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Exit Gates / Hatch Rework Idea

Mister_xDMister_xD Member Posts: 4,628
edited November 2018 in General Discussions

hello there, good people of the fog!
as we all should know by now, the end game is heavily unbalanced and survivor sided, as suvivors literally have a god mode in the area of an opened gate, as you will never catch them as anyone besides billy / michael or you use NOED, which has been called OP so many times, that it got nerfed into the ground. multiple times.
anyways, here is my solution for the problem:
the exit gates themselves stay the way they are now (number of gates, time to unlock), but the escape point will be set to when a survivor walks through the iron door. as soon as they do so, they have escaped, so we cut away the whole tiny area behind the gate (it will still remain there, but you cant walk around in there anymore. also, pigs traps will still trigger at the same point, but now they will in the escape animation). once a gate is opened though, the lever to open it will break off of the box and drop to the ground. the door now has a 1 minute timer activated, which, once it as run out, will close the door forever. so the door is closed and you wont be able to reopen it (you have 2 doors, dont worry). also, the door will create a loud alarm sound once opened to all survivors and the killer, so they all know a door has been opened (so there wont be a guy opening the 2nd door asap, so you might use it later on) and the same sound will play once it closes (the opening animation, just reversed). also, there would be a change to the switch which is used to ope the door: when the door is opened, all 20 seconds one of the 3 red lamps will stop glowing, so you have an indicator on when its time to leave. another thing would be a degression on the switch, if the door has not been succesfully opened yet, so you cant just make both doors 99% and onetap them once the killer comes close.
once both gates are closed again, every survivor still remaining in the trial will count as a sacrifice, as they have literally no way out and the killer will eventually kill them all. we dont need to hunt them down manually, as they wouldnt even have anywhere to run to, so we could just skip that and instantly go to the results, counting them as sacrificed.
now, this brings me to the hatch change i'd like to see, as many people down there in the comments are already writing their angry answer, that the game shouldnt end once the 2nd door shuts down, cause the last survivor could still find the hatch. in my opinion, the hatch should not open, once the last generator has been repaired, as the survivor now has 2 escape routes available, so why a 3rd one? usually the hatch isnt even needed in the end game, its just taking the survivors longer to win, as they all grind for these juicy 2k bonus points. i think the hatch should be a way out when the gens arent dont yet, but once they have power, the doors should be used to escape.
i think a closed exit door should be similar to the 1st hook of a survivor once his whole team is dead: insta death, as there would be no way for him to escape, even with the 4% and the struggle would just make the game much longer for no reason.
thanks for reading!
i apologize for my bad english, as i am very tired while writing this, but also wanted to write and share it before i forget it again :/
i hope you have a wonderful day / night!
ill see you in the fog!

PS: if you disagree, pls dont just LOL rate this, but leave a comment explaining why you disagree, maybe combined with a better solution. THANK YOU!

Comments

  • starkiller1286starkiller1286 Member Posts: 639
    Kinda sounds like you got that from Last Year since once they get the gate open they must leave or they will automatically lose within 60 seconds. Although what about the hatch, NOED, Warden, and keys?
    Not to mention some maps spawn the doors right next to each other someone like nurse, hag or maybe Billy can easily guard those.
  • Mister_xDMister_xD Member Posts: 4,628

    @starkiller1286 said:
    Kinda sounds like you got that from Last Year since once they get the gate open they must leave or they will automatically lose within 60 seconds. Although what about the hatch, NOED, Warden, and keys?
    Not to mention some maps spawn the doors right next to each other someone like nurse, hag or maybe Billy can easily guard those.

