Dead by Daylight

Dead by Daylight

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The Inbred 11 DIC 2019 a las 14:19
Improved Hatch Mechanic Still Sucks
Before anyone disagrees, hear me out.

Honestly, closing the hatch was a good call but it's frustrating. Survivors are supposed to crouch around the map cautiously when trying to find the hatch while killers are able to do the same freely. It literally gives killers the upper-hand (speed, to name one of it) when it comes to searching.

Once the hatch is closed, there's a timer. Survivors aren't even allowed to plan their next move. Killers can see gate auras, they camp both gates. Some of them teleport from one gate to another in seconds. Others like Trapper or Freddy put their traps right at the gate. Survivors need to destroy that trap (or step on it) before they're able to unlock the gate. So it makes a sound. Once the killer knows which gate the survivors have been working on, they camp that gate. Survivors are then supposed to start from scratch with opening the other gate but this doesn't prevent the camping. It's literally a dead end. There's no way a survivor could get out of that.

Hatch mechanic needs to be FAIR. Yes, killers are meant to be feared and are supposed to be stronger. Survivors are in a killer's world but they still need a chance to survive when all else fails. Otherwise, it's pointless.

It's frustrating with a weak team/really strong killer. At times, generators can't even be done and then the hatch gets closed and then there's a timer, and then the gates get camped and then it's inevitable death. What's the point?

If the situation of the game comes down to a hatch escape, it already means that the game was THAT frustrating. The 'improved' hatch mechanic literally went from hatch stand-off to who-finds-the-hatch-first which makes it even worse.

Suggestions

1. Add a hatch opening mechanic (find key from crate). Have the crates light up, sort of like the pig's trap opening cage thing.

2. Add a hatch opening mechanic like how generators are done (with bar progression). This gives the killer something else to do instead of camping the gates. Yes, they can camp the hatch but at least they can't see the hatch's aura and I'm sure it'll take time to find the hatch again. But camping the hatch gives survivors the time to open a gate.

Idk if DbD is still a stealth-based game but I was under the impression that it was supposed to be exactly that back in 2017. The end-game timer completely destroys the purpose of stealthing around. Survivors can't be rushed around with a timer like that, it's not fair. They are being forced to expose themselves because of the end-game timer. Killers are supposed to search, hunt and destroy. End-game timers are just not the play.

But then again, this is just my 2/c.
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Mostrando 1-15 de 37 comentarios
Andy 11 DIC 2019 a las 14:50 
I agree and disagree. I agree with the statement that the hatch mechanics are still pretty anti-fun but, I disagree on your changes. The 1v1 situation at the end of the game is awful for both sides and is largely based off of rng. As both killer and survivor I end up feeling "cheated" by the hatch a lot.

In a game where I'm doing well as killer the hatch won't spawn until it's just one survivor left, I'll have no chance to find it and try to plan around it and, it's complete luck on if I do happen to find it first. On the chance that I find it first I now have to hope that both of the exit gates spawned in a small enough radius that I can actually patrol them as an m1 killer, even if I do find the hatch first I can still have the survivor get out because the doors are just too far for an m1 115% killer to reach without it opening.

Same thing goes for the survivor end, in a game that I really need the hatch it won't be spawning until I'm the only survivor left, I have no way to plan around it and it's up to a coin flip to see if I win or lose. If the killer does find the hatch first now I have to hope the doors are far enough away for me to open it when the killer leaves and that the killer doesn't have high mobility like a hillbilly.

Your suggestions don't account for the killer, both sides can get cheated and stuck in a no win situation with the hatch and both sides should have the chance to outplay the opposition. Just buffing survivors in this situation will make it even more unfun for the killers who already can be stuck in situations where they don't have a chance.
The Inbred 11 DIC 2019 a las 21:06 
You're right that I didn't really account for M1 killers since the past several games I've played were against killers with impossible traps or high-mobi killers. I was frustrated when I wrote this from the number of times I got body-blocked away from the hatch last night. I apologise if I seem survivor biased.

Nonetheless, the hatch mechanic is dumb af. It's like an extra slap in the face after already getting punched around. I couldn't think of a better buff for the hatch apart from a hatch opening mechanic.
Última edición por The Inbred; 11 DIC 2019 a las 21:15
21's bitch 11 DIC 2019 a las 21:08 
I think hatch shouldn't even exist in the first place.

If you got ♥♥♥♥♥♥ you got ♥♥♥♥♥♥, just die and go next.
The Inbred 11 DIC 2019 a las 21:15 
Publicado originalmente por Hitz:
I think hatch shouldn't even exist in the first place.

If you got ♥♥♥♥♥♥ you got ♥♥♥♥♥♥, just die and go next.

