clear who sucks so bad at playing killer they have to call for nerfs on everything including 99'ed doors. I'm glad I'm not you. Maybe find another game or actually get good instead of asking for nerfs to make you feel better about yourself.

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