Simple questions | Yes or No
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Introduction
I'm going to ask a series of questions, please answer with either yes or no.
If you would like to put reasoning into your comment, try to keep it separate from the answers, it would be greatly appreciated.
Q: Are you fine with the hatch spawning conditions? — Current Spawning Rule: More completed generators than the amount of survivors alive or one survivor alive.
Q: Would you prefer that the developers remove the hatch entirely? — EGC would start when there's one survivor remaining.
Q: If we removed the hatch, see above, would you be in favor of having the exit gates being balanced? — Gates will be further apart and the killer won't be able to keep both gates in los.
Q: Are keys balanced?
Example of what your comment should look like
_______________________________________
No
No
Yes
No
Reasoning: Blah Blah Blah, killers OP, blah blah blah, survivors OP.
_______________________________________
Closing
Have fun answering and putting your reasoning into this topic, I'm interested on where this goes!
Comments
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Q1 no hatch should always appear for the last and only survivor
Q2 yes/no i would like devs to remove the hatch entirely for a more balanced egc, neither favoring the survivor or the killer.
Q3 wouldn't change anything los breaking would only affect clown, any killer with map mobility doesn't care about los
Q4 no, i think that keys should need charges to open the hatch, those charges would need to be "earned" by the single survivor by either completing 1 gen, totem and save or else
1 -
Yes.
No.
No.
No.
1 -
No
Yes
Yes
No
0 -
No
No
No
No
0 -
No
No
Yes
No
Reasons - If we removed hatch Kill rates would go through the roof, already sitting at 50% - 70%+. Exit gates should already be balanced that way but, whatever. Keys should have a short unlock timer, very short but, enough to give the Killer a chance. Still this would likely increase already high kill rates.
0 -
Yes
No
Yes
No
0 -
Yes.
No.
No.
No.
1 -
No
No
Unsure
No
Reasoning: Hatch should spawn when all gens are done or when there is 1 survivor left to make keys an alternative escape option, I like the hatch as a mechanic, not sure about this one, keys punish the killer for doing well.
0 -
Yes
No
Yes
No
Reasoning: Keys should only work for the person holding the key.
0 -
No
Yes
Yes
No
0 -
Yes
No
No
No
Fine with how Hatch has been since it was FINALLY allowed to be closed...I never bothered with the BS of Hatch Standoffs. What I'm not ok with is Keys opening the Hatch, abandoning teammates or getting an escape that the Killer was going set to get. Never used them as a Survivor and feel they encourage way too selfish play in Solo Queue.
0 -
Yes
No
No
No - Keys are the main reason the hatch seems unfair. Fix keys and you fix any issue with the hatch.
1 -
Yes
No
Yes
No
I'm hesitant about the last question. I think keys are fine mechanically but they promote selfish play styles which is not what playing survivor is about. As a solo it has f'ed me over countless times.
0 -
No hatch should only spawn when the last survivor is alive or when gates are powered.
No it's a nice last chance mechanic imo.
No the hatch should be the last chance for a survivor to escape if they failed to do their objective.
No and this should be a no brainer even for survivor mains.
1 -
Q: ARE YOU FINE WITH THE HATCH SPAWNING CONDITIONS? — SPAWNING RULE: MORE COMPLETED GENERATORS THAN THE AMOUNT OF SURVIVORS ALIVE.
A: Yes
Q: WOULD YOU PREFER THAT THE DEVELOPERS REMOVE THE HATCH ENTIRELY? — EGC WOULD START WHEN THERE'S ONE SURVIVOR REMAINING.
A: No
Q: IF WE REMOVED THE HATCH, SEE ABOVE, WOULD YOU BE IN FAVOR OF HAVING THE EXIT GATES BEING BALANCED? — GATES WILL BE FURTHER APART AND THE KILLER WON'T BE ABLE TO KEEP BOTH GATES IN LOS.
A: No
Q: ARE KEYS BALANCED?
A: Yes
BLAH BLAH BLAH: Key should spawn in game, too, under certain conditions. Killer should be able to break the key that spawns in game. Hatch grabs should come back. Do not remove hatch, keys, or moris. Green moris should revert back to old green mori. Red mori conditions should change to: After hooking each survivor once, you may kill dying survivors.
