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How to Fix 99%ing the Exit Gates

PyroGLPyroGL Member Posts: 222
edited October 2020 in Feedback and Suggestions

Create a Killer perk that changes the exit switch to activate the OTHER gate, and visa versa.

Post edited by Gay Myers (Luzi) on


  • supersonic853supersonic853 Member Posts: 2,555

    The Better option would since blood warden needs a buff have it regress the gates so they have to open it once they realize its active.

  • SenzuDuckSenzuDuck Member Posts: 5,268

    I agree with bloodwarden needing a buff but I don't think it's this, survivors will tap the door, see it regresses it, and open it to leave knowing bloodwarden is at play, essentially nerfing it.

  • supersonic853supersonic853 Member Posts: 2,555
    edited October 2020

    But Isnt that the point of bloodwarden to punish people for Not leaving if they decide to? Also guarantees it actually goes through.

  • SenzuDuckSenzuDuck Member Posts: 5,268

    It only activates if the killer hooks someone, which gives the killer control over this, knowing that bloodwarden is at play means there's no risk, if someone goes down you leave, there's no "sticking around" to try and save if you know that perk is in play.

  • supersonic853supersonic853 Member Posts: 2,555

    I Mean rn bloodwarden gives none as well since the meta is always 99...so i mean... (at least good teams 99)

  • SenzuDuckSenzuDuck Member Posts: 5,268

    As a killer you would try and the timer down as much as possible before using bloodwarden anyway, most of the people who I see use BW, hook & camp to drag the timer out, down the rescuer and pop the gate themselves, thus making the gate regression idea mostly null. At least that's how I see it, no one if going to attempt to save if they can see a gate regressing.

  • TheClownIsKingTheClownIsKing Member Posts: 3,677

    No, the killer ideally wants to secure additional hooks from BW

  • TheClownIsKingTheClownIsKing Member Posts: 3,677

    Hence why the killer opening a gate themselves is an option.

    Heck I do it all the time even without BW. Hook a survivor in the shack basement and it’s also near a gate? Sweet. I open that gate to start the timer.

    Pressure is on now survivors.

  • ZCerebrateZCerebrate Member Posts: 641

    The exit gates should regress naturally down to 25%/50%/75% as noted by the lights on the gate. It would no longer be possible to "fully" prep the gate just to avoid Blood Warden. There could also be a buff to Remember Me or Blood Warden directly that allows the gate regression to go all the way down to 0% instead of being stopped at each of the "checkpoints".

  • ImBrakingBikeImBrakingBike Member Posts: 50

    Wait, does this mean 99%ing is not considered a legit strategy?

  • ZCerebrateZCerebrate Member Posts: 641

    Did you seriously make a relevant reply to this thread then made a new topic with that same reply?

    Anyways - that's another option if the killer had to go to the exit gate themselves to "damage" it but it wouldn't really discourage 99%ing the doors as that's still going to be a lot of travel time for the killer and not really addressing "why" survivors are prepping the doors rather than just leaving.

  • ImBrakingBikeImBrakingBike Member Posts: 50

    But what if your teammate gets hooked while you're about to open the gate? Don't you consider 99ing a legitimate strategy to try and reduce the pressure on your teammate that needs to be rescued?

  • ZCerebrateZCerebrate Member Posts: 641

    It's an unintended strategy or player evolved behavior at first from playing around Blood Warden then the 2 minute EDC time. Basically it's something some Killers don't like to see at end game as they would "rather they just leave or at least start the timer since that mechanic is there for a reason".

    I personally don't see too much issue with it as someone who plays killer and solo survivor considering I've downed plenty of people running towards a gate trying to tap the switch before they can leave or multiple hooks/4Ks because that altruistic end game rescue play against me playing hook defense. It's sort of a part of the game that doesn't have to be there though since the doors are "for all intents and purposes" open and it negates most Blood Wardens no matter how close to the door the killer death hooks a guy.

  • HollowsGriefHollowsGrief Member Posts: 1,009

    Or you know, make it to where the gates regress if left alone for to long, that way people just, oh, I don't know, open the flippin gates?

  • Xbob42Xbob42 Member Posts: 1,118

    I think, at least this is how I read it, that the point is that a 99% gate basically alleviates all pressure from survivors. It doesn't regress (and likely never will) so the "strategy" is always to 99 it. There's no real way to deal with it for most killers. Obviously at this point the survivors have basically won, but it eliminates a lot of the tension unless it's an exceptionally close match. The EGC doesn't help much most of the time because the timer is incredibly long.

