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Can't Wait For The Hatch Changes
https://xboxclips.com/NMCKE/2a1dd703-59d9-431a-be7a-65c41d9499b4
Now, look at how silly that looks, the killer and the survivor has nothing that they can do to end the stand off besides the killer hitting me or I jump in to get grabbed! So boring and a very poor design flaw lol!
I REALLY wished that the killer and survivor had more options to see whether or not I escape the trial because seriously tho, no one likes to sit there playing a staring contest both killer's and survivors.
WHAT'S THE POINT IM TRYING TO SAY:
As the title says, I can't wait for the new hatch changes since now the killer and the survivor has more options for the end game! Hopefully they add in the idea they mentioned in their stream because that would be so much fun!
Thoughts?
Leave civil feedback below!
Comments
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I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.5 -
Those hatch changes you talk about may not even come at all.
It's been a while and the devs don't say when, or if at all ,those changes will come.2 -
SenzuDuck said:
I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.
@SenzuDuck "Also - look at how much this leatherface struggled to wreck you all, hilarious."
Oh, survivors can make a killer look OP, just don't start with the nonsense please because it's not needed and you look so immature when you act so uncivilized. Thank you!1 -
Nickenzie said:SenzuDuck said:
I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.
@SenzuDuck "Also - look at how much this leatherface struggled to wreck you all, hilarious."
Oh, survivors can make a killer look OP, just don't start with the nonsense please because it's not needed and you look so immature when you act so uncivilized. Thank you!0 -
ProfoundEnding said:Nickenzie said:SenzuDuck said:
I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.
@SenzuDuck "Also - look at how much this leatherface struggled to wreck you all, hilarious."
Oh, survivors can make a killer look OP, just don't start with the nonsense please because it's not needed and you look so immature when you act so uncivilized. Thank you!0 -
@yeet said:
SenzuDuck said:I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.
I'd hardly call 3 dead at 3 gens a "struggle"
It's called sarcasm - because Nickenzie currently thinks Leatherface needs massive buffs while simultaneously getting wrecked by them
0 -
Grey87 said:
Those hatch changes you talk about may not even come at all.
It's been a while and the devs don't say when, or if at all ,those changes will come.
First implementation: close the Hatch and a survival would have to do a gen to reopen it.
Well the first time they implemented it people complain that it was too overpowered and killer favoured because it was impossible to do one gen. Even though it would make left behind really viable if you decide to build for Hatch games. Yet when they were told to just a quick left behind they said they shouldn't have to equip a perk to win
Eventually they tweaked it because people were complaining.
Second implementation: Closing the hatch would power the exit gates.
Honestly this was pretty fair you didn't have to do a generator just open an exit gate but people complain that it would be too unfair if gates spawned too close to each other. Especially with Billy or nurse.
Even though it actually made hope and wake up really viable and if the gates were on opposite sides it was harder for killer easier for a survivor.
But I'm guessing they scrapped that idea because people were complaining about it too much so honestly I don't know what's going to happen with hatch.
Honestly the ideas they had previously were pretty good it gave some underused perks some relevance left behind, hope and wake up.
As well as giving a slight boost to some other Killers powers Freddy and Wraith who can wait at hatch undetected then close it whilst the survivors out in the open. Piggy couldforce traps to activate and put people in a position where they have to take it off.
Tl:dr The ideas they had with hatch closing would have been pretty amazing and beneficial if people adapted to it but I doubt we'll never get them because whining won in the end0 -
SenzuDuck said:
@yeet said:
SenzuDuck said:I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.
I'd hardly call 3 dead at 3 gens a "struggle"
It's called sarcasm - because Nickenzie currently thinks Leatherface needs massive buffs while simultaneously getting wrecked by them
"Oh, survivors can make a killer look OP."
Additionally, my survivor team fed the camping Leather Face when I was the only one doing generators trying to actually punish the Leather Face for camping. I can only do so much as a No Mither survivor since after all, a survivor shouldn't be able to 1v1 a killer anyways.
However yes, keep insulting me and keep saying I'm bad as well!
Edit: I'm just gonna ignore you!0 -
Aari_Piggy66 said:Grey87 said:
Those hatch changes you talk about may not even come at all.
It's been a while and the devs don't say when, or if at all ,those changes will come.
