Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

change hatch

zoozoom6
zoozoom6 Member Posts: 825

make it spawn at the start of the game but only make it openable under the current spawn mechanics

Comments

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Why?

    It's just my opinion, but I feel like the Hatch is in a good spot after they gave Killer the ability to close it and introduced the End Game Collapse. Literally the only element of the Hatch that I currently dislike is that the Dull Key specifically (a deceptively common Purple item) is capable of opening it.

  • Veen
    Veen Member Posts: 706

    No.

  • zoozoom6
    zoozoom6 Member Posts: 825

    for killers it can turn a 1 or 2 pip game into a draw based on an uncontrollable roll of the dice. maybe highlight the hatch aura when it opens for open both survivor and killer. i dont like being robbed of a victory by something i never had a chance at.

  • Cable2486
    Cable2486 Member Posts: 249

    No. I literally just lost 3/4 to a ******* key. Far as I'm concerned, it shouldn't spawn AT ALL until there is only one Survivor left. Period.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    If the last survivor escapes through the hatch, that's still a killer victory. Gens did not get completed and killer got 3+ sacrifices. Plus you can always slug for the 4k if you're really hungry for it. The Hatch's spawn location is only a roll of the dice when the killer is already steamrolling the survivor team (and they can't finish enough gens for it to appear). The race for Hatch is already in killer's favor (they move faster, don't need to hide, and may have found it earlier if it spawned), so they don't need to make things even easier in that regard.

    If you're failing to pip when one survivor escapes a trial, then your matches are ending far too fast. You do not need a 4k to earn ONE pip (it's not even a total necessity for a double-pip).

    If it's keys that are making you unhappy with extreme hatch escapes, then that's a problem with the KEYS themselves, not a problem with the Hatch. Because keys are tied to finding and interacting with the closed Hatch, NOT to completing a certain amount of generators, this would also make their function EXTREMELY broken (as survivors could just go find the hatch and immediately open it to prematurely cause the Trial to reach its end-game or end). Or they'd just find the location and keep it in mind for when they had completed enough of their goal for a free escape (making keys stronger either way). The buffed Franklin's Demise also exists now to finally do something about these pesky key-holders.

    Basically: Hatch is fine, keys are not. Changing Hatch spawn mechanics will open up a fresh can of worms that will likely create lots of new problems without addressing the parts of it that many players actually consider unfair (keys).

  • zoozoom6
    zoozoom6 Member Posts: 825

    i was going to talk about how steam rolling players means you should double pip every time it happens to get them against equally skilled opponents as fast as possible but you are completely mistaken on hatch spawn conditions it is tied to gen completes its "if number of completed gens exceeds the number of survivors in a match (by 1) then hatch spawns. look it up this is how it works

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    You seem to have misread: I said that KEYS are tied to finding the physical Hatch and opening it. Their function is not directly relevant to the survivor's goal completion, it is relevant to when the Hatch spawns. Because of this, they are only indirectly tied to either role's goal through the Hatch's own spawn mechanics.

    If the Hatch was changed to be visibly present somewhere in the Trial from the very beginning of a match (as you've suggested), Keys would no longer have any relation to either side's goal whatsoever. There would be no mechanics in place to stop survivors from immediately finding the Hatch and opening it with a key. At best, killer closes the Hatch and the EGC begins. At worst, all survivors could literally escape within minutes of a match starting. Even if the key could only open this visible-from=start Hatch under the normal "spawn" conditions, killer can't really do much to stop survivors from using their keys unless they can kill them before they can return to the Hatch. Keys already have a very strong function, this would make them more blatantly overpowered.

    It would drastically speed up games like the old Moris which let killers instantly end survivors without hooking them, or the old BNP's which could finish an entire generator in seconds.

    So my opinion remains unchanged: Hatch's spawn/visibility mechanics SHOULD NOT CHANGE.

  • PassarinoT
    PassarinoT Member Posts: 916

    No, I think it's fine with where it is now, but I would like to atleast see an animation for when it spawns so it doesn't just appear.

  • RizeAki
    RizeAki Member Posts: 1,209

    Hatch is pretty fine the way it is I feel like as much i don’t think a survivor should have a free escape with 5 gens up I’d rather that then waiting 30 min to have a game end

  • zoozoom6
    zoozoom6 Member Posts: 825

    this reply is just you saying you didnt read past the 9th word of the description they cant open it it at the start of the trial. read the post

  • Hippie
    Hippie Member Posts: 1,003

    I've had many games where the Killer has known where the hatch was before me (due to them being able to travel freely around the map), and they go straight to the hatch and shut it as soon as it opens, giving me or my teammate no chance to "find the hatch and escape". I've also been on the opposite side of that many times, being the Killer and knowing where the hatch was before the Survivors, and then easily shutting it before the last Survivor can find it, giving them absolutely no chance to find it before me.

