http://dbd.game/killswitch
An Idea for the Trapdoor
I think the fact that the killer can catch the survivor in the trapdoor is the origin of the whole problem now. My idea is that when there is only 1 player left in the game and enough generators have been completed for the trapdoor to appear, the survivor acquires the exposed state. So the killer can knock him down with 1 hit but the killer can't catch him in the trapdoor . In other words, if the survivor finds the trapdoor he escapes (the killer has to be a bit strategic) and if the killer find him he will die quickly. I think it would solve the problem of the eternal dispute in the trapdoor.
¿What do you think guys?
Comments
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This will promote hatch camping what is already happening a lot. Just make hatch enter animation longer and standoffs are fixed.
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Reveal aura after 15 seconds of hatch being open. You will be put into a bt like state if you are hit. If you are hit your aura is hidden.
Killer can shut the hatch preventing survivors from leaping in. Survivors can open the trapdoor by interacting with it for a progress bar similar to cure sickness in duration. Just no invincibility because of animations because it's unbalanced and dumb.
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Or.....after being hit by the killer you cant enter the hatch for 3/4 seconds....its simple as that.
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Sorry but how would this fix anything? The problem with the hatch is the standoff where both players stand there until the other one makes a move. A longer animation would do nothing to solve this.
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A longer animation would mean the killer could recover fast enough to grab the person when they jump in.
What they need to do is allow the killer to close the hatch. If the killer finds the hatch first, they shouldn't be punished for it. If the survivor finds the hatch first, they can escape. Why doesn't the killer get any benefit for finding it first?
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Eh I could see that, but then survivors would just wait a short distance AWAY from the hatch, so that they can use the speed boost to negate the longer animation. It doesn't actually solve the problem, just pushes it to a different spot.
As for closing the hatch that was tested and didn't work.
I think a better solution would be just make the hatch closed and the last survivor has to pick the lock. It would be a channel action like doing a totem, something like 8 seconds maybe is fair. Give it a noise indication so that killer can hear you do it and they don't need to be right on top of it all the time. IMO that's a more fair solution. Then they could make changes to keys too. Broken Keys pick the lock at a slower rate than normal (but you don't need to be the last survivor in the trial to do it), Dull Keys pick the lock faster, maybe in like 3 seconds or something, and Skeleton Keys open it instantly. That would kill 2 birds with 1 stone.
Of course this is just 1 suggestion. There are a lot of ways to do it, but I'm just making the point that a longer animation won't be the solution we are looking for. It could be, but I highly HIGHLY doubt it.
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It didnt work, or it had too many survivors whining about it that they removed it...?
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The problem is there is no right answer any changes would be bias'd towards one side although hatch is problematic.
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I think i like the idea that I said before and I htink is balanced in that sense. But another idea could be, if the killer found the hatch he can close it, but after that the game reproduce a memento mori animation for the last survivor to end the match faster. I htink that the worst is the loss of time and this could fix that too.
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Didn't work because if killer closes the hatch, survivor hides. Game is now going to go on forever. No survivor will do a gen in that situation unless they have a gen jockey build and the map is split.
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