99’ing the exit gates needs to go

There should be some built in regression similar to Ruin, or at least make a perk that does that (maybe rework NOED to have this feature)

it makes end game so boring and frustrating as a killer, if you’ve downed someone after the exit gates have been powered then you know at least one of them is going to be 99% open so what is there left to do but just camp the hook

its win - win for the survivors as well because the gate is essentially open (1 tap away anyway) but without the pressure of the end game collapse and perks like Blood Warden

there should always be some risk with opening the exit gates as the game isn’t over until everyone’s either out or dead, but once a gate has been 99’d that risk is gone, you’re safe to heal up, look for totems, go for unhooks ect and the killer has no way to counter this

inb4 “just open the gate yourself”

opening it yourself means you have to give up chase or abandon a hook which means another survivor can safely get the unhook and make their way to the 99’d gate

Comments

  • Egc wasn't implemented to give you extra pressure, but to avoid hostage situations.

    Gate 99'ing is effectively a buff for killers. Before egc, survivors would simply open.

  • If no one is holding the switch it drops to a capped 80/85. That way it can't be abused, it's not a millisecond but is still fast enough that you can do last minute saves.

  • "Gate yourself b4 u hate yourself"

  • @cantelope said:

    If no one is holding the switch it drops to a capped 80/85. That way it can't be abused, it's not a millisecond but is still fast enough that you can do last minute saves.

    I was thinking the same think a decay on the gate to like 75% max that way they can still have progress but not just be able to run around with 0 risk of been hooked or bw going off.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617057#Comment_2617057

    I was thinking the same think a decay on the gate to like 75% max that way they can still have progress but not just be able to run around with 0 risk of been hooked or bw going off.

    And add skillchecks to it when they try to reflip the switch

  • Just kill them before gens are done.

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617103#Comment_2617103

    And add skillchecks to it when they try to reflip the switch

    They need to add skill checks to more stuff or something I hate the hold one button mechanic that survivors have it tends to make the game boring after a minute.

  • @Mr_K said:

    Just kill them before gens are done.

    Just 12 hooks in 5 mins.

  • No it’s not a good idea, because you’re not supposed to zone a survivor while just watching the egc timer go down.

  • @[Deleted User] said:

    "you have to give up chase or abandon a hook which means another survivor can safely get the unhook and make their way to the 99’d gate"

    If going to open a 99'd gate was going to lose you so much pressure, then your fate was sealed at the end of that round. No amount of exit gate regress could change that.

    Opening a gate literally removes ALL of your pressure. Unless you happen to have a slugged survivor ready to hook and Blood Warden.

    Survivors now have an escape route and are not in a chase.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617188#Comment_2617188

    Reading that situation, I have to ask you "what pressure?" Their killer game circled the drain long ago.

    And if there was any gate regression, what's their goal in that scenario? Somehow keep both a kill secured AND still keep the gate closed? And 3 survivors, who by all means absolutely dominated earlier if I understand OPs story, those survivors are just going to dink around while all of them get slowly picked off? That's the best case scenario?

    By far the biggest issue with 99ing a gate, is chasing someone to an exit, and having them open the gate themselves, in a chase, and still getting out.

    There is no risk at all.

    Even resetting to 95% after letting go would be enough to pause the survivor for a second.

  • @steamed_hamzzz said:

    There should be some built in regression similar to Ruin, or at least make a perk that does that (maybe rework NOED to have this feature)

    it makes end game so boring and frustrating as a killer, if you’ve downed someone after the exit gates have been powered then you know at least one of them is going to be 99% open so what is there left to do but just camp the hook

    its win - win for the survivors as well because the gate is essentially open (1 tap away anyway) but without the pressure of the end game collapse and perks like Blood Warden

    there should always be some risk with opening the exit gates as the game isn’t over until everyone’s either out or dead, but once a gate has been 99’d that risk is gone, you’re safe to heal up, look for totems, go for unhooks ect and the killer has no way to counter this

    inb4 “just open the gate yourself”

    opening it yourself means you have to give up chase or abandon a hook which means another survivor can safely get the unhook and make their way to the 99’d gate

    i think the egc should last longer but trigger as soon as the last gen pops, all your problems pretty much solved

  • @Mr_K said:

    Just kill them before gens are done.

    You're a surv player aren't you

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617206#Comment_2617206

    Ah, but by chasing you to the door I have already lost my "pressure," right? So which is it, opening an exit gate loses pressure, or is it Survivor stopping for a second at a preprimed gate made all the difference"

    What are you talk about?

    Breaking chase in any scenario removes pressure.

    A 99ed gate is a free escape, in a chase.

    A 99ed gate benefits the survivor, the only way to deal with it is to open it yourself, but in order to do so, you need to break chase.

    It's catch 22.

    "Which one is it?" It's both, it's two mutually exclusive scenarios you have to choose between, neither works out for the killer

  • @Kiikii said:

    https://forum.deadbydaylight.com/en/discussion/292710/99-ing-the-exit-gates-needs-to-go

    After 8 seconds the door should regress as the goal is to escape obviously you can save a person while open but it shouldn't be a thing to 99 it I usually take the points and force it open my self to prevent this and I shouldn't have too.

    You don't have to. 99ing exit gates is fine.

  • This is what I've been saying. The whole egc needs a new rework and doors do too.

    Imma need to revamp my egc rework post now 😤. Grind don't stop.

  • The only way I would accept Exit Gate Switch regression is if it is based on the number of remaining survivors and does not regress if there is only 1 remaining survivor.

  • Maybe if the developers didn't implement EGC exclusively to be a failsafe against games being held hostage at the end with some fancy visuals and audio on top. Because that's what it is, and that's why the killer has the option of opening a gate - so both sides can start EGC and put a hard cap on the time the match can continue for.

  • @oxygen said:

    Maybe if the developers didn't implement EGC exclusively to be a failsafe against games being held hostage at the end with some fancy visuals and audio on top. Because that's what it is, and that's why the killer has the option of opening a gate - so both sides can start EGC and put a hard cap on the time the match can continue for.

    That is, until the survivors decide to not finish the last gen and take the game hostage

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619551#Comment_2619551

    That is, until the survivors decide to not finish the last gen and take the game hostage

    True, which is part of the reason why I honestly want more failsafes for edge cases like that or when someone is blocked in a way that leaves no way out except disconnecting. Ones that can't be abused as ragequitting options, ones like "After X amounts of minutes have passed, survivors can do a forfeit vote and killers can hit a switch to immediately open the gates no matter how many gens are left"

    Of course both blocking someone in a way that gives them no way out besides DCing and perpetually hiding with no intent to do the objective are against the rules. But it would at least lower the time you have to waste before you can move on + report if desired from "as long as the guilty player(s) are willing to keep it up" to "until the failsafe is available".