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A simple solution to the hatch standoff
I think the idea of closing the hatch was good, but I also think that survivors should be able to open it again. I'll explain myself.
Just imagine a situation where there is only one survivor remaining in the match. There are 3 possible situations:
1.) Survivor finds first the hatch. Nothing to explain here, they can go without any opposition of the killer.
2.) Killer finds first the hatch. The killer can have a 5 second animation in which he/she closes the hatch and go and search for the last survivor. The last remaining survivor can still open the hatch with another 5 second animation, the only thing that changes is that they will just have more issues to find the hatch since it's closed and they can't hear it anymore. Obviously the opening animation of the hatch can be interrupted by the killer, the survivor has to do this if the killer is not there.
3.) Both of them find it at the same time leading to a hatch standoff. In this situation the killer can procede to close the hatch in the 5 second animation mentioned before. The survivor can't jump inside the hatch while the killer is closing it, but they can use those 5 seconds and try to lose the killer or in the worst of the cases just make distance in case the killer chases them. If the survivor loses the killer they can go back to the hatch and open it again with the 5 second animation mentioned (again, if the killer is not there).
In case the killer camps the closed hatch (boring in my opinion but legit) the last remaining survivor can simply repair generators to power the exit gates and have more ways to escape rather than the hatch only. In this situation the last survivor depends on how efficient were the other 3 team mates repairing generators before dying, remember this is a team work game, it depends on how good you were all as a team to leave the last remaining survivor with 3, 2, 1 or non generators left to do. The more gens to fix, the more it favors the killer.
Comments
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You see this is the option even now
Repair gens if killer is there and doesnt see you0 -
Milo said:You see this is the option even now
Repair gens if killer is there and doesnt see you
The hatch skips up to 4 (1-3 gens plus 1 door) objectives they'd need to get before achieving their goal of escaping.
I dont even wanna get started on the standoff which is 100% avoidable by survivors and yet still favors them.
I like the concept the OP presents.2 -
@Raptorrotas said:
Milo said:You see this is the option even now
Repair gens if killer is there and doesnt see youDidn't want to use the triggering words but sadly survivors don't consider doing the risky route but consider themselves entitled to the shortcut that is the hatch.
The hatch skips up to 4 (1-3 gens plus 1 door) objectives they'd need to get before achieving their goal of escaping.
I dont even wanna get started on the standoff which is 100% avoidable by survivors and yet still favors them.
I like the concept the OP presents.
Yes, that's the point. Right now the hatch is slightly in favour of the last survivor. With this change the hatch would be in my opinion slightly in favour of the killer, and that's the way how I feel it should be.
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@Raptorrotas said:
Milo said:You see this is the option even now
Repair gens if killer is there and doesnt see youDidn't want to use the triggering words but sadly survivors don't consider doing the risky route but consider themselves entitled to the shortcut that is the hatch.
The hatch skips up to 4 (1-3 gens plus 1 door) objectives they'd need to get before achieving their goal of escaping.
I dont even wanna get started on the standoff which is 100% avoidable by survivors and yet still favors them.
I like the concept the OP presents.
Yes the survivors are entitled argument again that's not even remotely close to the truth and no the hatch standoff isn't 100% avoidable and only the survivors fault. It takes 2 to tango you know so it also takes 2 to have a hatch standoff.
It also doesn't favor them at all since the killer if they're just as stubborn as the survivor can ensure they never get out. If the survivor tries to jump in the killer grabs them thus it doesn't favor them, it favors whomever is more stubborn.
Also survivors consider doing the risky route all the time and sometimes it works and sometimes it doesn't. Billy, Nurse, Spirit, Wraith can all cover ground to that gen being worked on. If they're running Bitter Murmur (highly likely at red ranks), Tinkerer (hello Billy).
Then you have hag that can trap the living daylights out of the hatch area, Trapper that can toss plenty around as well. It's not so easy to just go do 3 or less gens to power the exit gates. That's especially true with bitter Murmur etc.
Wraith with all seeing eye, Pig and Myers with their aura seeing addons mean you won't get near that hatch and if you're ona gen they'll probably see you. Billy can run to that far gen and run right back long before you get to that hatch. Nurse and Spirit laugh at you trying to sneak by.
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I like your suggestion, but one condition. The Killer isn't allowed to cancel his hatch close animation halfway through. This prevents him from faking the hatch close while the Survivor tries to run, and gives the Survivor a chance to actually lose him.