First implementation: close the Hatch and a survival would have to do a gen to reopen it.
Well the first time they implemented it people complain that it was too overpowered and killer favoured because it was impossible to do one gen. Even though it would make left behind really viable if you decide to build for Hatch games. Yet when they were told to just a quick left behind they said they shouldn't have to equip a perk to win
Eventually they tweaked it because people were complaining.
Second implementation: Closing the hatch would power the exit gates.
Honestly this was pretty fair you didn't have to do a generator just open an exit gate but people complain that it would be too unfair if gates spawned too close to each other. Especially with Billy or nurse.
Even though it actually made hope and wake up really viable and if the gates were on opposite sides it was harder for killer easier for a survivor.
But I'm guessing they scrapped that idea because people were complaining about it too much so honestly I don't know what's going to happen with hatch.
Honestly the ideas they had previously were pretty good it gave some underused perks some relevance left behind, hope and wake up.
As well as giving a slight boost to some other Killers powers Freddy and Wraith who can wait at hatch undetected then close it whilst the survivors out in the open. Piggy couldforce traps to activate and put people in a position where they have to take it off.
Tl:dr The ideas they had with hatch closing would have been pretty amazing and beneficial if people adapted to it but I doubt we'll never get them because whining won in the end
Having a build for a hatch stand-off is completely ridiculous! I’m not putting on trash perks that barely anyone uses just for a hatch stand-off, it’s a waste of a perk slot, I’d rather have perks on that can help my team and myself....
There is no adapting, it’s killer favored. I don’t see any way this can ever be balanced.1 -
The only way as I've said before due to gates spawning to close together and getting Billy/Nurse would be to make it different.
You'd close the hatch and both exit gates would be powered but if the gates spawn too close another hatch then spawns already opened but far enough away that it's equal for both players.
That or they make it so that both exit gates can enver spawn too close together.
0 -
PinkEricka said:Aari_Piggy66 said:Grey87 said:
Those hatch changes you talk about may not even come at all.
It's been a while and the devs don't say when, or if at all ,those changes will come.
First implementation: close the Hatch and a survival would have to do a gen to reopen it.
Well the first time they implemented it people complain that it was too overpowered and killer favoured because it was impossible to do one gen. Even though it would make left behind really viable if you decide to build for Hatch games. Yet when they were told to just a quick left behind they said they shouldn't have to equip a perk to win
Eventually they tweaked it because people were complaining.
Second implementation: Closing the hatch would power the exit gates.
Honestly this was pretty fair you didn't have to do a generator just open an exit gate but people complain that it would be too unfair if gates spawned too close to each other. Especially with Billy or nurse.
Even though it actually made hope and wake up really viable and if the gates were on opposite sides it was harder for killer easier for a survivor.
But I'm guessing they scrapped that idea because people were complaining about it too much so honestly I don't know what's going to happen with hatch.
Honestly the ideas they had previously were pretty good it gave some underused perks some relevance left behind, hope and wake up.
As well as giving a slight boost to some other Killers powers Freddy and Wraith who can wait at hatch undetected then close it whilst the survivors out in the open. Piggy couldforce traps to activate and put people in a position where they have to take it off.
Tl:dr The ideas they had with hatch closing would have been pretty amazing and beneficial if people adapted to it but I doubt we'll never get them because whining won in the end
Having a build for a hatch stand-off is completely ridiculous! I’m not putting on trash perks that barely anyone uses just for a hatch stand-off, it’s a waste of a perk slot, I’d rather have perks on that can help my team and myself....
There is no adapting, it’s killer favored. I don’t see any way this can ever be balanced.
The same way people run perks like unbreakable or adrenaline two perks are pretty much situational the former only really works if the killer plays a certain way and the latter only working if you manage to make it to game.
In fact the same thing goes for killer perks remember me or noed situational perks that provide almost no benefit unless you hit in game or the other team play a certain way.
If you consider perks like wake up, hope and left behind trash when they could have been given a potential of being worthwhile if someone was actually willing to build for the situation. Then what's the point in the perks I've mentioned above.
