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Proposed Hatch Nerfs

flashlight101
flashlight101 Unconfirmed, Member Posts: 9

Hatch gives an incentive for selfish play due to how easy it is to escape through it. DBD is a coop game and Hhatch escapes should be harder to accomplish to promote completing the objective over immersive playstyles to get a hatch escape.

The proposed nerfs are as follows:

1) Hatch should be closed and can only be opened using a key. If the survivor does not carry an iri key it needs to be forced open with an opening time penalty proportional to the amount of gens left I.e. 4 gens left means longer opening time.

2) Hatch's location is revealed to the killer but not the survivor. Killer's have more of a chance to achieve 4k which is fairer over a survivor who might have not played well getting a free escape. There is a fixed animation to force the Hatch open or an iri key can be used to open it instantly.

3) Hatch is totally removed. Survivors can exit via exit gate with animation penalty directly proportional to the number of gens remaining, similar to point 1.

All of the above seem very reasonable suggestions which should be considered. As a killer main, I find it frustrating when survivors get a free escape through hatch just because they found it first. I know that survivor mains will not like these suggestions which are, objectively, very diplomatic.

Comments

  • Nos37
    Nos37 Member Posts: 4,142

    Leaving through the hatch is not an escape. It counts as a draw.

    Endgame perks that activate when the hatch is closed should ALSO be proportional to gens completed. NOED punishes survivors who do 5 gens but not all 5 totems. Therefore, NOED should only activate briefly if the survivors did not complete all 5 gens and the hatch was closed.

  • mikewelk
    mikewelk Member Posts: 1,669

    If there's one generator completed and only one survivor remaining alive, then MMR has clearly failed to fulfill its purpose. In such a case, why should that sole survivor suffer the consequences? Because they might have played bad? That doesn't justify such a drastic change to be implemented.

  • flashlight101
    flashlight101 Unconfirmed, Member Posts: 9

    It is a coop game and hatch is way too easy of an option to not be exploited. I.e. 2 survivors remaining and one if not both play super immersed to get hatch. Hatch exitshould be very hard to accomplish and not an easy way out.

    I know that many survivors will not like this change but it is healthy for the game. The objective is escaping as a team not as solo. If that is an option it should be made harder to promote team work.

    Also getting 3k instead of 4k and having one person escape so easily just does not seem right. Play better as a team.

  • flashlight101
    flashlight101 Unconfirmed, Member Posts: 9

    Slugging highlights the issue of the hatch existing. Games get dragged on just so the killer can achieve a 4k.

    However there's the issuw that if you slug survivors often let the teammate bleed out and go for hatch. It is not as simple as you say. As mentioned before, if hatch is a thing it should have an opening animation which lasts depending on the number of gens left. You cannot get more fair than that.

  • flashlight101
    flashlight101 Unconfirmed, Member Posts: 9

    Regardless of whether it is a win or a draw, the survivor still escapes and the killer does not get the kill. I see that as a loss of a kill.

    I don't run NOED personally but as soon as survivors see that the killer has NOED they look for the totem and it does not stay up long, unless it is in a position where the killer can defend it.

    Also you need to consider that the killer has given up a perk slot the whole match for endgame and the totem can be cleared. I don't see an issue with that as there is counterplay.

  • LazyClown
    LazyClown Member Posts: 173

    Hatch is still in the game because of achievements alone, it's not going anywhere.