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Pending hatch update is extremely detrimental to state of the game

PalletsAndHooks
PalletsAndHooks Member Posts: 989
edited October 2021 in Feedback and Suggestions

Keys got a slight nerf with a delay in opening a hatch, however, it is the hatch that was nerfed. This keeps keys relatively in the same spot they were before this announced upcoming change. For what reason the hatch is being nerfed is still unknown to me. This change is a detriment to the state of the game for the following reasons:

1) Once the killer kills off the first survivor, the game begins to derail. The absence of the hatch means there won't be a known possibility of escape for the remainder survivors. As a group they have no choice but to work on generators or wait for their team to continue to die off in order to escape. There is no incentive to unhook during the late game, rather, there is a greater incentive to keep another survivor on the hook, so that their death is expedited.

2) Once killers catch onto to this new meta, there will be a massive increase in slugging behavior. Killers now have complete control over if a survivor has the conditions for escape. When the survivors begin to fall behind on generators, slugging becomes incredibly fatal. There will be a massive increase to 4K's overall.

3) At the same time, disconnecting will likely spike up again, irrespective of the consequences. Nobody particularly enjoys slugging, and although there are perks directly in response to slugging, it will not be fun.

4) Keys have not been "fixed" as a result of this upcoming change. Once the update is live, keys will be a symbol of toxicity between survivors and any killer will know to slug once they are able to get ahead in the trial.

In conclusion, it is easy to find these pending changes to be short sighted and a detriment to good sportsmanship and team conduct. Without an accessible alternate means of escape, there is only one objective available to more than one survivor. Without that same accessibility, final survivors may be denied the hatch via slugging, or they will deny their remaining teammates an unhook in order to secure the conditions necessary for the escape.

Do gens or die. Keys are toxic. Hatches will be slugged. I fail to understand the dev team's changes. It appears to me that stripping conditions of victory from the survivors is a counterintuitive approach to finding a solution that works. Solo queue will suffer immensely and SWF will undoubtedly come up with clever workarounds, such as disconnecting, in order to relinquish this kind of control from the killers.

While many, and myself, have a sound suggestion for the dev team about keys, it appears these suggestions are going to be otherwise ignored in favor of a fundamentally flawed change to the hatch that simply does not address the complaints warranted about keys.

Thank you.

Comments

  • SasukeKun
    SasukeKun Member Posts: 1,858

    I agree, there wasn't at any point a time where the hatch needed to be like this, it should have had this change a long time ago. Click and win crap will soon be gone

  • SabunoHakia
    SabunoHakia Member Posts: 465

    Remove the hatch delay when opening keep all other current aspects with requirements of the key and only one person is allowed out that hatch. Then I am happy. I am done with half the group usually getting lucky and teabagging their way out of nearly 2 of 3 gens.

  • SabunoHakia
    SabunoHakia Member Posts: 465
  • SabunoHakia
    SabunoHakia Member Posts: 465

    If solo que suffers because you didn't have a key? Maybe you should consider more practice and getting better I won't lie my family SWF group is a key reliant group I am finally happy that they can't just HIDE ANYMORE you know and let me the one who does most of the work die and just get out of the hatch because one family member is lucky. Being key mineset when rando que is bad.

  • GoshJosh
    GoshJosh Member Posts: 4,992
    edited October 2021

    Yep, you are absolutely right. The hatch got gutted more than keys. Amazingly, they also have yet to do anything to prevent the remaining survivors from stealthing around the map waiting out other survivors to die. They could have at least alleviated this issue for our killer players.

    I am someone with thousands of hours on PC since 2016 and mobile since release. On DbD Mobile, my solo queue teammates are almost always such potatoes that I have to run a key and hatch offering just to feel I can escape for doing my part. I am usually carrying the heaviest amount of gen work just to get the current minimum three gens done, while they are going down in 30 seconds or less every chase. Now I won’t even have that option to have some sort of personal escape and victory even if their matchmaking and player base is **** awful.

    Also, think how devalued the Black Silk Cord is with this change. 10,000 BP item (not including one other optional add-on) just to track a hatch if and only if you’re the last survivor in the trial. Lol.

    So yes, this will only exasperate the problem for survivors.

  • PalletsAndHooks
    PalletsAndHooks Member Posts: 989

    This is a solid response filled with understanding of the circumstances ahead.

  • FinnGilroy
    FinnGilroy Member Posts: 14

    Basically what you’re saying it ‘the survivors won’t have a chance to rob the killer from the win when the killer deserved the win’ and that’s extremely entitled. Change your mindset. Hatch needed a massive nerf.

  • Zarathos
    Zarathos Member Posts: 1,911
    edited October 2021

    What realm are you living in if you lose a teammate early and you have not put adaquate pressure on gens then that on you as a team. Dbd dosent do comeback mechanics. The closest to this is noed and unbreakable. Which both are to strong in there current iteration to be honest. Imagine if killer had a free pre nerfed mori after 4 gens were done it would be frustrating and awful to die to.

