Incentivized trolling
Now with the changes to the hatch only appearing when there is one player left instead of when there are more gens done than players alive, what is stopping me from wanting to just get everyone else killed and escaping out the hatch? Discuss.
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What? That's what half my teammates did before this change.
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You don't know where hatch will spawn anymore. Unless you bring an offering.
So without offering if you wait your teammates die you risk to not find the hatch. Before change survivors could find hatch and hide nearby waiting you die.
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There are now two perks that let you find the hatch instead of just one. This is a moot point.
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The way I see it, now this is what all your, ahem, "teammates" will be doing. Once they get bored of all the new content, anyways.
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I know Bill's perk but what the second one?
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Clairvoyance, Mikaela's new perk. It has twice the range of Bill's perk.
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Eh, whatever. I don't really consider escaping important. When my teammates make a show of sandbagging me or two separately go immersed and stop playing waiting for the other two survivors to die so they can get the hatch, I may go up to the killer and suicide and move on. I'm also always looking for new "goals" in the game, since like I said, I don't really care about escaping. If a survivor is being a jerk, I'll become glued to their hip, and we will die together, I will give up any chance of escape to ensure it. A lot of my deaths are actually more fun than escaping.
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Maybe they are talking about Clairvoyance? I am not sure if it highlights hatch, but the way they said "now" makes me think it was new. Lol.
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I guarantee if I went full troll build and I wanted you dead in a game, you would never come close to getting me killed because you're not going to have the perks to be able to do so.
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... okay? I usually just suicide in those kinds of matches.
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My problem is that this kind of gameplay is now incentivized with the hatch change.
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First I'm not sure Clairvoyance help you find the hatch.
Second there is no point to troll like this because hatch won't spawn untill you left alone. It means after you get your teammates dead you still need to race the killer in hatch searching.
Whole hatch system is recently nerfed so it's much harder to be selfish at this point.
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Left Behind lets you see the hatch within 32 meters if you're the last survivor up. Clairvoyance let's you see it for 10 seconds within a 64 meter range as longs as you've cleansed the totem. Read the perk.
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Sorry, didn't mean to stray off topic. Most of my matches have bad teammates, so it's the norm to me.
Anyway, in terms of the hatch thing, I guess I don't see it. The hatch is still worth the same number of points, so I don't feel that it's incentivized more now than it was before. The difference is that you can no longer get the one random survivor killed and then hatch out with your two friends using a key. Instead, even with a key, hatching out requires getting all three other survivors killed first. I don't think people who didn't play that way before will suddenly change and play that way now: either you prioritize the hatch over everything else or you don't. There's nothing with the change that incentivizes it more.
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After these changes, I'm even more salty that the last man standing can't Deliverance off a hook.
I can't express how many times Back In The Day™️ a killer hooked me for the first time and left to close hatch teammate, I popped off and found hatch first.
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Alright but it's still situational as #########.
You need 14 seconds to cleanse totem. You need to find totem first. All this time killer is already looking for hatch.
Even if you know the timing of teammate die. You find totem and start cleanse 10 seconds before his death and find the aura of hatch, it still can be beyond 64 meters and killer can be already checking this area.
it's still highly luck dependent. Best time for such trolling was before this update.
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"Instead, you can't play how you want with friends." That sounds not great for a game's life cycle.
You don't have to plan the totem cleanse, you do it at some point early in the game, and save the activate for the end. It's not that complicated or time consuming.
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"Instead, you can't play how you want with friends." = Instead, a group of three SWF can't get the hatch by ganging up against the random solo they get grouped with. I don't see that as a bad thing, given how [BAD WORD]ing awful solo queue already is. SWF is the superiorly fun mode, and not being able to make the random solos they're grouped with miserable doesn't lessen that it is more fun to play with friends.
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This hatch "solution" was directly caused by the innately and originally rather stupid key implementation.
Ive never played with keys as Survivor and keys led to abuse against Killers by especially SWF teams on voice that (wrongly) thought that was funny, valid or fair.
Arguably, the hatch itself also was somewhat of a stupid implementation, but atleast it had the caveat benefit of providing a way out for the last solo Survivor, and now it does just and only that.
It will still appear if you are last alive.
Good luck finding it, and do so fast before the Killer, and thats a fair and intereting "last chance" mini-game for both, when its just you and the Killer left.
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Thanks to the new updates, the game is "do gens or die". No longer is it "do stuff and escape"
Once the first survivor is killed off, the option to "do gens" is likely off the table. All that's left is to "die". As the last player alive, you get a courtesy opportunity to try and hatch out.
Alot of the "before" complaints about their team abandoning them on hook is likely due to low MMR or exaggerating how often it happens.
If your focus is to escape, it is far better for you to let the team die on their hook than to unhook after the first death. It's simply a risk that cannot be afforded, especially if you bring a key. The devs didn't even nerf keys tbh, they only nerfed the hatch, which still doesn't solve the original issue, however the issue has now evolved; previous complaints included how the key caused games to end early...now, games dont end early, but they end prematurely because people are not going to want to unhook their team at all is assured by the new incentive. The gen game is stopped altogether.
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SWF is still alive and well. So I ran with friends, and instead of doing objectives, we now just torment the killer. Everyone uses headon, we have vigil, spine chill, and few other perks. If there isn't a full group, we leave gens to the last person standing. If they get hooked, they die. Objectives don't get done. Either the killer leaves, cries in a corner, or after a lot of harassment from the survivor team, ends up killing us. Don't really care anymore about objectives. Most of the time, the rando will get killed and everyone else escapes.
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Before the change - my games were either people who smurfed down their ratings and run rings around me, in full SWFs with meta perks, or people AFKing, suiciding or sandbagging to smurf their SBMM.
I don't foresee much difference.
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"SWF is still alive and well. So I ran with friends, and instead of doing objectives, we now just torment the killer."
This doesnt make sense to your OP.
The Hatch doesnt in any way give your abusive SWF on voice any incentive related to it, because its unusable for you.
The Hatch literally does not affect you in the least bit. It only affects the last Survivor standing in the match.
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Not a bad idea
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Hatch affects everyone except the final survivor alive
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