As for hatch the concept of it has always been incredibly survivor sided. It was a pity mechanic no I don't have a problem with that but considering it's not difficult to do two gens even with hex ruin unless your teammates are potatoes in human form. However it's a mechanic that rewards a lost game
There was very little the killer could do about it unless you wanted to slug the final two which is a very fun or entertaining for both sides.
I'm fine with the hatch being a thing but I still feel considering the survivor team lost you have to put in a little work to actually earn the escape.1 -
Aari_Piggy66 said:PinkEricka said:Aari_Piggy66 said:Grey87 said:
Those hatch changes you talk about may not even come at all.
It's been a while and the devs don't say when, or if at all ,those changes will come.
First implementation: close the Hatch and a survival would have to do a gen to reopen it.
Well the first time they implemented it people complain that it was too overpowered and killer favoured because it was impossible to do one gen. Even though it would make left behind really viable if you decide to build for Hatch games. Yet when they were told to just a quick left behind they said they shouldn't have to equip a perk to win
Eventually they tweaked it because people were complaining.
Second implementation: Closing the hatch would power the exit gates.
Honestly this was pretty fair you didn't have to do a generator just open an exit gate but people complain that it would be too unfair if gates spawned too close to each other. Especially with Billy or nurse.
Even though it actually made hope and wake up really viable and if the gates were on opposite sides it was harder for killer easier for a survivor.
But I'm guessing they scrapped that idea because people were complaining about it too much so honestly I don't know what's going to happen with hatch.
Honestly the ideas they had previously were pretty good it gave some underused perks some relevance left behind, hope and wake up.
As well as giving a slight boost to some other Killers powers Freddy and Wraith who can wait at hatch undetected then close it whilst the survivors out in the open. Piggy couldforce traps to activate and put people in a position where they have to take it off.
Tl:dr The ideas they had with hatch closing would have been pretty amazing and beneficial if people adapted to it but I doubt we'll never get them because whining won in the end
Having a build for a hatch stand-off is completely ridiculous! I’m not putting on trash perks that barely anyone uses just for a hatch stand-off, it’s a waste of a perk slot, I’d rather have perks on that can help my team and myself....
There is no adapting, it’s killer favored. I don’t see any way this can ever be balanced.
The same way people run perks like unbreakable or adrenaline two perks are pretty much situational the former only really works if the killer plays a certain way and the latter only working if you manage to make it to game.
In fact the same thing goes for killer perks remember me or noed situational perks that provide almost no benefit unless you hit in game or the other team play a certain way.
If you consider perks like wake up, hope and left behind trash when they could have been given a potential of being worthwhile if someone was actually willing to build for the situation. Then what's the point in the perks I've mentioned above.
As for hatch the concept of it has always been incredibly survivor sided. It was a pity mechanic no I don't have a problem with that but considering it's not difficult to do two gens even with hex ruin unless your teammates are potatoes in human form. However it's a mechanic that rewards a lost game
There was very little the killer could do about it unless you wanted to slug the final two which is a very fun or entertaining for both sides.
I'm fine with the hatch being a thing but I still feel considering the survivor team lost you have to put in a little work to actually earn the escape.1 -
All because so many lazy players find it too hard to walk away and hold M1 for 80 seconds on a Generator.
That's how I handle the hatch as a survivor, and to date it's only resulted in me getting caught ONCE. (killer was running Tinkerer and I hadn't caught on - completely my fault and I deserved to get caught) Every other time? the gen pops or I miss a skill check. I then stealth past the killer coming to investigate and get the hatch.
But that's just so hard for everybody else to do....
1 -
This content has been removed.
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Hellbilly said:
@Nickenzie said:
Before you read the rest of my thread, watch this clip!https://xboxclips.com/NMCKE/2a1dd703-59d9-431a-be7a-65c41d9499b4
Now, look at how silly that looks, the killer and the survivor has nothing that they can do to end the stand off besides the killer hitting me or I jump in to get grabbed! So boring and a very poor design flaw lol!
I REALLY wished that the killer and survivor had more options to see whether or not I escape the trial because seriously tho, no one likes to sit there playing a staring contest both killer's and survivors.
WHAT'S THE POINT IM TRYING TO SAY:
As the title says, I can't wait for the new hatch changes since now the killer and the survivor has more options for the end game! Hopefully they add in the idea they mentioned in their stream because that would be so much fun!