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There is no easy solution for several reasons:
1 If you're stuck with a team that does absolutely nothing and you did 2 gens and maybe even lost the killer fairly good the devs wanna reward these players with the hatch which in those situations is fair
2 acknowledging the first point some issues rises. Like suicide to make a friend take the hatch or abusing in a way or another the system, like hatch camping etc
3 counting the first two points as facts you can figure out its hard to make the first point happen and deny the second without a total rework of the end gameEasy fixes doesn't exist, I can't think of a solution, a fair solution, for both sides since even the closing hatch can be abusable but for the killer part in that case. You have always to think how people can abuse a mechanic, its how internet works and any game tbh. They just should figure out a way to fix the end game entirely but granting a chance to survive to who did good enough to get that chance. The problem is find a good way to do so.
Even just your example, takes 5 sec animations for both sides and cannot be interrupted by the killer side. How can I abuse it? I spam the animation so he can't do ######### about, if he gets away i follow him. If the survivor goes too far I hit them if they don't I run back to the hatch since I'm slightly faster
How can I abuse it as survivor? I can hold him hostage until he just goes afk or get pissed enough that he starts to message me. I take that moment to get the hatch or just make the killer have a bad time because "he dares" to "waste my time"
You have to deal with abusable mechanics and people egos, so yeah, easy fixes doesn't exist without a full rework on the end game
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@nikodelpino said:
I think the idea of closing the hatch was good, but I also think that survivors should be able to open it again. I'll explain myself.Just imagine a situation where there is only one survivor remaining in the match. There are 3 possible situations:
1.) Survivor finds first the hatch. Nothing to explain here, they can go without any opposition of the killer.
2.) Killer finds first the hatch. The killer can have a 5 second animation in which he/she closes the hatch and go and search for the last survivor. The last remaining survivor can still open the hatch with another 5 second animation, the only thing that changes is that they will just have more issues to find the hatch since it's closed and they can't hear it anymore. Obviously the opening animation of the hatch can be interrupted by the killer, the survivor has to do this if the killer is not there.
3.) Both of them find it at the same time leading to a hatch standoff. In this situation the killer can procede to close the hatch in the 5 second animation mentioned before. The survivor can't jump inside the hatch while the killer is closing it, but they can use those 5 seconds and try to lose the killer or in the worst of the cases just make distance in case the killer chases them. If the survivor loses the killer they can go back to the hatch and open it again with the 5 second animation mentioned (again, if the killer is not there).
In case the killer camps the closed hatch (boring in my opinion but legit) the last remaining survivor can simply repair generators to power the exit gates and have more ways to escape rather than the hatch only. In this situation the last survivor depends on how efficient were the other 3 team mates repairing generators before dying, remember this is a team work game, it depends on how good you were all as a team to leave the last remaining survivor with 3, 2, 1 or non generators left to do. The more gens to fix, the more it favors the killer.
So basically your fix to the hatch standoff is another standoff?
The survivor leads the killer to the hatch, killer cant close hatch cus of 5 sec animation, hatch standoff voila0 -
@Master said:
So basically your fix to the hatch standoff is another standoff?
The survivor leads the killer to the hatch, killer cant close hatch cus of 5 sec animation, hatch standoff voilaNo and I think you're misunderstanding him in this case and he very clearly said the survivor can't jump in while the killer is trying to close it.
The killer starts to close the hatch therefore the survivor can't interact with the hatch ie jump in since the killer now in this case has ownership of it. However that only persists as long as the killer finishes the animation from start to finish.
So in your scenario the survivor is there with killer right next to them, the killer moves closer to the hatch and starts the closing mechanic. Since the killer is in the way the survivor can't jump in unless the killer stops the closing sequence.
Now it'd have to have a cd to prevent the killer from just spamming it to screw with the survivor by starting/stopping it like a mori. It should instead be a once started you have to channel for the full 5 seconds type of thing. Although 7-10 seconds would be better of a channel to give the survivor a chance to run away provided they're actually within the radius of it.
The survivor could reopen the hatch but it'd have to channel it also for the exact same time and any interruption would reset it's progress to zero.
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its a start but instead of the survivor opining it the survivor should have to power it just my opinion though
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how bout adding a specific area around opened hatches were killer can outright grab and execute survivors like EW3 Myers with gravestone. then survivors either need to take risks looping killers around hatch outside the lethal area hoping a good juke to pull off or doing gens like normal and hoping killers either not hunt em or if so not finding em giving em opportunity for escape. It ofc still not favours killers but in most cases for hatch stan-offs u did a good jod as a killer in total and in this last trial like if the survivor is so good staying that long against you and then outwits you as well on this hatch stan-off... then he simply earned it and u still got ur 3k... well in most cases
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