    Pre nerf Moris and keys are comeback mechanics that wins you the game on the spot they had to go.

  • RenRen
    RenRen Member Posts: 1,443

    I mean hatch needed a nerf too, I do think that keys needed a change that made it so it wasn't a "This guy is bringing a key, I need to make sure they die" type of thing but I don't think you can do that without making keys connected to hatch.

  • Yuhg
    Yuhg Member Posts: 50

    The Moris were nerfed because, in the developers words, it was unfair that you could just end the game that quick. Now if you want to mori someone they have to be on the death hook stage, wich is ok, i mean, they would die anyway but you don't have to waste time getting them on your shoulder and looking for a hook. But how was it fair that the game is not even finished whatsoever and then 2-3 guys escape the hatch and end the game? Keys are the moris of the survivors. If you want to escape with the hatch, it has to be when your objective is done and you can use that alternative escape route. If i have to get my objective done in order to Mori, then the survivors need to get their objective done in order to use the hatch. For me this change is fair, and i play both roles.

  • Nathan13
    Nathan13 Member Posts: 6,714
    edited October 2021

    couldn't have said it better. It's really sad how some people can't see the mori and key comparison.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Getting one hook and another down on the same survivor ≠ completing at least three generators + some survivors dying, or completing all five generators. Most reasonable people agree there was no need to remove the hatch spawning at least in the latter situation (all gens repaired).

    Killer’s don’t need to 4K every match. It should be ok if survivors have another way of escaping the trial besides the exit gates with a powerful, rare item and specific circumstances.

  • Nathan13
    Nathan13 Member Posts: 6,714

    having the hatch spawn at 5 gens done would've been okay too. But that's not the case now because of the where did they go achievement which was changed to escaping through hatch with a key.

  • Seraphor
    Seraphor Member Posts: 9,424
    edited October 2021

    The last survivor getting the hatch is absolutely fine.

    Survivors getting away because they completed their objective and opened the gates is absolutely fine.

    Even all or all remaining survivors getting the hatch would be fine if it required all gens to be repaired.

    What's not fine, is when the killer is doing everything they're meant to, everything right, by patrolling gens, running interference to prevent gens getting repaired, applying pressure by hooking and injuring survivors to slow down gen repairs... and then survivors escape anyway because they found the god mode button that instantly wins the game.

    You simply can't chase, injure and hook survivors (main objective), at the same time as pressuring gens (side-objective/counter-objective) AND find the time to also search for and guard the hatch at the same time.

    Survivors can't open exit gates without first powering them. In exactly the same manner, they shouldn't be able to open the hatch without completing their main objective either.

    The killer can't finish their objective (kill/sacrifice) without first fulfilling all prerequisites (2 prior hook states) regardless of whether they're using a Mori or not. So the same for survivors would be not being able to finish their objective (escape) without first fulfilling all prerequisites (5 gens repaired).

    It's not a win, it's a forfeit. You didn't escape, you just quit the game, and robbed your opponent of the chance to compete at all.

  • Viamont
    Viamont Member Posts: 304

    1) The incentive its so more people survive increasing the probability of the win, the less people the harder, thats the whole point of 4 vs 1

    2) As it should be, the problem here is that the survivors have had the control of the game for that to long when it should be the total oposite, even the DEVs have said multiple times the Killer should be the one seting the pace of the game, this just proves the entitled mentallity of survivors have and that they cant accept things shouldnt be under their full control

    3) Survivors DC left and right, be because they where the first to be hooked, they played bad and just want to denny the kill, because they dont like the killer they are playing againts and so on and so for, its nothing new

    4) Again thats a problem from the survivors side, they have been way to entitled to "me first" then screw everyone else if they can get out of the trial. Keys as they where just invited screwing over the killer more and more, this its more in line with how moris where nerfed, this is more balanced but again, survivors are to entitled to belive they should always be given all the tools and escape routes posible.

    Welcome to do gens or die, that has always been the whole point of the game, people just got to entitled to get as many alternatives as posible so they could avoid teamwork, if anything you are proving the survivors mentality at its core its the toxic one, give "me" the hatch, give "me" a way to escape, give "me" better perks so i dont get killed, the core of the survivors should be teamwork, but again, its all about "me" and "my" escape

    I will repeat...welcome to the core of the game, do the objectives or die, simple as that, keys as they functioned where pretty toxic so its a good thing they where changed. You say striping victory conditions, but i dont se you mentioning a way to balance it so the killers arent always screwed over, again you are just looking at this at the survivors point of vew, "they took something from me to win that made the killers work harder" instead of trying to find a compromise to both sides. And agai...KILLERS are the ones that are "supoused" to set the pace of the game, not the survivors...people need to stop tinking all things should be in favor of survivors