Remove hatch mechanic
And replace it with this:
once the 3rd survivor dies or is sacrificed, the following this will occur:
- Depending on the number of generators completed, a number of pallets on the map will be reset/respawn.
- 0 Generators completed: No pallets are reset
- 1 Generator completed: 15% of pallets repsawn
- 2 Gens: 30% of pallets respawn
- 3 Gens: 45% of pallets respawn
- 4 Gens done: 60% of pallets respawn
- 5 Gens done: Aura of the exit gates are revealed for 2s every 10s for the last survivor. No pallets respawn however.
- The last remaining survivor will scream every 5-8s revealing their location. Having calm spirit will instead reveal the aura for 1s. Hiding in a locker will reveal the aura of the locker for 1s when the survivor would have screamed. If the survivor is within 32m of the killer, they will not scream or have their aura revealed.
- Note: If all 5 generators are done when the last survivor dies, the last survivor will not scream or have their aura revealed.
- All Generators are blocked.
- If the survivor is able to evade the killer for 60s, both exit gates have their aura revealed to the survivor, and both exit gates immediately open and the survivor can escape.
- If the killer downs or grabs the survivor, they are instantly sacrificed to the entity.
- EGC begins after the exit gates are opened.
Benefits of this system:
This should greatly reduce the need for killers to slug for the 4k, which is something that both sides find extremely unfun and annoying.
This will also make it so that survivor will almost never just hide in the corner waiting for the other survivor to die, b/c if they want a better chance of surviving the 60s with the killer, they need to do more gens so that more pallets respawn.
Keys are nerfed.(Yes yes moris should too)
No more free escape for the guy who sat in the corner waiting for their teammate to die.
the last two survivors are still rewarded for trying to complete generators, even if very few are completed.
Comments
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There should be 2 hatches
wait hear me out
There should be 2 hatches, 1 lets the survivor escape , the other leads the survivor to be hooked in the basement, the survivor dosnt know which is which, so you have a 50/50 chance of escaping.
This will mean having a key doesn't mean an automatic escape
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Honestly wouldn't mind something like that. If the survivor can run the killer around for 1 minute and then escape, it means the survivor was able to outplay the killer for that minute and manage to get to a gate.
It would mean skill is more important than the luck of who finds hatch first and the RNG of if doors are close (killer sided) or far apart (survivor sided). The only downside I can see is survivors 'outplaying' the killer by dropping all pallets early and killers 'outplaying' survivors by bloodlusting at pallets.
I swear, I saw in an old stream, that the devs original EGC idea was that a survivors aura would be revealed to the killer and then the survivor would have to last long enough for the gates to open automatically. Instead they went with this RNG/luck/slug for 4k/DC for free escape mechanic
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For at least the last survivor hatch, what if you had to do X actions for the hatch to open? Like successfully have repaired a generator and unhooked or healed someone. That way you don't get rewarded for hiding in a bush until everyone dies. And if you fail to meet these requirements, it does what @FattiePoobum said and just transports you to the basement hook?
The requirement shouldn't be too hard or anything, don't need people to be top tier hardcore boys just to use the hatch, but having contributed at least X much (and have different sets of requirements, like if you didn't do any gens but won some long chases or unhooked a lot of people, all that would be fine, too) before being able to use it would encourage survivors to do better.
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EGC already brang everything to help killers, hatch suppression thus being counter productive towards the wanky lore of the game removes a survivor mechanic towards an end game already more than killer biaised.
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How did egc make endgame "completely" killer biased. It is just a timer to force survivor to leave at some point.
If a survivor is in chase, on shoulder or on a hook, the timer comes nearly to a standstill. The timer then last way longer than a survivor needs to die on hook even being camped (which the killer mostly did even before egc), so survivor still have enough time to try a save or two. The only difference is that survivor don't have infinite time to stay in game for saves etc.
About the killer being able to close the hatch. Hatch standoffs weren't fun for anyone, even impossible now with dedicated servers since grabs are not working right now.
And tbh lore or theme wise I simply can't see how a survivor would escape with the killer being at arm's length.
Maybe it would have been better themewise to make the killer-survivor interaction on top of the hatch always a grab but the killer can't close the hatch. But being able to escape just by getting invulnerable after a hit was bs. In any slasher horror film (which this game is themed after), the killer would give a survivor standing still in front of him the trapper/Wraith Mori treatment.
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