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Q1 - Yes
Q2 - No
Q3 - No
Q4 - No
I like the hatch, yes it's annoying when a 2 man escape with a key, but it doesn't happen all that often. I wouldn't change the hatch/gen number system, only change if there was one would be to make hatch LAST PERSON ONLY. Keys should require a couple of skill checks (unlocking)
0 -
Yes.
No.
No.
No.
Addition to the third question:
I think Exit Gates need to be balanced in general, regardless what happens with the Hatch. I think Killers should not be able to see both Exit Gates without moving or by only moving a few meters. They should have to walk some distance to see them. But also Exit Gates should not spawn so far away from each other that the Survivor can escape because the Killer was just guessing wrong.
Addition to the fourth question:
While I think that Keys are not balanced, I dont think they are as imbalanced as people claim they are. If multiple Survivors escape, they also did the majority of their Objective. The only part which is annoying is when they 3-genned themselves and get away with it. Other than that, I am always fine with Key Escapes. I am not happy with them, but at least it was not my fault that they escaped.
0 -
Yes
No
No
No
0 -
Yes
No
Yes
No (but I don't think they're too far off anymore)
0 -
Yes.
No.
No.
No.
Comments: The only real problem I have is that more than one survivor can use the same key to escape. If everything else were the same and the key only worked for the person holding it, I would be happy. As for whether you should move the gates if the hatch is gone, I still say no, because I think the random element adds something to the game -- but I don't feels super strongly about it.
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No to everything. They just need to fix survivors holding the game hostage because they are that desperate for the 5k bloodpoints. Even if that means adding a forfeit option for me as killer.
0 -
Yes.
No.
Yes.
Yes.
I'm OK with the current spawning conditions, but I would prefer it if hatch required 2 sacrifices before it could attempt to spawn. The advantage of seeing the hatch before EGC is something both killer and survivor can play upon and I like that element. Gates should be rebalanced regardless imo when it comes to placement. With the way keys are now (only Very Rare or Iridescent work, requires a charge to use), I think they're balanced enough. Reworking the hatch to spawn only after 2 deaths would mean that survivors could force a tie at best, not a win by being lucky and/or coordinated.
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First of all, maybe don't shout it at me!
Yep.
No.
No.
Yes.
I don't much care of hatch spawns, they spawn, they happen and they work, it gives the game a very much feel as to something else, another mission to do esp with dailies etc. Exit Gates are fine. Keys, until they get rid of One hit downs and insta tomb stones keep the keys in, seeing as they nerfed the insta injection anything insta should be now nerfed.
0 -
Yes.
No.
Read description.
No.
Reasonings: For question one I'm ok with the hatch spawn rules if keys get nerfed. Otherwise they need to be made more restrictive.
For question two, Hatch creates some interesting and fun gameplay surrounding it, game would be worse without it at all.
For question 3, firstly I don't find that the exit gates usually spawn in such a way that the killer can see both gates. Also they definitely don't need to spawn further apart. They do however need some balancing... but not in the "Hatch is shut, EGC is on, gl with the gates." situation. I find them to be fine under those circumstances. However, the exit gates need to be slower and regress with checkpoints if they're powered via generators... but unchanged if they're powered via Hatch stomp.
For question 4, the most broken part of Keys is that you can instantly use them. I saw a suggestion where unlocking Hatch took ~5s, hatch stayed open 45-60s, and the Survivor who opened it does not automatically jump through. I think I'd be OK with Keys if they worked like that.
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Going to ask another question to players who gave YES for question THREE — it would be appreciated if you responded, but I understand otherwise!
This is a single multiple choice answer, pick either A, B, C, or D. You can put your reasoning after your answer of course!
Since you want exit gates to be more balanced if the hatch was removed and-or balanced in general, what model best fits how you would fix the exit gate spawns?
Model A — Line of sight blockers + Gates on adjacent walls. [Note: Corners gates would be rare]
Model B — Gate Switches will be inside the exit area + Gates spawn on the same wall but are distant from each other.
Model C — Switches are separated from the gates + Gates can spawn on any wall with no distance requirement
Model D — Your suggestion to balancing gate spawns
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Yes
No
Yes
No
0 -
Yes.
No.