    actually, i had the idea from last year, since when i saw it first that mechanic seemed kind of balanced to me (besides the fact that the killer could just pick gigant and block the door for the set time, but thats why there are 2 doors in the first place). DbD has some issues and one of the biggest is the endgame, as its even more survivor sided than the actual game itself. that said, if we would limit this time, we would be able to put some pressure on the survivors and maybe, just maybe make them actually leave nstead of staying around, goofing around and trying to farm some points on the killer / taking the game hostage.
    about the hatch: when the exits are powered, it will just stay under lockdown, no matter how many survivors there are. i do think a key should be able to open it, but that wouldnt give me any reason for the game to go on once both doors have been shut, as it would just be a pointless round, where the survivor screwed up and now needs another 2nd chance in order to get his escape. it would just be the survivors giving up on their escape and farm some last points at the killer / hide until the killer DCs. i could see that phase be very unfun for both sides, so id like the game to end once the second door has been shut.
    now, i dont see any need for change on NOED, as it doesnt even effect the doors. Remember me seems fine too, the only need for a change i could see would be Bloodwarden, as it locks down already opened gates, which could lead to some trouble later on. i'd say bloodwarden should maybe work for a maximum of 30 to 40 seconds, so there would be still time left to get out. also, you could use the doors tactically, so bloodwarden wont shut both of them down and force you to stan in the game until they are closed. we could also say, that it just shuts the door that is nearest to getting shut. if both doors are not yet opened, one of them will be disabled randomly. just an idea, but this perk would need a serious rework.
    now, maplayout is something i considered too, but when both doors spawn right next to each other, thats just bad luck on your part, not my mistake. like, when that happens now, your screwed aswell against a billy or nurse, so i dont see where my mistake would be in that. maybe dont repair that last gen and get the hatch? or open the door while the killer is chasing someone else?

  • redsopine1redsopine1 Member Posts: 1,437
    What about blood warden
  • MasterMaster Member Posts: 10,208

    There needs to be a timer to put pressure upon survivors. Right now they can liteally hide for hours in the shadows

  • friendlykillermainfriendlykillermain Member Posts: 3,166

    @Master said:
    There needs to be a timer to put pressure upon survivors. Right now they can liteally hide for hours in the shadows

    i know it sucks and then when you find them they all get out anyway

  • Kurama_CynderKurama_Cynder Member Posts: 2
    I see what you are trying to get at, and I agree with your general idea. However, I do believe this is a little overpowered. Imagine this: You have finally finished opening the exit gate, when one of your teammates have been downed. You immediately know that by the time they are placed onto the hook, the killer leaves the hook (Let's say it's Trapper placing traps, or the Hag) and they are then unhooked, the door will be closed. So at this point in the match you're thinking "Okay, I'll just open the other gate." Two things could happen here: either the other exit gate had opened the moment you opened yours, or that scenario would play out again. This would basically punish good survivors for being team players and rescuing their teammate, or even give bad killers easy kills when we would prefer them to get better at the game. As for the hatch, there are achievements you can get for having every survivor escape through it at once. I believe the hatch should stay the same, but perhaps try to discourage hatch stand offs (Since they're in the survivors favour) by having the survivors survival points slowly decrease the longer they are standing around an open hatch.
  • Mister_xDMister_xD Member Posts: 4,628

    @Kurama_Cynder said:
    I see what you are trying to get at, and I agree with your general idea. However, I do believe this is a little overpowered. Imagine this: You have finally finished opening the exit gate, when one of your teammates have been downed. You immediately know that by the time they are placed onto the hook, the killer leaves the hook (Let's say it's Trapper placing traps, or the Hag) and they are then unhooked, the door will be closed. So at this point in the match you're thinking "Okay, I'll just open the other gate." Two things could happen here: either the other exit gate had opened the moment you opened yours, or that scenario would play out again. This would basically punish good survivors for being team players and rescuing their teammate, or even give bad killers easy kills when we would prefer them to get better at the game. As for the hatch, there are achievements you can get for having every survivor escape through it at once. I believe the hatch should stay the same, but perhaps try to discourage hatch stand offs (Since they're in the survivors favour) by having the survivors survival points slowly decrease the longer they are standing around an open hatch.

    well, i have writte na comment above further explaining some features, like the hatch, so i'd recommend you to read that too. besides that, i wanted to achieve exactly that feeling: i opened the door, the timer started. someone goes down on the other side of the map, will i save that guy and risk my own life or am i gonna leave, save myself and abandom him? that s a question survivors never really ask themselves with powered gates, as they know they are perfectly save, as the bodyblock + exhaustion perk combo will carry them to the next door and they will escape, but i want ppl to be afraid of going back, as it could very well lead to their death too. besides that, at this stage of the game, it is rare enough that a player is still alive on the hook (or at least it should be), so this question shouldnt come up too many times... the hatch achievement would also still be available, as the hatch would still spawn, but not open anymore when all 5 gens got repaired, so you could still escape with the key and get that achievement.
    and i said this before in different discussions and i will say it again: this is not a teamwork game, this is a survival game. it is not about your teams survival, it is all about your own survival (really. read the description of the game if you dont believe me), so you might just want to leave when someone gets caught once you have the opportunity to.