Thoughts?
Leave civil feedback below!
0 -
FrenziedRoach said:
All because so many lazy players find it too hard to walk away and hold M1 for 80 seconds on a Generator.
That's how I handle the hatch as a survivor, and to date it's only resulted in me getting caught ONCE. (killer was running Tinkerer and I hadn't caught on - completely my fault and I deserved to get caught) Every other time? the gen pops or I miss a skill check. I then stealth past the killer coming to investigate and get the hatch.
But that's just so hard for everybody else to do....
Oh, I couldn't walked away with No Mither... The moment that I would walk away is when he could just down me and I would be too far from the hatch lol. However, nevertheless, it's was a fun game but the end game is meh lol.0 -
I'm excited for the hatch changes as well. I hate the waiting game, so if the killer is lucky enough to grab me, they got me fair and square. Them being able to close the hatch will save me a bunch of time I could be spending doing something productive.
0 -
@Nickenzie said:
FrenziedRoach said:All because so many lazy players find it too hard to walk away and hold M1 for 80 seconds on a Generator.
That's how I handle the hatch as a survivor, and to date it's only resulted in me getting caught ONCE. (killer was running Tinkerer and I hadn't caught on - completely my fault and I deserved to get caught) Every other time? the gen pops or I miss a skill check. I then stealth past the killer coming to investigate and get the hatch.
But that's just so hard for everybody else to do....
That's the point, 3 generators is 180 seconds of skill check simulator. I want a better end game than just walking away from the killer because currently, it's just boring to just do skill checks.
Oh, I couldn't walked away with No Mither... The moment that I would walk away is when he could just down me and I would be too far from the hatch lol. However, nevertheless, it's was a fun game but the end game is meh lol.
3 generators is actually 240 seconds, but you would only have to do 80.
It's my experience most killers come a lookin' for you if you miss one skill check or pop the gen - because at that point they figure you don't know where the hatch is or they realize you aren't going to do a standoff with them. You then have the opportunity to stealth past them.
Either way, the hatch stand-off is 100% preventable by survivors, but most of them are too lazy to do what it takes.
Your reply only proved my point.
0 -
@FrenziedRoach said:
@Nickenzie said:
FrenziedRoach said:All because so many lazy players find it too hard to walk away and hold M1 for 80 seconds on a Generator.
That's how I handle the hatch as a survivor, and to date it's only resulted in me getting caught ONCE. (killer was running Tinkerer and I hadn't caught on - completely my fault and I deserved to get caught) Every other time? the gen pops or I miss a skill check. I then stealth past the killer coming to investigate and get the hatch.
But that's just so hard for everybody else to do....
That's the point, 3 generators is 180 seconds of skill check simulator. I want a better end game than just walking away from the killer because currently, it's just boring to just do skill checks.
Oh, I couldn't walked away with No Mither... The moment that I would walk away is when he could just down me and I would be too far from the hatch lol. However, nevertheless, it's was a fun game but the end game is meh lol.
3 generators is actually 240 seconds, but you would only have to do 80.
It's my experience most killers come a lookin' for you if you miss one skill check or pop the gen - because at that point they figure you don't know where the hatch is or they realize you aren't going to do a standoff with them. You then have the opportunity to stealth past them.
Either way, the hatch stand-off is 100% preventable by survivors, but most of them are too lazy to do what it takes.
Your reply only proved my point.
Huntress ranged hits, Nurse, Billy all can prevent you from doing that gen so it's not solely preventable by survivors. I got nailed a by a Warith trying to stealth to hatch after getting his attention someplace else. I got caught because Meg's breathing after UE ing around him was too loud.
I've done gens due to killers camping hatch only to get nailed by said above killers, it's even worse when you have 2 gens to choose from and both are near where the hatch ends up spawning.
Billy, Nurse, Huntress and Doctor all cause major issues trying to do that one gen. If your team gets wrecked quickly and killer has Ruin and or Bitter or any other perks you're screwed.
0 -
FrenziedRoach said:
@Nickenzie said:
FrenziedRoach said:All because so many lazy players find it too hard to walk away and hold M1 for 80 seconds on a Generator.
