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A possible fix to 99ing exit gates

JoelwinoJoelwino Member Posts: 550

I see a lot of people complain about 99ing exit gates and survivors avoiding the EGC entirely. I had an idea about how to change the gates to be a bit more fair to everyone.

  • When a gate is between 0 - 95%, you start adding charges to the gate immediately upon pressing the action button.
  • When a gate is between 95 - 100%, the gate only gets charges after a longer version of the pulling down the lever animation plays.
  • The animation does not play if you are already holding the switch down as it enters 95%.
  • When at least 2 survivors on your team are dead, this animation is removed and you immediately add charges like before.

The exact numbers are not final, maybe the animation should start at 90% instead of 95% or maybe only 1 survivor on your team needs to be dead to remove the penalty, but those are besides the point. The point is that you can still get gates very close to 99%, but if the killer was chasing someone to the gates then the survivor would suffer a penalty to opening them that could get them killed. As a result of this, 99ing gates would be more of a tradeoff instead of the survivor getting all the benefits of a open gate and none of the downsides.

What do you think of my idea? I really appreciate any feedback.



  • LordEmrichLordEmrich Member Posts: 258

    Or you can do like I do and immediately open the exit gate. If you're able to chase and down someone then they will be rushed for time. If they make it out then oh well there's always next game.

    As a Killer you must do your best to retain control at all times. Don't let the exit gate be one more thing they bully us on.

  • DeathslingerDeathslinger Member Posts: 570

    Yeah. I figured regression was better. Hell make a new killer perk lol

  • Reborn2020Reborn2020 Member Posts: 1,138

    Why you want them to escape? In that case just go and open gates yourself. And they wont avoid EGC!

  • OrangeJackOrangeJack Member Posts: 429

    I just don't think this issue ranks high in what killer are actually concerned about. 99'd gates are annoying but thats pretty much it.

  • Cheeki_Beaky_BirdCheeki_Beaky_Bird Member Posts: 148

    Just reduce the overall time to open the gate by the length of the animation to pull the switch down, and make that animation not add charges (It doesn't make sense to be making progress without having the switch in place anyways). Done and over with.

  • JoelwinoJoelwino Member Posts: 550

    The issue with that sort of thing is that sometimes during the endgame you have a survivor hooked that you have to stay near or else the rest of the team will unhook them then bodyblock you from hitting the injured survivor all the way to the exit gate.

  • MojoTheFabulousMojoTheFabulous Member Posts: 1,790

    I really don't see the point in putting an exit gate at 99% anyway. The extra time doesn't seem needed to me and Blood Warden, in my experience, is rare. 99% gates have got me killed more times than they have kept me alive.

  • EvilJoshyEvilJoshy Member Posts: 3,574

    I think regression is the key but not all the way. It has 3 lights so lets make use of it.

    Say you open a gate long enough for 1 light to turn on and you have to leave. The progress goes down to at least 30%. 2 lights is 60%. 3 lights is 90%. Either way they can't just walk up to it, tap it and it opens. Blood Warden would probably get a rise in use. Always hilarious when they tea bag at the exit gates before they realize it's active.

  • OtakuBurritoOtakuBurrito Member Posts: 512

    just open the gate yourself if you dont want it 99'd. Killers get BP for doing it anyway.

  • ThisGuuy83ThisGuuy83 Member Posts: 1,303

    I agree with this guy. Let's cut the bullshit... 3 mins is PLENTY of time to find the gate if your not screwing off and actually playing. Not to mention everytime someone is downed or hooked, it practically pauses...

  • Reborn2020Reborn2020 Member Posts: 1,138

    If you camp him he s going to die eventually? you cant wait?

  • Tactless_NinjaTactless_Ninja Member Posts: 1,791

    I'd settle for a longer start-up animation. They want to play games, they can suffer the consequences of it.

  • FlatskullFlatskull Member Posts: 332
    edited March 2020

    TIME = pressure.

    Always. It's one of the longest complaints of killer stress due to having little control of gen time and why gen rush is a term.

    EGC loses it points since it's the ONE time killer is not under pressure from time but survivors are, They have absolute control of time since they may choose when a gen is or is not done and have multiple gens to make this choice from. The only time this is not so is when they 3 gen themselves.

    EGC SHOULD pressure survivors weither it MEANT to or not. You know, actually put survivors in a scary scenario instead of wasting time with endless loops for once because if they do in EGC they will die. Killers opening gates just concedes the game. Unless a killer has NOED or they are very lucky enough to get a survivor with two hits and they have blood warden.

    Personally I think EGC should just activate once gens are done .The game is over. Some may argue.

    "But Flatskull when the gens are down some people may still need to be unhooked"

    You can see when people are down, Injured and being hooked. If a survivor finishes a gen while another survivor is any of these stats this is a issue they force on themselves. As a survivor you control when the match ends and the end phase begins. EGC should just as much be a punishment for mindlessly rushing to the finish in spite of your sorroundings as a punishment for lingering at the exit gate indefinately.

    EGC COULD of fixed the ever-I now have nothing to do as killer so I guess I'll prox camp this one secured hook or hatch hunt- but because in its current state it only limits the amount of time survivors can spend tea bagging at the exit gate. What a waste of a cool mechanic and potential switch of roles from the killer being pressured by gen time to survivors being pressured by game time and an interesting, thrilling climax to a game.

    EGC should just activated when gens are done...some may argue that this can lead to the killer just patrolling doors until the timer is out and they are right. The doors should perhaps spawn with a certain distance away from each other every time, or more distance, if they already do.