    I'm not saying that Survivors should escape every game that the hatch is a factor in, of course. I'm just saying that if you made the hatch visible from the start, it would create the same situation as that--Killer would know where the hatch was and be able to go straight to it and shut it every time.

    It could possibly render hatch escapes for the last Survivor impossible unless they have a key, and I don't think you want to encourage more people to take in keys...

  • Toybasher
    Toybasher Member Posts: 979

    IIRC in the old, old, old, old, old, old days, the hatch actually worked like that. I'm talking about the weekend beta I somehow got in when Trapper was the only killer, killer couldn't kick gens, etc.


    Hatch would spawn shut at 5 gens left, and if you had a key, you could literally get a 4-man escape without doing a single gen.

  • zoozoom6
    zoozoom6 Member Posts: 825

    the centrall idea behind this is that survivor can more freely roam the map than the killer can i sense you dont agree with this so let me explain: in general survivors need to do gens possiblly break totems and the like but their time just isnt as valueable as the killer's because you have 3 teammates to pick up the slack you can crouch walk around the map for 2 minutes just looking around and still win if you tried that as kill you would lose. killers need to go from gen to gen and go on chases if the hatch wasnt visable when you were doing those things you didnt find it. not to mention hiding in a locker by the hatch to hide fromm bbq and winning the second teammate #3 is killed even if the killer got 11 hooks

  • Hippie
    Hippie Member Posts: 1,003

    I understand what you're saying, but in reality (on most maps) the Killer has much more freedom to roam than the Survivors do, especially throughout the middle of the map (and the hatch commonly spawns in more central areas rather than the outskirts), and when I'm playing Survivor most Killers know where the hatch is if it's spawned in before my last teammate is killed. Like I said as well, I almost always find the hatch before the Survivors do as Killer, especially if it's spawned before the last Survivor was killed.

    Also, are you saying that 11 hooks and 3 kills isn't a "win" for Killer? I would definitely consider that a win by a landslide, especially if there are still gens left unfinished. One Survivor escaping through the hatch doesn't make it a loss for Killer, nor does it detract from the Killer's overall performance!

  • zoozoom6
    zoozoom6 Member Posts: 825

    the game may call it a draw when any reasonable person would say they deserve they derserve the full 2 pips

  • Pandamonium
    Pandamonium Member Posts: 77

    I don't think an entire mechanic should change because you lost a match to the hatch. If the hatch is visibly present from the start of the match, I think it will push the meta further into keys, even though you can't use that key to open it at the start of the match. These are the current spawn conditions (Copy pasted from the wiki):

    • 4 Survivors remaining: 5 repaired Generators / Exit Gates are powered
    • 3 Survivors remaining: 4 repaired Generators / 1 Generator left
    • 2 Survivors remaining: 3 repaired Generators / 2 Generators left
    • 1 Survivor remaining: Spawns and opens regardless of how many generators remain.

    In the first 3 scenarios, the meta will be pushed even more into the arms of keys as survivors gain unprecedented knowledge of where the hatch is and unprecedented ability to plan ahead, meaning they can possibly work even more efficiently. And if someone has a key and knows where the hatch is, they could camp the hatch throughout the match, they could pump out generators and lead their team to the hatch and escape or get chased by the killer the whole game and after one of the first 3 conditions is met, immediately go to the hatch and escape. This works against the killer, which is bad for you. assuming you main killer.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Why, when you won't even have the decency to read everything I've said? And you've done it TWICE now without refuting any of the reasons I've used to claim this would be a bad change for the game.

    Not much of a discussion when you just dismiss all counterarguments without any real response. Like, sorry that I don't agree with your opinion and that I can provide actual reasons behind why I think it wouldn't work.

  • Hippie
    Hippie Member Posts: 1,003

    In my experience, you usually get 2 pips if you get 11 hooks, as long as the generators weren't completed quickly, even at red rank...

  • zoozoom6
    zoozoom6 Member Posts: 825

    theres no refutation because your first comment is based on a misconceptions about game mechanics and your second is a strawman. how can i refute that? for the first what would you have me do? you: "the game does this so it must follow that..." Me: "the game doesnt work like that" and and then we say yes it does no it doesnt back and forth forever. why would i refute a strawman. you: "you propose this but it would cause this" me: " i didnt propose that there is a fix for exactly beyond the 9th word in the original post read it again" you: "omg you seriously wont even consider problems that would arise from a mistake you already accounted for in the original post?! refute a change you didnt ask to implement now!" by all means criticize my ideas but do so in there eternity or there's no debate to be had