That's how I handle the hatch as a survivor, and to date it's only resulted in me getting caught ONCE. (killer was running Tinkerer and I hadn't caught on - completely my fault and I deserved to get caught) Every other time? the gen pops or I miss a skill check. I then stealth past the killer coming to investigate and get the hatch.
But that's just so hard for everybody else to do....
That's the point, 3 generators is 180 seconds of skill check simulator. I want a better end game than just walking away from the killer because currently, it's just boring to just do skill checks.
Oh, I couldn't walked away with No Mither... The moment that I would walk away is when he could just down me and I would be too far from the hatch lol. However, nevertheless, it's was a fun game but the end game is meh lol.
3 generators is actually 240 seconds, but you would only have to do 80.
It's my experience most killers come a lookin' for you if you miss one skill check or pop the gen - because at that point they figure you don't know where the hatch is or they realize you aren't going to do a standoff with them. You then have the opportunity to stealth past them.
Either way, the hatch stand-off is 100% preventable by survivors, but most of them are too lazy to do what it takes.
Your reply only proved my point.
0 -
PinkEricka said:Aari_Piggy66 said:Grey87 said:
Those hatch changes you talk about may not even come at all.
It's been a while and the devs don't say when, or if at all ,those changes will come.
First implementation: close the Hatch and a survival would have to do a gen to reopen it.
Well the first time they implemented it people complain that it was too overpowered and killer favoured because it was impossible to do one gen. Even though it would make left behind really viable if you decide to build for Hatch games. Yet when they were told to just a quick left behind they said they shouldn't have to equip a perk to win
Eventually they tweaked it because people were complaining.
Second implementation: Closing the hatch would power the exit gates.
Honestly this was pretty fair you didn't have to do a generator just open an exit gate but people complain that it would be too unfair if gates spawned too close to each other. Especially with Billy or nurse.
Even though it actually made hope and wake up really viable and if the gates were on opposite sides it was harder for killer easier for a survivor.
But I'm guessing they scrapped that idea because people were complaining about it too much so honestly I don't know what's going to happen with hatch.
Honestly the ideas they had previously were pretty good it gave some underused perks some relevance left behind, hope and wake up.
As well as giving a slight boost to some other Killers powers Freddy and Wraith who can wait at hatch undetected then close it whilst the survivors out in the open. Piggy couldforce traps to activate and put people in a position where they have to take it off.
Tl:dr The ideas they had with hatch closing would have been pretty amazing and beneficial if people adapted to it but I doubt we'll never get them because whining won in the end
Having a build for a hatch stand-off is completely ridiculous! I’m not putting on trash perks that barely anyone uses just for a hatch stand-off, it’s a waste of a perk slot, I’d rather have perks on that can help my team and myself....
There is no adapting, it’s killer favored. I don’t see any way this can ever be balanced.
Left behind is literally to complete gene if you're team ducks and dies fast.
Hope gives you a 2 minute movement speed boost.
Wake up opens the gates faster.
Killer:
Blood warden hook someone prevent exit for 1 minute after gates open.
Noed: instant down once gates are powered
Heck the other person said it would favor the side depending on map and rng1 -
SenzuDuck said:
@yeet said:
SenzuDuck said:I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.
I'd hardly call 3 dead at 3 gens a "struggle"
It's called sarcasm - because Nickenzie currently thinks Leatherface needs massive buffs while simultaneously getting wrecked by them
2 -
Doc_W__HOLLIDAY said:SenzuDuck said:
@yeet said:
SenzuDuck said:I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.
I'd hardly call 3 dead at 3 gens a "struggle"
It's called sarcasm - because Nickenzie currently thinks Leatherface needs massive buffs while simultaneously getting wrecked by them
3 -
Nickenzie said:Doc_W__HOLLIDAY said:SenzuDuck said:
@yeet said:
SenzuDuck said:I mean, you could have walked away and started doing gens but that's just too hard, right?
Also - look at how much this leatherface struggled to wreck you all, hilarious.
I'd hardly call 3 dead at 3 gens a "struggle"
It's called sarcasm - because Nickenzie currently thinks Leatherface needs massive buffs while simultaneously getting wrecked by them
1 -
@Doc_W__HOLLIDAY said:
Rather than rush gens to punish the camper, these survivors would rather the devs punish the campers. To them, its much easier to pawn the problem onto someone else than it is to adapt.
