How About A Reverse Hatch?
The hatch is designed to give survivors one chance to let the game not completely run to the killers side, to let at least one get away. How about having it do the same for killers?
If all three survivors escape through the exit gate they will be blocked and the hatch will instead open. The killer will be slowed 5% and the survivor will be given a vague indicator as to where the hatch is (Ie an arrow pointing in its general direction), this is to make the interaction more survivor sided. Upon being closed the standard egc will start and the survivor will have to reopen the exit gate. I also feel the need to clarify that it will NOT happen if the killer has gotten a kill during the match.
Edit: Theres a lot more dislike towards the hatch than I would have thought.
What do yall think?
Comments
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Weird concept.
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I can't tell if thats a good or bad thing lol.
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Sounds about as bad of an idea as the hatch we have now is.
They're both literally just a freebie pitty reward.
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Idk honestly. It sounds weird on paper but i got no idea how it would be ingame. Like, the poor meg that also was at the gate, but stayed till the Ende has to reopen the gate now?
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Thats true, but thats only if the killer gets to the hatch first. Thank you for the feedback.
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I don't see what the point of this is.
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I thought this was going to be a hatch for a killer. If the match was going really poorly a hatch would open for the killer and he'd get a bunch of bloodpoints and escape the trial. Survivors would then have to complete the remainder of the trial without a killer present.
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Same point as the hatch but for killers, to give killers one last chance to earn a kill.
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If it was a killer perk maybe. On second thought, no. Not even a killer perk.
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I dont like participation trophies and that's essentially what this and hatch is.
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Imagine the Clown just jumping into the hatch and getting stuck.
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Nevermind, the reverse hatch mechanic is stupid. We need this instead! I can already imagine PH jumping in and getting stuck.
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It makes sense it deals with the idea that killers are entitled for a kill. But I think killers deserve a guide as well so Then its whoever gets there first and earns it
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I like your idea, and I also thought of this cool killer perk that would add a third exit gate that seems normal but once you opened it up it's fake and blocked by the entity
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I think this is not needed.
I find several problems:
First, there is no real advantage, it just resets the egc phase which could lead to an unnecessary wait I don't want it as a killer tbh. If the team stomped me, the last one (probably the boldest and most toxic player), will stay to start a chase i am not going to win (with the addition of reduced speed), to end in the hatch. If I get to the hatch first, he could open the gate because he has extra time with my reduced speed. What a torture for the killer! Is this suppose to be an extra opportunity for them? Just imagine the walking simulator it would be for killers like our favorite witch...
Second, if the survivor knows the location of the hatch even just which side of the map, it would be too much advantage. Survivors and killers have almost the same movement speed, the difference is not enough to compensate the lack of information of the killer.
Third, it is named reversed hatch but the mechanic is exactly the same as the survivor one. It feels like another hatch. It could even save last survivor in certain situations. One survivor is hooked far away from the gates but near the hatch (pretty well hidden), the other 3 escape, last survivor unhooks (with perk or pure luck), runs to the hatch which is discovered thanks to the notification info, free oportunity of escape and easier than normal hatch.
Forth, synced escape meta. To avoid this phase, survivors can escape at the same time and problem solved. This would only give an extra tool for SWF to be extra annoying if they like and extra frustration in random lobbies (the last one assuming this mechanic would work).
I think it is possible to create a mechanic for killers to make a kill easier if all the survivors are about to escape. But let's be honest, as killer you don't need or want to secure your first kill, at most you would want the last one, enough for a tie or an entire team kill.
Also the reverse of the hatch mechanic would be an instant win option that props with certain requirements that show you did enough to get a chance. That would mean for example: kill 4 survivors in one go if you have hooked everyone 2 times and the last gen is finished, if you get to hook one, the rest are killed by the entity. This doesn't make sense for killer side as much as survivor side, because in survivors it was though as a tool for solo survivors to compensate for a bad team composition.
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Killer: Ah see ya kid I'm outta here ✌️
Survivor: Wh-
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The Hatch helps keep the game from going on indefinitely.
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Yes, but its other purpose is to give survivors a last chance to escape.
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Its main purpose these days is to bring the game to a close, I would say.
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Where'd this ever make a difference?
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Yes, it brings the game closer to ending by giving survivors a chance to escape. I'm not trying to argue what its main purpose is.
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Accompanied by his pallet stun sound.
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The hatch is just as much a gamble as anything else in the game is. It all comes down to strategy and the killer can negate survivor’s advantages pretty easily. Someone carrying a key into a match? Use Franklin’s Demise. Don’t final hook the second to last person without knowing where the hatch is first. Yes, sometimes a bad player can stumble upon an open hatch and escape, but it’s just as much your fault for allowing it to happen.
