Hatch rework
Hatch is no longer a means of escaping trials. Now, after the 3rd survivor dies, there will be a period of 30 seconds, after which the gates will get automatically powered, and the endgame collapse will begin. This will allow a survivor to have a chance to escape through one of the gates, while the game would still end soon enough because of the endgame collapse. The perk No Way Out won’t work in this scenario.
Hatch is still in the game but works differently now. 3 closed hatches will spawn randomly around the map (Though their location can be influenced by offerings) You can use keys to open the hatch. Once open, the key will be consumed, and the hatch can be used to teleport you to a different part of the map, especially useful during a chase. Each of the 3 hatches have 1 use only, and will close and no longer be openable after being used. Hatches also can’t be used in the endgame.
Broken Key is renamed to Rusty Key, and can now also be used to open the hatch without any add-ons. It can read auras for 5 seconds, if proper add-ons are being used.
Dull key can now read auras for 10 seconds, if add-ons are used (Was 5 seconds)
Comments
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I whould add that when you are teleport u make some noise , like a fail check on gen. so that will give something to killer to
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I've always thought when there is one survivor left the entity should pick them up and drop them outside the exit gates with a little gold star for being such a good sport. Easier than this, similar effect.
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Easier for the killer to patrol 2 exit gates, than hope that the hatch rng is on their side. If you think this will make it easier for the survivor to escape, I don't think you actually read what I wrote.
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This is dumb hatch is supposed to give a better chance than the doors. Like it or not RNG doors or some maps are horrible with some spawning the doors on the same part of the map making patrolling very easy for the killer plus the killer perks which could make it impossible.
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You already realize that your Mario pipe hatch mechanic would require more resources from the devs than some new killer perk sets.
Realistically speaking, do you think they can implement it this way without causing errors somewhere else in their clean code? Do you think killers would find it exciting to chase a survivor on steroids the whole match or could they also hop through this Mario pipe hatch?To the point with the 30 sec timer until the gates are powered, the endgame starts:
What would you do as a survivor if the killer simply runs straight to a gate after the last one dies on the hook or is in the dying animation and defends it until the endgame starts. If the gates are not completely far apart, as is often the case, the endgame would be like as it is rn. with the difference that as killer you can prematurely defend the gates.
sorry, but there really wasn't much thought put into this2 -
I would also like a box of milk and some snacks for my survivor :)
Actually, I like hatch though and find it to be a pretty fair mechanic :D
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They could simply increase the distance between gates on some maps? Like, it's a really easy solution, I think you're the one who hasn't put much thought into their reply.
They could teleport you to a locker, like with Vecna, to make the teleport mechanic easier to code. Also, you need a key to open hatches, and each hatch has only 1 time use, so in any case this would be a 3 times thing at most, survivors wouldn't be on "steroids" jumping around all the time. Some people on these forums need to work on their reading comprehension.
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so you can just hide, never touch the generator and get a free escape, maybe we’ll immediately add an RPG to kill the killer?
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You can't hide the whole game, and hop into hatch? Because last I checked, that's absolutely a thing some people do. With my rework it would be harder to get a "free" escape, as there are 2 gates, so you know where to look. You also have 30 extra seconds after the 3rd survivor dies to look for the last one, before the gates are powered. Even then, with endgame collapse lasting 2 minutes and the survivor having to spend 20 seconds to open the gate, it definitely makes it harder to escape, then randomly coming across hatch and hoping in. Did you even read my post at all?
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I read your suggestion but I still don't understand your main argument. If you mention Vecna, then I assume you also know his dungeon map. The problem here is still that the exits are almost always right next to each other. This is something that would be really easy to fix and yet it hasn't happened yet.
If the resources aren't there for that, do you really think they'll build in a mechanic with a one time use hatch (sorry it's supposed to be 3 hatches) to teleport you to another position on the map?
If your main argument is that the keys are used so rarely, yes, that's true. But to incorporate such a complex mechanic, I might see a game studio like Larian Studios but not BHVR.
BHVR wants it simple. A simple solution to this would be to turn all breakable walls into breakable doors. these can be passed instantly with a key. Wouldn't change much tbh but the keys would at least have sometimes some use until they are empty. ofc there should be breakable doors on every map and never more than 4 to keep it fair for the killer.
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awful idea in so many ways
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Why exactly?
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Survivors can teleport from one locker to another if they have a specific item from Vecna. So that's what I suggested for the hatch teleport, hatch being the entry point, and a locker x meters away being the exit point.
It's not a resource problem, but a priority problem, concerning the exit gate distance. Also, i believe they already made changes to doors on the Vecna map. But if they were reworking the hatch it would be a feature that has priority in it's implementation.
You said survivors on steroids would be hoping around, implying the hatch would be somewhat op, hence me explaining why it wouldn't. The hatch would remain in the game, since thematically it would still help survivors, but it would be nowhere near op.
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Hatch is meant to be a chance to get out and last I checked a 3K hatch is still a win for the Killer.
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I kind of disagree with this, because its unclear what problem you are trying to solve? Why should recommend this change?
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You'd still have the chance to get out, but it would be less rng based. I personally only slug for the 4k when doing adept on a killer and otherwise don't care for the 4k, but realistically many killer players do. Reworking the hatch mechanic to not be rng based would help mitigate this issue.
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You do realize gate RNG can be horrible and teleporting hatches wont help that top it off with some killer perks gates become unfeasible since the time it take to open them combined with RNG.
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I don't like it, you'd get people hiding in a bush in a corner of the map until the gates open. Then they can just go there and have a guaranteed escape. With hatch there's rng so you won't know where it'll be.
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Then just run that perk that blocks the door for X secs that takes so much time off escaping becomes very slim at best.
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The gates wouldn't open by themselves, they would just be powered. The survivor would still need to open it. There are 2 gates, much harder for the survivor to escape since you know where the gates are. There is also a period of 30 seconds after the 3rd survivor dies where the gates aren't powered which lets you search for them for a short period of time without worrying about the gates. People here sure don't like to read beyond the post title, and a little skimming, since I keep getting questions or complaints that already have an answer in my post.
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