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Hatch Redesign

The Hatches main goal is to allow a good survivor to have a chance to escape with a bad team. That is a fine design goal to have, however the Hatch does not currently achieve this. Right now it is:

A: Unsatisfying for both sides (ex: Hatch standoff, Getting out of a chase for free, ect)
and
B: Doesn't properly test the survivor's skill

It isn't ALWAYS unsatisfying. When a survivor gets to the hatch before the Killer finds the hatch or the survivor you feel like a ghost, and the Killer can honestly admit to losing the kill fair and square. However when the survivor can use the hatch to cheese out of a chase right when the killer is in lunge distance or when a Hatch standoff happens, you just feel cheated. So, proposal:

  • The hatch will be invisible to survivors without a Key or Map until there is only 1 person left. This makes it impossible for them to find it early and camp it, the killer still can see it and we will balance assuming he probably knows where it is by endgame. No change for anyone with the Map or Key items even with no add-ons

When the hatch unlocks (same requirements as now):

  • It pops slightly open but not all the way. It still makes the same sound
  • The survivor must preform a channel to open it the rest of the way (very short. Like 2-5 seconds) and will preform the normal jumping animation after doing this
  • The survivor can be grabbed while opening the hatch and being hit will interrupt this
  • If the Killer gets to the hatch first he may block it. This action takes about as long as the trapper placing a trap (looking down animation included) and may not be cancelled. A blocked hatch will have a visual indicator showing that it is blocked This does NOT prevent the survivor from using the hatch. Instead:
  • The Survivor must first preform another short channel (2-5 seconds) to unblock it before opening the hatch. This removes the block but also gives the killer a sound notification when you start this channel. The killer may reapply the block as many times as he wants but would give up any chance to initiate a chase by doing so
  • The generators can no longer be regressed and the Gates will be powered 1 Generator sooner, thus if the final survivor was killed with 1 generator remaining then the gates would be instantly powered

Sure a good survivor with a bad team should have a shot at winning. But that survivor needs to PROVE himself as better than the Killer. Not good at doing gens? You won't be able to get the killer away from the hatch for long enough. Not good at stealth? You will have a hard time avoiding a chase. Not good at chases? Then you are screwed the second he finds you as you won't be able to get the 3ish second lead you need.

A survivor that is better than the killer has a shot at winning still so they won't rage quit. A Killer can properly punish a survivor trying to cheese the hatch so he doesn't feel cheated and can get 4k's without having to waste people's time by slugging. And most importantly the entire thing is suitably climatic and tense for everyone involved

Comments

  • Magnus13
    Magnus13 Member Posts: 74

    Interesting. I’m not sure about the one less gen, but maybe have it so the last survivor repairs 40% faster without perks and add ons.

  • NuclearBurrito2
    NuclearBurrito2 Member Posts: 262
    Magnus13 said:

    Interesting. I’m not sure about the one less gen, but maybe have it so the last survivor repairs 40% faster without perks and add ons.

    Having it be 1 less generator means the Killer can't 3 gen (where he camps 3 gens thus not allowing significant progress). Particularly important if the hatch is near the 3 gens and definitely more important than a speed boost that already has a dedicated perk (which should probably be buffed regardless of these changes)

    Should probably mention that 1 less generator is already a 20% speed buff plus the part about them being unmanageable