These hatch complaints came out of nowhere.
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Yeah...
Last night I had a game on Lery's where I ended up slugging 3 people just because of an obnoxious flashlight-wielding Dwight being in my face constantly, so I was a little leery about picking one person up before I had him down.
So I hooked two people, but the last guy was an Ash and I didn't feel like he really deserved the three minutes he ended up on the floor just because the Dwight was so annoying. So I planned on giving him the hatch, but he just kept wiggling. Argh.
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Honestly, it's so triggering lol.
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And I got another game with a key, pretty irrelevant.
Keys and mori's are another issue though.
I like Emptycups idea though.
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The vast majority of forums I've ever been on has Mods close any threads when they are duplicate topics like that. I'm kind of shocked this place doesn't do that too.
So many actual interesting and unique topics get buried immediately because every user who wants to complain about NOED or The Hatch or Freddy being OP or "insert flavor of the week" decides they need to be a super special snowflake and create their own thread about it instead of talking about it in the dozen of threads that already exist.
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There are only 2 things that need to happen with the hatch:
- The hatch needs to open as soon as the third survivor is sacrificed NOT after the full animation.
- The exit doors need to spawn further apart. Despite what killer mains have said in this thread, 9 times out of 10, the doors spawn too close together. When you have killers that can go invisible (Wraith, Spirit) or have no terror radius (Ghostface) or can travel fast (Billy, Demigorgon) or set traps (Hag, Trapper), etc., close exit doors are incredibly killer-sided. It's not impossible to escape in that scenario, but the opportunity is dramatically reduced with very little work required on the killer side.
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Imagine talking about "very little work on the killer side" when discussing a mechanic that's giving you a chance at a escape despite your team failing at their objectives and the killer having killed everyone else.
That'd be like me saying that it takes "very little work on the survivor side" to run through gates once opened.
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Not necessarily, Bovinity. You assume that the survivor "team" played well or at all. It is not uncommon, especially with the DC penalty, for multiple survivors to suicide on the hook (or DC despite the penalty). Likewise, there are many solo survivors. Perhaps that solo survivor played well and is now punished because the gates are too close together and there is no counter to an invisible Wraith or traps set at each door. Yes, you can try to counter it, but the odds are against you that you will be able to get that door open. A minimum distance apart for exit doors would help.
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Nah, just saying in case you messaged in the meantime and I was busy doing the big boi immersed plays. (Just to say it was a freaking Iri Huntress, but it was kinda fun despite us getting swiped off of the earth)
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You see, if you're talking about me, I made a thread because I wasn't going to copy and paste my answers, and it's better to create a thread and see who agrees and disagrees, and to come to a solution.
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In case you didn't notice, I don't think creating favourable scenarios and THEN claiming the 1-person-endgame is anything but random is fair. You use whispers, well congrats, you don't mind keys, well congrats, it's still random and doesnt need a special little scenario created where you have whispers and the survivor doesn't have any way of tracking hatch and you are on a map where you know all the spawns and the survivor doesn't find the hatch first and the doors are close to the hatch and the survivor wasnt waiting by the gate and they didn't have wake up or spine chill or both...
Just because Whispers is a decent perk and Left Behind is laughable doesn't change the scenario: in fact, Left Behind is stronger than Whispers in a hatch search. There are a number of injectable perks, add-ons and killers that sway the scenario, but to look at it as anything other than its most basic form is extremely silly.
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One question then: How would you change the Where did they go?! Achievement?
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Take it out
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I mean, a lot of complaints come out of nowhere. Remember Spirit? Maybe one complaint post every now and then, then came the announcement of the Nurse nerf, and suddenly, two thousand posts on every page about 'omg nerf Spirit so op broken I dc every time.' Following her, came the Plague hate wave, followed by Freddy, and as of last month, DS, BBQ, and Billy.
The only thing I want changed with hatch is the hatch tech. Dcing for hatch shouldn't be a thing.
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LOL when people finally give up. ๐ GG ๐
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Except it isn't a roll of the dice as to who has the upper hand in these completely random scenarios.
Hatch:
Yes, it can spawn a number of places. Where it is in relation to the Killer/Survivor is "random". However, it typically spawns while the match is still in play. When the Killer is freely traversing the map, patting and chasing survivors. Meanwhile survivors are stealthing specific areas of the map and skirting around it to finish gens. The Killer has a lot more opportunity in their travels to see it in advance. After that, in end-game, if there is only 1 survivor left usually the killer has already seen it and can close it right away...and if neither knows where it is, the killer has more opportunity to find it, as they can -again- freely traverse the map without having the slowdown of having to stealth and be cautious, and in addition are naturally faster than a survivors too. It used to be a 50/50 shot as to whether or not you'd get hatch or subsequently the killer would get the kill. Now, its completely tilted in the Killer's favor and I would bet real money on those statistics.
EGC:
Doors are RNG, however, doors almost always spawn perpendicular. So they are naturally fairly close together. In addition, maps whose door spawn used to be solely across from eachother, Lery's, was changed so that even it will spawn them perpendicular to make it easier for Killers to pat in end-game. There is a small chance you can 15% the gate, wait for a pat, and then try to get the additional 85% but that happens pretty rarely on most maps, since Killers don't often have to walk entirely to either door to see you with the amount of dead space between doors. Sometimes they are close enough together that the killer can walk back and forth a couple feet to see both handles the entire time. This is before you factor in the number of high mobility killers who can pat both doors easily before you could possibly finish 85% of a door, and unlike the old days, you can't simply tap a door, hide, wait, and come back because the EGC timer doesn't allow nearly enough time for this stealthy style of game play. If you don't get your 85% off the first time, you're guaranteed dead either to the Killer or the entity. It is pretty much certain death in the majority of cases.
My statement doesn't negate RNG. Solely calling it RNG negates the advantages that exist for Killers during this portion of the game.
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Nah fam, hatch stand offs were the bees knees. ๐
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Last 3 games of the night, final survivor got the hatch after hiding while the last 2 people died.
Sure, it's totally not helpful to survivors at all.
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Didnt help the 2 that died lol
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Right? It's an extremely selfish mechanic sometimes.
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