Yes.
######### no keys are not balanced - No. Burn and banish all keys. Never wish to see one in my sight ever again.
1 -
A.
They're all unique suggestions, but I'd have to play them to really decide. For now, the best solution would be to make sure that gates don't spawn so closely together.
2 -
No
Yes
Yes
No
0 -
NO
YES
NO
NO
[BAD WORD] the hatch mechanic and [BAD WORD] end game. Worst part where if you want the 4K you have to slug and spend a bunch of time trying to find a sneaky dude that could be anywhere.
Post edited by EQWashu on0 -
No x4. The hatch should only appear when there's one survivor left or all the generators are done. You should not have the ability to leave in the middle of a match. Also concerning the gates, as others have said, it doesn't matter if the gates are within LoS or not as long as the killer has some level of mobility.
1 -
I like how A looks ^^
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No
No
No
No
0 -
No.
No.
Yes. (And A.)
No.
I'd prefer the hatch to spawn when all the generators are done. Being chased by the Killer, hoping to earn enough time for my teammate to finish a generator, to discover they were camping the hatch...
It feels like the game ends earlier than expected. For me, everything can happen until everyone's dead/some people are dead and some escaped/everyone's escaped. I remember a game where I was able to finish the last generator while my teammate was running the Killer. We were two left. We both escaped because we played until the end.
I rarely play Killer, but I prefer to lose against people who did their best to outplay me than killing everyone because they gave up in the end, being like: "we are only two left, it's over". It feels rewarding also to kill/escape when both side tried till it was totally over.
I think keys would finally be more fair if the hatch could only spawn after all generators were done.
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Yes
No
No
No
Keys are the problem, not the hatch itself nor the hatch spawning conditions
Some people think the last survivor being able to get the hatch is unfair/takes no skill and so on but it brings a quick end to a game that clearly wasn't going well for the survivors if they got to that point. It also gives survivors in a losing game a bit of hope, no matter how small
I like the ideas of like an 'endgame chase' or something put forward by some people, but I think it's unnecessary.
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Hey Tsulan, can you respond to this comment? It's on the first page towards the bottom — I'll appreciate it if you responded!
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No
Yes
No
No
Remove the hatch, and start EGC 2 minutes after the second last survivor dies/dc's. There shouldn't be a mechanic in a game that takes reward away from the player that done well, and gives reward to players that did poorly.
0 -
B
Would lead to tense situations. Because the killer would see the light and search the exit area for the survivor. But could be baited by only opening until the first light and leaving the area for the other gate. (High risk, high reward situation)
0 -
No
No
Yes
No.
Hatch simply needs to spawn under different conditions: only when one person is left alive, or all gens are done. Then, give keys an interruptible opening time. No more abruptly cutting the game short, keys are now that little endgame boost that might just come in handy-- like moris. Exit gates should be more balanced anyways, but if hatch was removed, it would come down to "Are you a mobility killer? If not, probably lose the last person. If yes, almost certainly 4K".
1 -
Yes
No
Yes - A
Yes
0 -
No
No
null
Yes
Reasoning: The Hatch should ONLY spawn for the last survivor, or when all generators are complete. The fact that 2 Survivors can leave when 2 fellow Survivors die, and they've only completed 60% of their Objective is unfair to the Killer. The Killer, to mori a Survivor, needs to get the Survivor to the point where they're going to die anyway, thus the Survivors should have to get to a point where they were going to (debatable) leave anyway. The Hatch should stay, as it's a mechanic that's existed since the game came out. There's no point in removing it if the Devs balance it. The Keys are balanced if you disregard the Hatch, the Hatch is the sole problem.
1 -
No
No
No
No
Hatch is necessary for one remaining survivor, and spawning when all gens are completed is fair. This would make bringing a key more comparable to a mori.
Issues arise when the hatch spawns while there are still gens to repair. 1. Survivors haven't finished their objective and so escaping means bypassing objectives. 2. You can't in the slightest effectively defend both gens and the hatch.
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It's kind of hilarious that you want anyone to explain their answers. It might be more complicated than yes or no.
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Yes.
No.
Yes.
No.
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The answer is 42.
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No
No
No
No
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Yes
No
Yes
No
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Yes
No
No
No
0