    I don't know whether I'd change it or not, given the option, but I do know making each phase of the game more exciting is generally in DBD's best interest.

  • SenzuDuckSenzuDuck Member Posts: 5,268

    Probably because the devs have said this 1000 times but the EGC isn't a tool for either side, it's only supposed to make sure a match ends, it's not supposed to pressure survivors into not going for saves etc, it's only purpose is to make sure a match finishes.

  • VII_SevenVII_Seven Member Posts: 64

    Yes I had the same mindset. I would add some auto regression on a 99% gates stopping it in its tracks. they either force end game or be greedy and let the gate progress regress overtime. it will help bloodwarden for sure aswell making it more viable than it is. because they have to make a decision.

  • Xbob42Xbob42 Member Posts: 1,118

    Which is weird, since you'd think something like the EGC would be used as a tool by the devs to make the end of a match as tense and exciting as possible, instead of a "well, take your time sweety" egg timer. I'm always all for ratcheting up the tension and thrills. You had X minutes of people holding M1 for a long time, give them a little bit of excitement on the way out, even if it's still weighted in their favor at that point!

  • ImBrakingBikeImBrakingBike Member Posts: 50

    Does it count as a kill for the killer if you die when the timer get to 0?

  • Golden_spiderGolden_spider Member Posts: 465

    Buff Remember Me to regress gates by a small amount per token, makes synergy with Blood Warden because either RM regresses the gate back to 0% with extra time, you open the gate and start EGC while risking BW, or one Survivor has to stay next to the gate making saves more difficult.

  • SloppyKnockoutSloppyKnockout Member Posts: 1,505
    edited October 2020

    Firstly - 99ing gates, even from a survivor perspective, is freaking dumb. Whatever content creator told you to do it - stop watching them.

    I've been killed more times by a 99'd gate than I've seen it "save" anyone. Because some jackwagon decided to 99 the gate, and run away, meaning I'm getting chased to the gate, and I'm now dead cause I have to stop and open it. No, the only acceptable way to 99 a gate is to do it, and STAY NEAR it. If you 99 it and run away, you're terrible at the game. All that because they are afraid of a single perk that ISN'T EVEN NEARLY COMMON ENOUGH TO WORRY ABOUT.

    Besides - the only true solution to this has been suggested many times, in this thread and in others. Make the gates regress.

  • Hex_LlamaHex_Llama Member Posts: 461

    I think it would be cool to have a killer whose power was sabotaging objects survivors interact with. In a context like that, where it's one killer's ability, I'd be cool with having something wild and chaotic happen when you open the gate.

    In general, I don't really have a problem with 99ing the gates. On the killer side, you can open the gate yourself if you really want it to be open and, on the survivor side, it's debatable whether having it at 99 is better or worse than just opening it.

  • ArtickArtick Member Posts: 368

    There's nothing to fix. You are welcome!

  • CaulDrohnCaulDrohn Member Posts: 552

    Yep, regressing gates should be the way to go, the checkpoints do make sense as well. If any, Remember Me should remove the regression checkpoints. Bloodwarden should imo always activate when you hook someone after gates are powered, but it's on standby until a gate gets opened.

  • arcnkdarcnkd Member Posts: 446

    99% exit gates is due to Survivors avoiding EGC timer and running out to regroup and gather their team mates so they can rush back, tap the gate, and tea bag their way to exits.

    Automatically triggering 3-minute EGC once final generator is repaired; and changing Blood Warden duration to compensate (15/20/25 seconds instead of the up to 60 second exit blocking), is the exact way EGC should work - neither side having the power to avoid/trigger it, but it triggering automatically through normal gameplay. As it stands right now, Survivors will either 99 the gates; or Killers have to close the hatch (often wasting time to find it in many cases) or open one of the gates for Survivors and giving them usually a free exit out of that gate.

    Otherwise, the only other option is rapid regression on exit gates left unattended. Like, 1% ever half second - meaning 45 seconds away from the gate to almost fully regress a 99% gate.

  • ChantyBoiChantyBoi Member Posts: 107

    I don't know man I still think just making EGC start when the final gen pops would be better.

  • GhostyyBoiGhostyyBoi Member Posts: 416

    A better solution would be for the gates to very slowly get progress towards opening after a certain amount of progress is made.

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