Seems legit.
call me handsome 11 DIC 2019 a las 21:19 
Hatch mechanic is already survivor favored. It's like killers having noed without having to spend perkslot for it. Now you don't even need to repair ANY generators for hatch to spawn. It rewards still for failure, just slightly less than before
Twin Crows 11 DIC 2019 a las 21:21 
I think the hatch should always be able to be open up with key or not. Just without Key takes a really long time to open. The 2 gate thing sucks ass after the hatch has been closed on open maps.

Once the hatch closes it becomes a race to either gate and often luck depending on the spawns of the gates. You could potentially loop the killer for 2 minutes but die cause well you ain't getting out.

I think when all survivors are dead but 1 the 1 v 1 needs to change in some way.
Moris are still to strong, Keys are to op, Hatch is to strong but hatch closed is to strong.
I feel like a lot of these things need to be nerfed.
21's bitch 11 DIC 2019 a las 21:21 
Publicado originalmente por call me handsome:
Hatch mechanic is already survivor favored. It's like killers having noed without having to spend perkslot for it. Now you don't even need to repair ANY generators for hatch to spawn. It rewards still for failure, just slightly less than before

Exactly.

I'm already amazed how survivors get 1000 chances to win a game and still get that cherry on the cake, the hatch.

People actually want the game to be even easier.
MissChibiGoddess TTV 11 DIC 2019 a las 21:36 
devs shoulda listen to my suggestion, make 2-3 hatches appear.
cant have a stand off then lol. devs wanted 2 live 2 die game. so why not let the last one win.
The Inbred 12 DIC 2019 a las 0:46 
Publicado originalmente por Twin Crow:
I think the hatch should always be able to be open up with key or not. Just without Key takes a really long time to open. The 2 gate thing sucks ass after the hatch has been closed on open maps.

Once the hatch closes it becomes a race to either gate and often luck depending on the spawns of the gates. You could potentially loop the killer for 2 minutes but die cause well you ain't getting out.

I think when all survivors are dead but 1 the 1 v 1 needs to change in some way.
Moris are still to strong, Keys are to op, Hatch is to strong but hatch closed is to strong.
I feel like a lot of these things need to be nerfed.


This is the point I'm trying to bring up. This gameplay right here is trash. It shouldn't be this way. This is the only part that needs a fix because it's ridiculous. The game is great but the way the hatch system works once it's closed, together with the end-game timer and how survivors are given a couple of minutes to either open the gate or get killed while killers camp both gates is trash gameplay.

My suggestion was to add a open hatch mechanic but I'm sure the devs are capable to think up something more efficient. I'm not a game designer.
Premium Cooking Oil (Bloqueado) 12 DIC 2019 a las 0:52 
To the OP: the killer SHOULD have the upper hand in a 1v1, geez. Why is it so hard to understand? Why would you expect increased chances of a free escape when your team already failed? The whole concept of a hatch is already an unearned second chance, making it even easier is a deranged idea.
The Inbred 12 DIC 2019 a las 0:57 
Publicado originalmente por Regards, Dolan:
To the OP: the killer SHOULD have the upper hand in a 1v1, geez. Why is it so hard to understand? Why would you expect increased chances of a free escape when your team already failed? The whole concept of a hatch is already an unearned second chance, making it even easier is a deranged idea.

I had already mentioned in my post that I understand that the killer should have the upper-hand but the current hatch mechanic is pretty frustrating. If the devs wanted to give survivors a second chance with a hatch, it needs to be implemented efficiently. Not half-assed.

Note: I didn't mention a free escape, I suggested an idea that would make the end-game hatch-or-gate mechanic less frustrating and not a 'loop the killer around for 2 minutes until you die' type of gameplay, because that's what's going on right now.
Última edición por The Inbred; 12 DIC 2019 a las 1:00
Fury 12 DIC 2019 a las 1:01 
Publicado originalmente por ❤MissChibiGoddess❤:
devs shoulda listen to my suggestion, make 2-3 hatches appear.
cant have a stand off then lol. devs wanted 2 live 2 die game. so why not let the last one win.
If devs want 2 escape 2 die what they should do is give less second chance perks and second chance escapes which rewards survivors failures so they can get good at last. Because if survivors die so often is because they are potatoes and take bad decissions not because of the game.
Última edición por Fury; 12 DIC 2019 a las 1:02
tinytmss 12 DIC 2019 a las 1:05 
i think hatch is actually fine rn,,, its so much better than what it was before and honestly... its not the first time one side gets crushed by RNG.

if it was less RNG dependent, such as exit gate should never spawn on same wall or something like that, maybe it’d be more fair.

imo though, if you cant repair 3 gens at least bc your teammates didnt do good in a 4v1, its valid that the last person will have a hard time getting out. i mean if you failed to complete the base objective for a hatch to be visible, why should the killer be punished for doing good?

as a survivor:
- if your game is looking bad, i.e. 1 is dead... maybe you could start looking for the hatch?
- search some boxes? in a game of RNG, maybe you’ll find a key
- dont look for hatch at all, wait by the exit until killer shuts hatch

just some possible tips
Illiminator31 12 DIC 2019 a las 1:13 
Publicado originalmente por Ouchie:
Before anyone disagrees, hear me out.