The issue is that camping is way too profitable for the killer, even highly experienced killers will camp when it's a good map for them. You also have an issue with newer players not understanding the best way to counter it is to gen rush.
I equate camping with training wheels the same as killers do for DS, you'll never get good unless you learn how to play. That's why ranks 1-5 get people who play like level 20 on both sides because they keep the training wheels on.
0 -
powerbats said:
@Doc_W__HOLLIDAY said:
Rather than rush gens to punish the camper, these survivors would rather the devs punish the campers. To them, its much easier to pawn the problem onto someone else than it is to adapt.
The issue is that camping is way too profitable for the killer, even highly experienced killers will camp when it's a good map for them. You also have an issue with newer players not understanding the best way to counter it is to gen rush.
I equate camping with training wheels the same as killers do for DS, you'll never get good unless you learn how to play. That's why ranks 1-5 get people who play like level 20 on both sides because they keep the training wheels on.
Its always annoying nonetheless, but sometimes it has to be done.1 -
powerbats said:
@Doc_W__HOLLIDAY said:
Rather than rush gens to punish the camper, these survivors would rather the devs punish the campers. To them, its much easier to pawn the problem onto someone else than it is to adapt.
The issue is that camping is way too profitable for the killer, even highly experienced killers will camp when it's a good map for them. You also have an issue with newer players not understanding the best way to counter it is to gen rush.
I equate camping with training wheels the same as killers do for DS, you'll never get good unless you learn how to play. That's why ranks 1-5 get people who play like level 20 on both sides because they keep the training wheels on.
0 -
Just implement a program that stops hatches from opening if a survivor is within 15-20 feet from it (the amount of times somone left there friend or kamikazied themselves and next second they hatch it is just shameful for ditching but also really commendable for the people willing to die so there fiend escapes0
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redsopine1 said:Just implement a program that stops hatches from opening if a survivor is within 15-20 feet from it (the amount of times somone left there friend or kamikazied themselves and next second they hatch it is just shameful for ditching but also really commendable for the people willing to die so there fiend escapes1
-
@Nickenzie said:
redsopine1 said:Just implement a program that stops hatches from opening if a survivor is within 15-20 feet from it (the amount of times somone left there friend or kamikazied themselves and next second they hatch it is just shameful for ditching but also really commendable for the people willing to die so there fiend escapes
I like the idea the developers said, "When the 2nd to last survivor dies, the killer will be able to see the survivor's aura and after 1 minute... The exit gates will open."
Yeah Billy/Nurse will just love that since that's a free win at that point.
0 -
powerbats said:
@Nickenzie said:
redsopine1 said:Just implement a program that stops hatches from opening if a survivor is within 15-20 feet from it (the amount of times somone left there friend or kamikazied themselves and next second they hatch it is just shameful for ditching but also really commendable for the people willing to die so there fiend escapes
I like the idea the developers said, "When the 2nd to last survivor dies, the killer will be able to see the survivor's aura and after 1 minute... The exit gates will open."
Yeah Billy/Nurse will just love that since that's a free win at that point.
-When the second to last survivor gets sacrificed, both the survivor and the killer will have a 30 second grace period.
-During the grace period, both the killer and the survivor can see the hatch aura.
-The killer can close the hatch at anytime.
Gives the survivor/killer time to find the hatch. This is like a race and adds a spice to the end game for both the killer and the survivor.
-After 30 seconds from the second to last survivor being sacrificed, the killer can now see the survivor's aura but cannot see the survivor's aura when within 32m from the survivor.
Survivors can now juke/lose the chase since the killer has no aura reading on the survivor.
-Once at least a minute has passed after the second to last survivor being sacrificed, the exit gates will open automatically.
Encourages the last survivor to make a break for it and escape.
This will still happen if the hatch hasn't spawned in but for every generator needed to be repaired to spawn the hatch, the exit gates will take a additional 30 more seconds to open.2 -
there was a option for closing the hatch as a killer , that was on the test when we had the clown ptb , since then I haven't heard anything else about it and here we are about to have another chapter released .
