http://dbd.game/killswitch
Hatch Idea:Get Rid Of The Hatch
To start this off, let me explain my reasoning. I believe that Killers are not entitled to a 4 kill game. Likewise, Survivors are not entitled to a 4 man escape. Both have earn it. The hatch completely contradicts that. It is a good idea to give the last survivor a different means of escape when otherwise they would have to do 3 gens, it is meant to be a free escape to the last survivor regardless of what they contributed to the team. Killers can not earn that kill. That is the problem.
My idea, which may be subject to change with suggestions in the comments, is that once the 3rd survivor has started the sacrifice animation, both of the exit gates are powered and all endgame perks are activated for the last survivor and killer (Adrenaline, NOED, Wake Up, etc.). The hatch spawns closed and needs a key.
The reasoning for this is because of camping. The reason that there is 2 exit gates is so the killer can't camp the escape. So why is it that way for the hatch? It's not fun to anyone as they have to wait to see who gets bored of the standoff first. Having to wait until the 3rd survivor being sacrificed would be too long and both the killer and survivor are now competing for an escape or kill.
I also brought up the idea of the hatch being closed because of the key mechanic. Anyone who has ever played against a SWF with a key knows how unfair the key can be. This would make it to where the hatch only spawns in the endgame (what I define as endgame is all gens being powered) and prevents being cheated out of a kill.
Endgame perks for both sides get a buff and killers like Pig and possibly Freddy get a buff. As kind of a balancing feature, I would like to add that Blood Warden would activate in this last survivor situation as soon as the endgame starts (3rd survivor starts sacrificed animation). It blocks the exit for 60 seconds regardless if the doors are open.
Thoughts?
Comments
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I think that's a good idea, but what if the gates spawn close together? The gates take 16 seconds to open at base, and if the killer has NOED or Remember Me, then the survivor is screwed. Not all situations are just "one survivor waits for hatch while everyone else dies". Is the survivor just supposed to die? Even so, if the killer finds them, and somehow the survivor loses the killer, it would just go back to the killer checking the doors.
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Imagine you are on the ground and the killer loses you. You can't open the gate, so you have no chance anymore.
With the gates, if the killer is Hag and you don't have a light, if she places trap under the opening, you step in it everytime and notice her, same with bear traps.
As was said, the killer will be running between the two gates.
When the hatch is open and you are both standing there with the killer - if he hits you, he gets the cooldown and you escape. Or you can make him chase you and jump into hatch anyway. Or if he remains there even when he sees you, you repair another gen and open door.
With betraying the 3rd survivor on the hook - honestly, most of the time the killer is nearby this survivor waiting for the 4th one to appear, so in many cases he will kill you both if you try to help. He will chase one of you anyway. If he doesn't catch you two, he will be ruahing between the remaining gens and destroying them until they reset completely.
I am not soing this happens everytime, but most of the games I saw were like this.
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@AntiJelly Then change the spawn requirements. If the Killer is a Billy, then the gates spawn far away. Just have the gates spawn a good distance away regardless of killer. There isn't much of fix past that I'll admit. However if we added a mechanic where the hatch spawns after a while, survivors would just camp the hatch. Patrolling should at least take a while on the killer's side and end game perks from both sides should at least help that.0
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@Luc_ius I do get what you're saying and a couple things should be added because of your points.
1.) Regain a health state if you are downed and the endgame starts. Sticks with Adrenaline.
2.) Repairing a Gen in the endgame is 25% faster and opens a gate.
3.)There is 8 meter immunity to traps at a gate door. Open Handed extends this. Only one Open Handed can be active at a time in a match.
4.)If you're the 3rd survivor to die, you get a 8,000 blood point boost.0 -
I get the intentions, but I'm going to play Devil's Advocate.
Say the gates spawn on the same wall. I can see clear across the map and the second the survivor touches the other gate, I'm heading over. This isn't unusual and I've run into quite a few instances where the gate spawn within eyeshot of each other.
To take it a step further, let's say you also add additional rules to gate spawning so that can't happen. That wouldn't prevent a hillbilly from chainsawing back and forth between the gates. Take Rotten Fields, for example, that's only a couple seconds across. As soon as I see the light on one of those gates, I know the survivor is there.
