Old Hatch & Key
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Honestly I could care less about MMR. I see it as an imaginary system that doesn’t really have much impact on matchmaking. Matchmaking is a mess in of itself and you can never guess the behavior of your teammates or killer in game. The Killer that camped and tunneled last game could farm and be friendly the next. The teammates that take aggro last game can easily be hiding all game doing nothing. So MMR is just a thing that influences so little in my perspective. I just honestly want another scenario to add pressure in the game once it’s down to 3v1. I would be ok with what others have stated hatch spawning at 2-1 gens left on map and keys working to let 1 survivor out at a time.
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I would be agaisnt this change, as more a killer player; as the old Key/hatch mechanics were busted in allowing Survivors to prematurely end games quicker before they even do enough gens or allow multiple Survivors to escape together before the killer has any chance to stop them.
But, if you wanted to make it come back; I have a few conditions:
*Removed Hatch offerings/ Fix the hatch spawn bug: I do not like the fact they can used the offering to cheeky know where the hatch is; plus there is a bug to allow to slightly float on top of the ground, which a good indicator that is where the hatch is spawn. Fix that and removed the offering!
*Key should not be allow to bring more then one Survivor, unless they created a brand new addons to allow that.
*Hatch should never spawn, if the Survivors haven't completed their objectives (5 gens), are still alive; but I would be okay, if the hatch is more likely to spawn faster depending on the amount of Survivors in the match left, the progress on gens, and if the game detect a key in the match. No Key, no hatch spawn until the gens are done or there is only one Survivor left.
*there should be a match timer, in which the Hatch will spawn in; like 10-15 minutes; when a key is brought into the trial. It will get delay, if the game detect a key and is found in a chest later; as well as be predetermined depending on the gen progress and surviving Survivors left.
*Minor buff for killer, but... I want Hatch Grabs to come back please.... it would be fun if I can Yonk a cheeky Survivor as they jump into the Hatch or grab them as they crawl into the hatch and be dragged away from the hatch. Alternative towards closing the hatch in front of their face, but more fun.
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The first point is false. Old hatch mechanics required 5 gens completed, minus 1 per dead survivor. So if you hard camped out or tunneled the first survivor and the remaining survivor's popped 4 gens, hatch would spawn. Survivor's did complete 80% (in the 4 gen sense) of their objective, and with 25% of their team removed, they did more than the 75% they should need to.
Camping is the killer cheesing their objective, similar to hatch escape which is considered a tie btw, resulting in a net win for killer. Does that not feel like a win? Well it also doesn't feel like a win for survivors to only have 1 person die from facecamping or immediate tunneling off of hook.
To the "avoid getting hooked entirely" argument, the game is designed around survivor's going down in chase - eventually. They might get 3 vaults on a window, or use every pallet on the game, but they are designed to go down. The only surefire way to not get downed, is stealth. Good stealth plays are the most frustrating thing for killer to face because they are so effective. "Oh I looked behind the 3 rocks in the area but you were behind the 4th" or "I didn't circle twice so your Self-Aware walk speed hid you the first rotation" is some of the most detrimental things to happen for killer. All the killer's time wasted there is all the remaining survivor's time able to progress the game, and since you aren't in chase you can't at least guarantee they will eventually fail. So unless you want everyone to be god-tier stealth gamers in order to play I would refrain from using that logic or claims.
This is a good bandaid mechanic because of the ease of implementation. It is a bad long-term solution however, and I hope they fix the numerous problems causing the bandaid to be required.
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If you bring back old hatch and old keys, og moris are coming back too
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Says who? You can do some things without others. I can walk a mile and that doesn't force my neighbor to do a backflip. You can request it separately, but the issue at hand is an idea to punish early kills with an early escape venue.
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The equivalent of the old keys were the old moris. Are you allowed to escape with your friend if you have the right key even if you not completed the task required? Well the killer now is allowed to kill you even if he do not completed all the hook stages because he has the right mori.
Trust me, noone will have fun in this kind of games.
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I def had more fun w old hatch key and mori. And secondly bringing back old hatch/key doesn’t necessarily require to bring back old mori. Devs can do one without the other. As it stands a 3v1 with 5-4 gens left to complete means killer has already won. This game needs more balance mid-game in determining outcome of the match.
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Oh, so you want the old keys but not the old moris right? It sounds definitely FAIR!
Why not even the old vacuum pallets? Or the old BNP? I am sure you will have a lot of fun with them so why not?
It's not that also the killer happens to be a human being that deserve to have some fun, why do not start with 4 gens already completed?
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The good old days of DBD. I do miss those times. The game was a lot more fun back then. Well, without the 1 hook moris that is.
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