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Yet another idea for the Hatch Standoff
What if the killer was able to trap the trapdoor? Instead of closing it, they can place some kind of trap on the hatch, requiring the player to disarm it? The disarm time would be short to provide balance, but it would effectively reduce the frequency of a standoff substantially. This way if a survivor find it in a chase they will have to lose the killer instead of just running up to and standing on it, while the killer won't have to just stare at survivors once they go within a certain radius of it.
If you wanted to get fancy with it, the traps could even be themed for each killer, and maybe have a side effect matching their power. The Clowns could let out his gas while being disarmed, The Doctor's could release a shock the first time its touched, the huntress' could show the aura of the survivor while they're disarming it, etc. Since the disarm times will be relatively short, these effects can essentially be minimal but enough to encourage the killer to not camp the hatch.
The general design philosophy of this idea is to reward the first side that finds it, while not making it impossible for the other side to win.
Comments
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I don't see a difference between the trapping the hatch and the closing the hatch. Both require the killer to find it » go through an animation » force the survivor to go through some type of bar before they can jump in.
But as that's partly irrelevant;
Your solution does take care of the majority of the Check-Mate effect.
But to make sure it completely does:
1. You should be able to close/trap the hatch, directly preventing them from jumping in at the start of the animation.
2. The survivor shouldn't be able to block you from going through that animation by standing on the hatch.1 -
If youre last person in game, and looking for the hatch I dont think traps are a fair play about. Honestly you've managed to survive that long, at that point you kinda deserve the hatch. At most, a bamboozled effect would be the way to go though, not recommended for a fun game
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@Ryuhi said:
This way if a survivor find it in a chase they will have to lose the killer instead of just running up to and standing on it, while the killer won't have to just stare at survivors once they go within a certain radius of it.It is nearly impossible to lose the Killer in a 1v1. The Killer does not have to care for anything else instead of getting you. Of course a Killer can be juked, but most of the time Killers let go because the chase is too long and others are doing Gens. This cannot happen when there is only 1 person left.
Hatch Stand-Offs are boring, but then just not let it come to a Stand-Off. I either try to trick the Killer or simply let them hook me, because I really do not want to waste my time waiting to get an escape. Especially when I pipped anyway.
And well... As killer you need to slug for the 4K. That is a fact.@TooHighForThis said:
Honestly you've managed to survive that long, at that point you kinda deserve the hatch.Sadly the last survivor alive is sometimes not the one that would have deserved the Hatch.
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@TooHighForThis said:
If youre last person in game, and looking for the hatch I dont think traps are a fair play about. Honestly you've managed to survive that long, at that point you kinda deserve the hatch. At most, a bamboozled effect would be the way to go though, not recommended for a fun gameYou know that you can "manage to survive that long" by not contributing, right? As a matter of fact, you could even make it so that the trap disarm speed is determined by your currently accrued emblems: The more you've done for your team, the faster it disarms. If you're a depip or barely a black pip, you shouldn't be getting out regardless.
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Ryuhi said:
If you're a depip or barely a black pip, you shouldn't be getting out regardless.
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@George_Soros said:
Ryuhi said:If you're a depip or barely a black pip, you shouldn't be getting out regardless.
Why? Playing smart should not be rewarded? Let the suckers do the heavy lifting and get out like a champ, that's what winners do.
It's a dick move, but DBD is an opportunistic game. If everyone else does the gens, you can ride off that. It's all about what will make you get to the end.
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You don't have to survive in order to win :thinkingface:
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@Ryuhi said:
What if the killer was able to trap the trapdoor? Instead of closing it, they can place some kind of trap on the hatch, requiring the player to disarm it? The disarm time would be short to provide balance, but it would effectively reduce the frequency of a standoff substantially. This way if a survivor find it in a chase they will have to lose the killer instead of just running up to and standing on it, while the killer won't have to just stare at survivors once they go within a certain radius of it.If you wanted to get fancy with it, the traps could even be themed for each killer, and maybe have a side effect matching their power. The Clowns could let out his gas while being disarmed, The Doctor's could release a shock the first time its touched, the huntress' could show the aura of the survivor while they're disarming it, etc. Since the disarm times will be relatively short, these effects can essentially be minimal but enough to encourage the killer to not camp the hatch.
The general design philosophy of this idea is to reward the first side that finds it, while not making it impossible for the other side to win.
People who go for the hatch are selfish people most of the time so your system would not change anything tbh. They will search for the hatch while you are busy with playing the game vs his teammates. So unless you sacrifice your entire game as a killer to find the hatch they will find it first.
The Hatch should be closed in the first place and once every survivor is dead you should be able to unlock it in a xx Time window (no requirement of the Killer to reach the Hatch first cuz). Time required to unlock is reduced for every survivor you healed / unhooked.
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