Honestly, closing the hatch was a good call but it's frustrating. Survivors are supposed to crouch around the map cautiously when trying to find the hatch while killers are able to do the same freely. It literally gives killers the upper-hand (speed, to name one of it) when it comes to searching.

Once the hatch is closed, there's a timer. Survivors aren't even allowed to plan their next move. Killers can see gate auras, they camp both gates. Some of them teleport from one gate to another in seconds. Others like Trapper or Freddy put their traps right at the gate. Survivors need to destroy that trap (or step on it) before they're able to unlock the gate. So it makes a sound. Once the killer knows which gate the survivors have been working on, they camp that gate. Survivors are then supposed to start from scratch with opening the other gate but this doesn't prevent the camping. It's literally a dead end. There's no way a survivor could get out of that.

Hatch mechanic needs to be FAIR. Yes, killers are meant to be feared and are supposed to be stronger. Survivors are in a killer's world but they still need a chance to survive when all else fails. Otherwise, it's pointless.

It's frustrating with a weak team/really strong killer. At times, generators can't even be done and then the hatch gets closed and then there's a timer, and then the gates get camped and then it's inevitable death. What's the point?

If the situation of the game comes down to a hatch escape, it already means that the game was THAT frustrating. The 'improved' hatch mechanic literally went from hatch stand-off to who-finds-the-hatch-first which makes it even worse.

Suggestions

1. Add a hatch opening mechanic (find key from crate). Have the crates light up, sort of like the pig's trap opening cage thing.

2. Add a hatch opening mechanic like how generators are done (with bar progression). This gives the killer something else to do instead of camping the gates. Yes, they can camp the hatch but at least they can't see the hatch's aura and I'm sure it'll take time to find the hatch again. But camping the hatch gives survivors the time to open a gate.

Idk if DbD is still a stealth-based game but I was under the impression that it was supposed to be exactly that back in 2017. The end-game timer completely destroys the purpose of stealthing around. Survivors can't be rushed around with a timer like that, it's not fair. They are being forced to expose themselves because of the end-game timer. Killers are supposed to search, hunt and destroy. End-game timers are just not the play.

But then again, this is just my 2/c.

I like that Post, however here are my 2 Cents playing both Sides:

1) EGC: I think the EGC is needed, since before it was implemented you literally had Survivors play Hide and Seek vs unexperienced Killers doing it to that Degree that the Killer DCd sometimes. However i would agree that Killers should not get the Advantage of seeing the Gates Light up when the last Gen is done. Maybe a Scratchmark kind of thing to point in the General direction of the Exits but not lighten up (or just for a few Seconds).

2) About the Hatch: I find it frustrating as a Killer and as a Survivor, especially when playing solo. As a Killer i feel Cheated and Frustrated when i 3K a Team, they done no or 1-2 Gens and the last Survivor escapes with the Hatch, because the RNG is on his Site.
Otherwise i had Game where my Team was bad and the last one let me hang on the hook, as a solo Survivor, just to let me die and get the Hatch.
A Solution would be to only make the Hatch available when at least 2 Gens are repaired (or the remaining Survivor has a Key), remove the Sound of the Hatch for both Sides (to make it equally hard to find) and to Generally reduce the Points for a Hatch so it only prevents you from a Depip (you can however increase the Points the more Gens are done etc).

3) About Teleporting Killers. While i see that e.g the Nurse takes a lot of Skill to be somewhat usefull i see it that its too easy with e.g the Hag or Freddy to mark both Exits with Traps and get alerted. Sure when you play as a SWF you can activate one and "lure" the Killer away, however as a Solo Survivor that dosent really work 90% of the Time because of lack of Communication.
Maybe make a Zone around the Exit Gates where no Traps and be placed?, that would fix it.Still making Nurse etc Viable if you are really good, making the "easier" ones like Freddy or Hag a bit less Powerfull
21's bitch 12 DIC 2019 a las 1:13 
Publicado originalmente por Doing Challenges:
I think it's good that it exists but this new rule that NO MATTER how many gens you did the hatch will spawn if ur alone sucks, I rlly hate it

^ Coming from a Survivor Main

I personally think keys shouldn't exist at all honestly, i'm at rank 1 as Killer and rank 2 as Survivor btw.

The hatch should be meant as a way to wrap up a game that's already over faster, that's what it kinda does, in a RNG-based unfair way.

They should just scratch hatch from the game and come up with a actual skill-based way to bring an end to matches, maybe a chase with time limit or something.
Última edición por 21's bitch; 12 DIC 2019 a las 1:15
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Publicado el: 11 DIC 2019 a las 14:19
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