    Now as killer I shouldn't camp. If I intercept a correct door while someone is off hooking I can actually prevent an escape and frag people enough that the end game could potentially get me more time out kills. But as is, I have no reason to NOT stay near the hook since 99% is as good as an open gate and open gates are pretty much safe zones.

    Why even have EGC if it just essentially gets meta-gamed from even happening. It's would be like having hatch spawn and the killer can pre-emptively lock it from opening any circumstance when they run across it at 1 gen.

  • rhodamiarhodamia Member Posts: 275

    What if the switches were switched. One switch opens the opposite gate.

    99 all ya want. Better have some coordination.

  • johnmwarnerjohnmwarner Member Posts: 3,793

    End game collapse works fine as a way to avoid teams refusing to leave and bully or hide for 5-10 minutes when they have already won.

    as killer I am happy enough for that no other changes are needed

  • BigTimeGamerBigTimeGamer Member Posts: 1,752

    Nothing needs to be fixed lmao

  • rhodamiarhodamia Member Posts: 275

    Fair enough, EGC aside then since you say it isnt designed for killer pressure.

    I will argue that opening the gate doesn't apply pressure except in VERY certain and specific scenarios.

    Opening the gate to activate EGC and MAYBE get a down to activate BW at the cost of giving them a free escape if you fail to do so. Seems like a heavy price for a 60 second gain. Which is why nobody runs BW.

    The change to BW would make it more popular I imagine since the activation condition would be easier to achieve. And it would deter 99ing because of the potential of it being there.

    Similarly, when people see hexes with no immediate impact on them, they may leave the hex in case it's Haunted Ground. A choice. Deal with the potential negatives of breaking it. Deal with the potential negatives of leaving it.

    With the BW change. Both options are still viable. Open or 99. But the POTENTIAL is what makes it scary.

    I agree 100% it doesn't NEED to be fixed. I'm just spitballing things that might be a fun alternative. Imagine 99ing and the whole team runs in t-bagging the killer and they see BW had been activated from an earlier hook. 4 people all freaking out, scattering.

    I'm a survivor main and that sounds exhilarating. Just that "oh crap" moment. Those are the best.

  • NullEXENullEXE Member Posts: 1,632

    I think they should just regress when a survivor let's go of the gate.

  • NullEXENullEXE Member Posts: 1,632
    edited March 2020

    To play dveil's advocate advocate. The survivors mission should be to survive by any means neccesary not stay to do totems, open chests, bully the killer, or find ways to farm more points. The only resaon I could see you not opening the gate is to go for a save. Nothing else.

    Also that's a terrible idea "Just open the gate and force them out". So not only is Killer expected to lose 2 gens in the first couple minutes of the match, but is not expected to be able to win at the end of the match either? The only reason a Killer should ever open the gate is to utilize Blood Warden. Otherwise that's precious time the killer needs to complete their goal. Telling them to "just open the gate and push them out yourself", your basically just telling Killers that survivors are broken, suck it up, and move on.

    I'm really surprised a Dev's response to anyone finding EGC to be a problem is "Survivors should ignore their goal, and Killers should give free escapes".

  • FlatskullFlatskull Member Posts: 332
    edited March 2020

    Blood Warden Activates on a hook after the gates are open. Realistically blood warden needs all these to be used:

    1: Down a survivor durring a very risky end segment.

    2: Hope I down them near a gate so I can go open it.

    3: Return to the down survivor and hook them.

    remember. Most of the time gates 99%. So all 3 of them can easily run off. Heal her very quickly. Then safely open the gate since it's basically open as far as any killr is concerned. Talk about high risk and high demands for an extra minute. An extra minute you most likely won't get most get most of the time. This thing needs more upkeep than HEX: DH!

    This now makes it so that blood warden is clearly very loudly telegraphed because everyone is going to go "Oh blood warden ,that's why he open the gates. Why else?"

    There is no pressure while the gates are opened. Pressure comes with actual risk. No survivor is sweating because they can't lazily cross a threshold to freedom. All this does is stop...well no...it dosen't even really stop. It reduces tea bagging at the exit gate from about 10 minutes to 3. If a survivor died to EGC in this position they let themselves die basically.

    Killer activating the gate is normally a concession. I am at the gate...most killers are m1. This means EGC starts and the survivors go-gates open boys- I slap them in the butt with my killy stick and they injury boost to freedom. Unless you pick NOED.

    You are right, however, EGC is a direct upgrade to what we had before. And we like that upgrade. So I personally would like to see it actually get used for it's nerve racking, climax match producing effect fun. When I as killer get the red moon chance to chase someone as the EGC is in effect to the exit gate. It's fun. It's thrilling. If I lose them or not, it's all knives edge. Especially when I'm chainsawing or oni dashing.

    It's a good upgrade and we want to see more of it but right now this meta-more or less renders it...not there except to make people leave the gate when it could be doing so much more. And the thing is...if you can get more out of something...be it it's intended effect or not. ANd that something actually brings the match to a climax...more so than the gate opening mechanic itself anyway.

    Why not use what you got.

  • NullEXENullEXE Member Posts: 1,632

    I think this thread, and Dev's response is a good sum up of why when there was a problem with Survivors taking the game hostage by hiding. They decided to give those same Survivors the hatch as a free win mechanic.

  • deadbyhitboxdeadbyhitbox Member Posts: 1,112
    edited March 2020

    How dare those darn survivors stay longer than you want them to to get extra points, items or even give the killer extra points! If you hate them staying for longer, look around in places where they will be. I've had so many times where a survivor stays longer than they should of and I end up getting a free kill because of it.

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