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Keys and Hatch should not be able to do this

Here is me as Clown against a SWF Group of Survivors(with OoO btw) who had one key on the lobby. For most of the trial they play it normally, Doing Gens and Etc. But when the hatch spawns they suddenly ignore generators and roam the map like dogs sniffing the hatch out then when they did find it this happens.

(TL:DR/DW: Survivors ignores the objective because Hatch spawns, Felix opens Hatch, Meg gets down, Clown Closes hatch, Meg gets up with adrenaline, Killer stops Meg from using Key from opening the hatch again, Meg Dies, Killers camps the Hatch that will open again and Ace takes Meg's Key, T-Bags and escapes from the Hatch again.)

Like okay fine, being able to open the hatch with a key and escaping instantly is fine(I guess), finding another Key with Plunderers while bringing a Skeleton Key is another thing. Also why does the hatch open again after Survivors opens it? Why does Plunderer's give you a generous amount of chance to get a Key? IMO All of these seems unfair to be honest. All 3 Survivors on the video would have escaped if they just bodyblocked for Meg properly.

Comments

  • jzizzle765
    jzizzle765 Member Posts: 14

    I feel your pain. 2 weeks ago I had 3 games in a single day that 3 different sets of 3 survivors three gened themselves, all left via the hatch with keys they found in chests. Booted the game up today and the same thing happened first match again except I got the baby dwight that was busy teabagging while I closed it right in front of him. Turned the game right off after and done until stuff starts getting fixed like keys and match making.

    Key rework is so simple too, just let the key holder escape and no one else or don't let the hatch spawn in til gens are done. Right now it's a get outta jail free card for when the survivors screw up.