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Franklins doesn't counter keys and is a wasted perk slot.
Slugging the last two people to prevent the hatch is why people do it. No one enjoys it but it's a forced play style because hatch exists. That isn't good.
Sure I can play like a dick and drag out the game while one person bleeds to death and the other guy just sits on the opposite side of the map in a corner waiting for him to die. That isn't the kind of game play that should be encouraged. Nor does it actually solve the issue.
There's very little strategy with hatch at all. If the doors aren't close it's a free escape for the survivor unless he plays dumb.
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Solid idea. Balanced. We won't see it in game though lol.
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Franklin’s doesn’t remove the key from the map but it can make it difficult to relocate once dropped.
If the remaining survivor doesn’t want to heal the dying survivor while the killer hunts for the hatch then that is a personal strategy, but it only makes the killers job of locating the hatch easier. Don’t see the big deal either way. Nobody is owed anything.
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If you’re really paranoid about the last person escaping via the hatch, these are the perks I’d use as the killer: BBQ & Chili, Iron Maiden, Franklin’s Demise, Insidious. Maybe swap NOED for Insidious and play a stealth killer instead.
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It brings the game closer to ending because it prevents the last Survivor from being able to hide indefinitely and dragging the game out to infinity and beyond (since the Killer can close the Hatch and start the EGC). The reverse hatch you propose doesn't add a benefit to the game.
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Yes, I understand that, I'm not trying to argue that thats not what it does, because that'd be a stupid thing to argue. But it also serves the purpose of giving survivors another chance to secure at least one escape. The benefit to this isn't to make the game end faster its to give the killer a similar benefit.
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If the game got to that point the killer earned his win. That is owed.
Getting a hatch at that point after you lost is getting something you aren't owed. It wasn't earned.
Also the scenario you describe about the killer getting free time to find the hatch while the last guy hides is pretty invalid as now the killer closes it and the survivor gets a free gate open unless he literally plays dumb.
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I don't see what benefit that gives to the game as a whole.
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You don't have to, I think it would make the game far more tense in the situation that the killer is getting steamrolled, having one person need to fend for themselves and get hatch first.
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Not really. 1k and 0k isn't much of a difference to me, much like how 3k and 4k isn't much of a difference to me.
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Thats fair, but for me a 1k can be the difference as to whether or not I depip. I'm also trying to look at this from the survivors perspective, now your trying to find hatch rather than walk out the door. Thats just me though, I see where your coming from.
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The game isn’t done until its done. And despite what you say there is still an element of skill in finding the hatch and escaping, or opening the gate once it’s closed (which usually involves stopping and hiding once or even twice midway through). The killer isn’t owed anything and if you’re not taking into account to inevitability of the hatch spawning and opening then that’s on you. The odds of a completely useless, do-nothing survivor finding the hatch and escaping are generally pretty slim. Either way, it’s considered a win for the killer. The entity is still pleased.
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Nothing is owed. The game isn’t over until it’s over. And despite what you say there is still an element of skill in escaping through the hatch. A totally useless, do-nothing player is going to have a hell of a time surviving to be last, never mind escaping without help. They still need to know map layout, likely spawn points, and what to listen for. Doing it under the radar isn’t all that easy. And if the killer finds the hatch first they still have to have the patience to be able to stop opening the gate once or even twice midway through and hide before the killer shows up. The fourth kill can be tricky, but that’s the game. If the hatch isn’t fair then neither are moris.
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Pls with saminations killer voices
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I'd rather have a pedestal or shrine(maybe like the ones anniversary crowns were on) appear when the gates are powered.
If all 4 survivors are alive, it emits a noise similar to the hatch.
If the killer finds the pedestal, they can activate it and cause the endgame entity effect to claim 1 random survivor. When the animation has finished, the remaining survivors automatically escape and the match ends.
If a survivor finds the active pedestal first they can activate it to gain a buff "immunity to the entity" which removes them from the random selection pool of the entity. If all 4 survivors activate it then it stops emitting sound and powers down.
Maybe add a skull hidden somewhere on the map during the match and if the killer finds it the pedestal is revealed early and they can use the skull to 'power it up' and use it mid match (regardless of survivors remaining) or even after survivors have all deactivated it rather like a key.
Just think, then we could have Rift challenges to kill 5 survivors by activating the pedestal which means the killer has to make sure all the survivors live until the gens are powered.
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