99% Doors mechanic idea?
I saw a post earlier today about how "99ing a door is meta and everything" and there is "no counters"...but it got me thinking. What if DEVs added a feature where the doors regress little by little over time. Like Hex: Ruin speed. Since the door isn't activated, it would kinda be like a "Door Failure" mechanic where it would lose power over time. I don't know. What do you think?
Comments
Devs said a while ago in stream they already tried this and it didn't work (Maybe too op? idk)
You can open the door yourself anyways
Ik, that's what I said to the other person. Could be of consideration though.
I mean yea once doors get to 99% there's physically nothing a killer can do to the people leaving and they just kinda have to accept that they lost at that point. Bit corny but I highly doubt they will ever add door regression.
If you got to the point where people can open doors freely, then you already lost. Doesn't matter if the door fully opens or not.
I made a suggestion that they could add door regression if the killer uses a perk for it. A fair trade-off I think. Give up a perk slot for something that will apparently be game-changing (at least that poster and the few who agreed with them think so), but they should have to give up a slot to use it. You could pair it with other end-game perks, as some do.
End of the day, the survivor still has to take the time to 99 it. sometimes you're trying to leave but having to veer over to the switch for that 1% gets you killed. I really don't care, as someone who plays both sides, if they add door regression or not (they 100% won't). Ether survivors can 99 gates, or they can and but will just leave. If they 99 gates that makes them feel safer to go into the map to get unhooks, take protection hits, and this SHOULD be good for the killer. 99ing gates KEEPS more survivors in the match instead of bouncing. This is where these killers are falling short. They're not putting enough pressure. But I really don't think adding regression just bc killer mains want to blame some mechanic will make a big difference. Sometimes survivors escape, sometimes they don't. The game is not designed to win every time.
Depending on the number of people remaining.
If there are three or four survivors left, the gate may be regressed, but if there are two or fewer, we do not feel the need to regress them.
Blood Warden?
Very situational and survivors who know the game will not open the door if someone's downed or about to
Add it to Remember Me or Fire Up.
That is rarely ever a good idea. The point isn't that the killer should do part of the survivor's object for them. Killers should have a way to counter it.
Or survivors should have a massive incentive to leave. Make it a hard decision on whether to go back for the save or leave now. This would also put an end to just standing around in the exit to make the killer come watch you use your DH to leave.
nah, the counter play is u as killer open the gate urself, limiting their time.
Also, it’s a valid strat. Same way some killers will just slug the 3rd surv until they find the last one to avoid hatch play. Both strategies, both valid
Doing the survivor's objective isn't counterplay.
While it is a valid strategy it should be looked at in the same way facecamping is as a valid strategy needs to be looked at.
Slugging for the 4 k at lease has the counter of perks like Unbreakable, Soul Guard, Tenacity, Flip-Flop, etc.
Probably going to be a perk at some point for endgame builds.
Bro, if the gates are 99 they already did lmao the only real difference between a 99d gate and an opened gate is the EGC timer which puts pressure on the survs. As long as the gates are not opened they have all the time in the world to trade hooks, to bodyblock, to go to a corner and heal. Do that as many times needed to get closer and closer to the gates.
And there are perks as well, remember me, Blood warden, fire up, noed etc.
As I said both valid strats and no Face Camping is not valid wth?
It either has to be basekit or no one will ever use it. Could you EVER see yourself using a perk slot for regressing doors? I mean thats such a niche thing.
Oh, while we are at it, here is an idea: add this not as a seperate perk, but as a secondary effect to Blood Warden! Blood Warden does what it does, but it also silently regresses gates to the lowest state that wouldn't change to lights on top. This way 99% would still be the correct counter to Blood Warden, but it would also buff Blood Warden slightly and maybe see it finally getting some value.
Why would they add a feature for them to regress if you can open them yourself?
Devs said they are not gonna do that as it discourages last minute saves, and they wont do that.
Also, if the gates are powered and u need a perk to regress them u pretty much lost imo. even if ur perk idea came to fruition, i still think remember me, noed, blood warden and no way out would be a more effective endgame build. What do u think, bro?
People 99% the gates because they want the gates to be basically open, but not to deal with a potential Blood Warden. You could bring Blood Warden every game and get to use it maybe once every 12 games, because 99% the gates offers this safety net without being detrimental in the vast majority of times. Its like killers must always anticipate that DH is in play and bait it out, but by doing so they lose 2-3s every chase, but survivors lose basically nothing by 99% the gates and thats what rubs some people the wrong way. Not in a hot, frothing "this is soooo unfair please change!" kinda way, but still, its there and its singelhandedly prohibits playing Blood Warden, because "why bother"?
Yeah, there are times when 99% the gates killed a survivor because they had to stop that split second, and people of course remember this instances and claim "I died countless times to 99% gates, so its not a survivor favoring strategy", but 19/20 cases you basically got the door open without actually openeing them and thats kindaaaa odd. So why have a perk like Blood Warden in the game when you can't actually use it?
The EGC is 2min long, double that time if the killer is roaming the hook ie 4min. Most endgame shennanigans don't even take a quarter of this time, its just a quick swoop in, unhook, swarm the unhooked survivor and get everyone out, so the timer is not the thing survivors are afraid of (and why should they, thats not the point of the EGC), its just one more subtle slap in the killers face that there is a mechanic that so univocally favors the survivors, ie 99% counter to that one perk, and the doors are actually open when the game still thinks that they arent. Its no big deal, but it adds up to the dissatisfaction with playing killer.
I see that, I really do, but the counterplay is open it altogether. Doing so u put pressure on them. Thats why it needs no change.
EGC was designed so not killer nor surv would hold the match hostage. So it is something survs should be afraid of. Not triggering egc only gives the survs infinite time to do more and more shenanigans, id rather put a 4min timer on them than no timer at all. If u manage to get a hook trade instead of an unhook, it exerts more pressure.
U dont have to guarantee a kill during egc u just have to stall long enough for egc to guarantee u the kill. At least thats my take on it. But thats my playstyle. One of the reasons I use STBFL