0 -
Nickenzie said:powerbats said:
@Nickenzie said:
redsopine1 said:Just implement a program that stops hatches from opening if a survivor is within 15-20 feet from it (the amount of times somone left there friend or kamikazied themselves and next second they hatch it is just shameful for ditching but also really commendable for the people willing to die so there fiend escapes
I like the idea the developers said, "When the 2nd to last survivor dies, the killer will be able to see the survivor's aura and after 1 minute... The exit gates will open."
Yeah Billy/Nurse will just love that since that's a free win at that point.
-When the second to last survivor gets sacrificed, both the survivor and the killer will have a 30 second grace period.
-During the grace period, both the killer and the survivor can see the hatch aura.
-The killer can close the hatch at anytime.
Gives the survivor/killer time to find the hatch. This is like a race and adds a spice to the end game for both the killer and the survivor.
-After 30 seconds from the second to last survivor being sacrificed, the killer can now see the survivor's aura but cannot see the survivor's aura when within 32m from the survivor.
Survivors can now juke/lose the chase since the killer has no aura reading on the survivor.
-Once at least a minute has passed after the second to last survivor being sacrificed, the exit gates will open automatically.
Encourages the last survivor to make a break for it and escape.
This will still happen if the hatch hasn't spawned in but for every generator needed to be repaired to spawn the hatch, the exit gates will take a additional 30 more seconds to open.0 -
starkiller1286 said:Nickenzie said:powerbats said:
@Nickenzie said:
redsopine1 said:Just implement a program that stops hatches from opening if a survivor is within 15-20 feet from it (the amount of times somone left there friend or kamikazied themselves and next second they hatch it is just shameful for ditching but also really commendable for the people willing to die so there fiend escapes
I like the idea the developers said, "When the 2nd to last survivor dies, the killer will be able to see the survivor's aura and after 1 minute... The exit gates will open."
Yeah Billy/Nurse will just love that since that's a free win at that point.
-When the second to last survivor gets sacrificed, both the survivor and the killer will have a 30 second grace period.
-During the grace period, both the killer and the survivor can see the hatch aura.
-The killer can close the hatch at anytime.
Gives the survivor/killer time to find the hatch. This is like a race and adds a spice to the end game for both the killer and the survivor.
-After 30 seconds from the second to last survivor being sacrificed, the killer can now see the survivor's aura but cannot see the survivor's aura when within 32m from the survivor.
Survivors can now juke/lose the chase since the killer has no aura reading on the survivor.
-Once at least a minute has passed after the second to last survivor being sacrificed, the exit gates will open automatically.
Encourages the last survivor to make a break for it and escape.
This will still happen if the hatch hasn't spawned in but for every generator needed to be repaired to spawn the hatch, the exit gates will take a additional 30 more seconds to open.0 -
@Nickenzie said:
Yeah, because I have No Mither. The moment that I walk away, the killer can just hit me out of hatch range and that's it, GG. Additionally, I don't know any survivor main who loves doing 240 second skill checks and that's what I'm trying to tell you, it's just boring! Every time the killer reaches the hatch first, I'll let the killer sacrifice me. Period.Then stop running No Mither
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ToxicTapp said:
@Nickenzie said:
Yeah, because I have No Mither. The moment that I walk away, the killer can just hit me out of hatch range and that's it, GG. Additionally, I don't know any survivor main who loves doing 240 second skill checks and that's what I'm trying to tell you, it's just boring! Every time the killer reaches the hatch first, I'll let the killer sacrifice me. Period.Then stop running No Mither
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All i see is a killers Ego too large to let the game end.. You already won.. let one go and move onto the next game
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How.. he cant hit himself into the hatch? What do you want him to do.. DC?
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Orion said:
@CornChip said:
All i see is a killers Ego too large to let the game end.. You already won.. let one go and move onto the next gameAll I see is a Survivor's ego too large to let the game end. You already lost... let it go and move on to the next game.
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It's not like there's a Killer standing beside the hatch or anything...
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@Nickenzie said:
What? I let him mori me because I would rather move on and go to the next game. After all, getting sacrificed doesn't equal to getting not pip'ing lol.I was just showing him that his argument goes both ways.
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Orion said:
@Nickenzie said:
What? I let him mori me because I would rather move on and go to the next game. After all, getting sacrificed doesn't equal to getting not pip'ing lol.I was just showing him that his argument goes both ways.
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