Or even taking hillbilly out of the equation since I'm a trapper main, I could stick a trap on each gate and sit in the middle. As soon as one gets disarmed, I know the survivor is there.
I'm totally down for a hatch rework, but it's not an easy solution. It would have been done already if it was. When you end up with situations where the survivor cannot win without getting that perfect window of opportunity, you're left with the longest game of hide and seek. They're waiting for an opportunity that'll only come when the killer gets bored and gives up, which is the same as the hatch standoff currently. Though the hatch standoff now at least has an alternative that can end the game.
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It's a re-occuring theme, when it comes to late-game mechanics that instead of solving the reason why currently the late-game malfunctions, people keep building on top of this malfunctioning late-game by replacing the actual game with a new game.
Instead of going on that route, try this one;
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The hatch mechanic is a great idea.
It's just extremely survivor sided and has been for 3 years now.
The killer needs to have the ability to shut it... like they tested in the PTB. I don't know why they didn't go through with that.
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Because once that happens, the survivor has the power generators in a 1v1 against the killer, which is just not possible. You can patrol the entire map in well under 80 seconds, and the second the killer hears a generator progressing they'll know you're there. So what ended up happening was the hide and seek world championships with no end in sight.Dwight_Confusion said:The hatch mechanic is a great idea.
It's just extremely survivor sided and has been for 3 years now.
The killer needs to have the ability to shut it... like they tested in the PTB. I don't know why they didn't go through with that.
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@Peanits said:
Dwight_Confusion said:The hatch mechanic is a great idea.
It's just extremely survivor sided and has been for 3 years now.
The killer needs to have the ability to shut it... like they tested in the PTB. I don't know why they didn't go through with that.
Because once that happens, the survivor has the power generators in a 1v1 against the killer, which is just not possible. You can patrol the entire map in well under 80 seconds, and the second the killer hears a generator progressing they'll know you're there. So what ended up happening was the hide and seek world championships with no end in sight.
You mean the hide and seek championships that happens when gates are open and survivors feel like trolling a bit? Yeah that SHOULD be prevented
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Wicked thread derailing, bro! That's not related in any way and it is actually bannable if they refuse to leave for an extended period of time.Master said:@Peanits said:
Dwight_Confusion said:The hatch mechanic is a great idea.
It's just extremely survivor sided and has been for 3 years now.
The killer needs to have the ability to shut it... like they tested in the PTB. I don't know why they didn't go through with that.
Because once that happens, the survivor has the power generators in a 1v1 against the killer, which is just not possible. You can patrol the entire map in well under 80 seconds, and the second the killer hears a generator progressing they'll know you're there. So what ended up happening was the hide and seek world championships with no end in sight.
You mean the hide and seek championships that happens when gates are open and survivors feel like trolling a bit? Yeah that SHOULD be prevented
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Some of my most thrilling escapes have been crawling around and finding hatch.
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Only suggestion I would offer for hatches is making the spot for the hatch a place that cannot be stood on.
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@lasombra1979 said:
Only suggestion I would offer for hatches is making the spot for the hatch a place that cannot be stood on.If it's being stood on, go do a gen.
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@Peanits said:
Dwight_Confusion said:The hatch mechanic is a great idea.
It's just extremely survivor sided and has been for 3 years now.
The killer needs to have the ability to shut it... like they tested in the PTB. I don't know why they didn't go through with that.
Because once that happens, the survivor has the power generators in a 1v1 against the killer, which is just not possible. You can patrol the entire map in well under 80 seconds, and the second the killer hears a generator progressing they'll know you're there. So what ended up happening was the hide and seek world championships with no end in sight.
Yeah but if the survivor finds the hatch first then they can escape. It's completely fair as the first one to find the hatch essentially wins, rather than if the survivor finds the hatch they win and if the killer finds the hatch they can't do anything and the survivor wins anyway (which what it is at the moment). The hatch is a last chance mechanic, thats it. It's a last bit of hope to a survivor that played bad enough for it to appear in the first place. As i said, a last chance, not a free win
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