Exit Gate Control Node. This idea would fix some big issues!

Ok, first what is an Exit Gate Control Node and second, what issues would it fix?


The What:

The Control Node is a 3rd exit gate switch that spawns on a pedestal somewhere in the middle of the map.

  • It can only be used once exit gates are powered, just like normal switches.
  • It has a 15-second progress bar. All-or-nothing, like a totem. Cannot be 99’d.
  • When a survivor activates the Node, BOTH exit gates open and EGC begins (if it’s not already going).
  • When the killer activates the Node, any open exit gate closes and any progress on switches is reset to zero. Any survivor in the exit area will automatically escape the match when the gate closes.
  • The Node has a 60-second cooldown between activations, regardless of who triggers it.


The Why:

  • This fixes a common survivor concern of the killer patrolling 2 nearby gates after shutting the hatch. Now there’s a 3rd option!
  • This addresses a common killer concern of 99% gates. The ability to reset progress makes this a riskier strategy, but many survivors will still attempt it rather than start EGC with the Node.
  • This addresses the common killer frustration of survivors waiting until the very last second of EGC to t-bag at the exit gates. Activating the Node either pushes them out to end the match or traps them in the play area with reset switches.
  • Because it’s on a cooldown, the killer can activate it during EGC. There should be an option to activate it with a different button to OPEN exit gates. This would address the concern of not being able to open gates for a survivor after shutting the hatch.
  • Finally, this would add a new layer of interaction and strategy to endgame dynamics for both sides.

Comments

  • So I can be hooking someone in the basement and be unaware there's a pedestal camper, the last ten pops, and 15 seconds later BOTH gates open, which could be currently camper by other Survivors?!


    It's a no from me, dawg.


    SWF would eat that alive.

  • @EvanSnowWolf said:

    So I can be hooking someone in the basement and be unaware there's a pedestal camper, the last ten pops, and 15 seconds later BOTH gates open, which could be currently camper by other Survivors?!

    It's a no from me, dawg.

    SWF would eat that alive.

    Not to argue your point, because there would definitely be new strategies developed around the Node.

    However, I think it’s worth mentioning that your scenario is exactly the kind where a SWF would choose to 99% the gates rather than start the clock. They want time to mount a basement rescue. This gives the killer time to try to protect the hook and possibly waste enough time to go reset their gate progress, even if they open one.

    Finally, in your scenario the killer has pretty well lost the match anyway. At the very least he can shut the gates on them and force a quicker end to the match - rather than go watch the dance party.


    Anyway, it’s simply an idea right now. Activation times and other details are certainly up for discussion!

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847402#Comment_1847402

    Not to argue your point, because there would definitely be new strategies developed around the Node.

    However, I think it’s worth mentioning that your scenario is exactly the kind where a SWF would choose to 99% the gates rather than start the clock. They want time to mount a basement rescue. This gives the killer time to try to protect the hook and possibly waste enough time to go reset their gate progress, even if they open one.

    Finally, in your scenario the killer has pretty well lost the match anyway. At the very least he can shut the gates on them and force a quicker end to the match - rather than go watch the dance party.

    Anyway, it’s simply an idea right now. Activation times and other details are certainly up for discussion!


    I don't consider that scenario a loss. I've certainly salvaged that sort of situation before. But putting a "open both doors" switch in the game just feels like yet another second chance (or third... or fourth...) mechanic towards Survivors they neither need nor deserve.


    We already have second chance perks, The Hatch, and Keys. This is OVERKILL.

  • So would Blood Warden trigger a second time after somebody closes the gates with this change? How would all this even work with Blood Warden?

  • I would say blood warden is unchanged. Once any gate is opened the first time and you get a hook, it procs and begins counting down. Likewise, EGC continues even after the gates are re-closed.

    It could be a lot of fun to close gates, hook someone while another survivor reopens a switch. Then they run out only to find that BW is blocking them! Lmao! 😈