We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Hatch mechanic

The hatch mechanic has been a debatable issue throughout the years. What would improve upon the mechanic to not rob the killer of a 4k but also allow the survivor to not be completely screwed out of an escape would be to put a timer on it for after the last survivor is remaining. This would completely negate the reason for hatch camping as if killer camps the hatch the survivor will know this and either do gens or head to an exit game, if survivor camps hatch this allows the killer more time to actually locate hatch without getting robbed of an iridescent medal, as higher ranks needs these iridescent medals to pip.

Comments

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274
    edited September 2020

    Maybe it's an unpopular opinion, but I actually think the Hatch itself is fine as it is. I would not change anything about the Hatch itself to make these endgame standoffs more fair. Even if I'm still not a fan of the Hatch Blueprint Offerings.

    Exit Gates should be tweaked instead. Personally, I don't think they should be present at the start of the trial and should instead be placed once they are powered (whether from gens or a closed hatch). The distance between them could then be dynamically adjusted by the game to bias towards the losing side (or pick a more balanced option in a close match).

    -Killer's been losing and having a rough time of it? Both gates would spawn relatively "close" together, possibly on the same wall of the map.

    -Survivors have had it rough and been forced into a failed Hatch play? The gates would spawn "far" apart, possibly on opposite sides of the map.

    -Both sides have stayed neck and neck up to that point (probably 2-3 survivors reaching this endgame stage)? The gates would spawn an intermediate distance apart on separate walls connected by a corner.

    Then just adjust things so that killers can't dump traps right under the switch box and I think we'd have a better dynamic system to work with.

    *This is of course assuming that keys and mori's will be tweaked in the future to be less ludicrously strong tools for their respective roles*

  • TheEdster
    TheEdster Member Posts: 41
    edited September 2020

    I am currently creating an idea to change the way the Hatch works. I haven't completely thought it through yet, but I will give you a general idea.

    I always wanted to more skillbased Hatch mechanic, the last Survivor has to earn it instead of just getting it.

    -When there is only 1 Survivor left the Hatch spawns, but does not open.

    -The Survivor gets a new status effect, this status effect grands the last Survivor a big bonus to their repair speed.

    -If the Survivor manages to finish a Generator, then the Hatch opens and the Survivor can escape.

    -If the Killer finds it first they can close it and the Survivor has to finish another Generator again for the Hatch to open again.

    -If the Survivor completes another Generator, the Hatch will spawns somewhere else on the map and reopen.

    -To prevent the last Survivor taking the game hostage, you can add a Timer similar to The Endgame Collapse.

    Post edited by TheEdster on