  • MasterMaster Member Posts: 10,208

    @friendlykillermain said:

    @Master said:
    There needs to be a timer to put pressure upon survivors. Right now they can liteally hide for hours in the shadows

    i know it sucks and then when you find them they all get out anyway

    When you find them, then you have to follow them through the loops like an idiot first and then eventually they go out....

  • MrMyersMrMyers Member Posts: 43

    How about instead of writing a post-graduate essay, you use blood warden?

  • strikingearth26strikingearth26 Member Posts: 30

    @Mister_xD said:

    @Kurama_Cynder said:
    I see what you are trying to get at, and I agree with your general idea. However, I do believe this is a little overpowered. Imagine this: You have finally finished opening the exit gate, when one of your teammates have been downed. You immediately know that by the time they are placed onto the hook, the killer leaves the hook (Let's say it's Trapper placing traps, or the Hag) and they are then unhooked, the door will be closed. So at this point in the match you're thinking "Okay, I'll just open the other gate." Two things could happen here: either the other exit gate had opened the moment you opened yours, or that scenario would play out again. This would basically punish good survivors for being team players and rescuing their teammate, or even give bad killers easy kills when we would prefer them to get better at the game. As for the hatch, there are achievements you can get for having every survivor escape through it at once. I believe the hatch should stay the same, but perhaps try to discourage hatch stand offs (Since they're in the survivors favour) by having the survivors survival points slowly decrease the longer they are standing around an open hatch.

    well, i have writte na comment above further explaining some features, like the hatch, so i'd recommend you to read that too. besides that, i wanted to achieve exactly that feeling: i opened the door, the timer started. someone goes down on the other side of the map, will i save that guy and risk my own life or am i gonna leave, save myself and abandom him? that s a question survivors never really ask themselves with powered gates, as they know they are perfectly save, as the bodyblock + exhaustion perk combo will carry them to the next door and they will escape, but i want ppl to be afraid of going back, as it could very well lead to their death too. besides that, at this stage of the game, it is rare enough that a player is still alive on the hook (or at least it should be), so this question shouldnt come up too many times... the hatch achievement would also still be available, as the hatch would still spawn, but not open anymore when all 5 gens got repaired, so you could still escape with the key and get that achievement.
    and i said this before in different discussions and i will say it again: this is not a teamwork game, this is a survival game. it is not about your teams survival, it is all about your own survival (really. read the description of the game if you dont believe me), so you might just want to leave when someone gets caught once you have the opportunity to.

    I main survivor, and I ask myself this every time gates are powered but someone goes down, especially if its a one hit killer, or they have NOED and I cant find the totem in time, or they are fairly close to the exit, meaning killer has a chance to down me too if I stick around... I always ask this, and often sacrifice myself to save the hooked survivor, knowing that the killer will down me and just hope the other survives. I think the exit gates should stay the same... but something needs to be done about the hatch standoff, If I am last survivor, and killer finds hatch first, I can creep up to it and hope they dont see me til im right near it. meaning, if they try to hit me, i can escape, BUT killers obviously know this, so wont hit... and I have to either give up and let them have the 4k, just because i dont want to wait for ages, or i have to wait for 30+ minutes or longer, however long for the killer to give up... something needs to be done with that... no idea what, but it needs to be balance, not survivor sided, and not killer sided... get so fed up killers thinking they deserve the 4k even if that last survivor has evaded them the whole game. perhaps a timer, perhaps point penalties, something needs doing. to make it fair and fast...

  • AvarikuAvariku Member Posts: 603
    MrMyers said:

    How about instead of writing a post-graduate essay, you use blood warden?

    How about instead of being a snarky little troll you provide advice that actually pertains to the original post?
    Personally  I like the idea... and I heard another idea floating around about two hatches spawning as well as a key.  so if they want the hatch they have to work a little more for it AND two closed hatches would alleviate some of the "standoff" issues.
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