Hatch Rework/Replacement Ideas Thread

Remove the Hatch from the game. Once the last Survivor is left the Exit Gates are powered and start to open themselves a third as effectively as a Survivor, completely opening themselves after 60 seconds (Time might be too long or short?). The Exit Gates' Auras are permanently revealed to the Survivor as well as the Killer.

My reasoning for wanting a change is hatch haunting is unfun RNG for both sides IMO. These changes remove some of the power from the Survivor up front by removing the RNG free escape, but give them more power against Killers that camp the exit gates. Forces the Killer to haunt for the Survivor and forces the Survivor to come up with a plan to escape. Requiring more thinking ahead on both sides.

What do you guys think of my idea? I'd love to hear your guys' ideas or if you even think Hatch needs to be changed.

Comments

  • This basically rewards you for sitting in a locker the whole game waiting for your team to die. You're basically guaranteed an escape if you are uninjured.

  • Leave the hatch as it is. This game is based around our hopes of escaping.

  • @lowiq said:

    This basically rewards you for sitting in a locker the whole game waiting for your team to die. You're basically guaranteed an escape if you are uninjured.

    Any mechanic that gives the last Survivor something rewards you for hiding to be fair, I'm sure you have had a teammate not save you because they are sitting on hatch before.

  • hatch is fine as it is, gates just need some spawn work to make it so they dont spawn too close or too far

    if anything needs to be done to hatch its the interaction they have with keys.

  • also this idea is awful a survivor will just hide literally anywhere on the map until gates spawn and just escape through the one the killer isn't at, if its not a killer that can one shot the survivor is basically given the escape and can run right through them.


  • @AChaoticKiller said:

    also this idea is awful a survivor will just hide literally anywhere on the map until gates spawn and just escape through the one the killer isn't at, if its not a killer that can one shot the survivor is basically given the escape and can run right through them.

    True, hard to come up a solution to that, maybe a short killer instinct at the start to get the ball rolling. Though I think it might become to hard for the Survivor. Also what would you change on how hatch works with keys.

  • @Clueless said:

    https://forum.deadbydaylight.com/en/discussion/comment/1723193#Comment_1723193

    True, hard to come up a solution to that, maybe a short killer instinct at the start to get the ball rolling. Though I think it might become to hard for the Survivor. Also what would you change on how hatch works with keys.

    @AChaoticKiller said:

    Hatch changes

    • Hatch will now take 10 seconds to open with keys and between 8-14 seconds depending on addons used.
    • When the hatch is being opened a directional sound can be constantly heard at a distance of 32 meters
    • Progress on opening the hatch does not save
    • survivors opening the Hatch can be grabbed/ interrupted
    • spawning rules for the Hatch and time it remains open does not change

    With these changes to the Hatch the killer will be able to stop the Hatch from being opened and will make the Hatch require teamwork depending on where it spawned. This will also get rid of instant escapes but a similar thing can still happen with team work, such as opening it as other survivors are going to it. The killer may still be able to prevent this by stopping the hatch from being opened or by closing it.

    Key changes

    • Skeleton key: no changes
    • dull key: 20 seconds of use, Can't be used again if you cancel the interaction with the Hatch. This does not mean that the key will break but instead it will just be deactivated
    • broken key: 20 seconds of use. no other changes
    • all keys will break if used to open the hatch if no addons are used and addons are lost if the key is used to open the hatch.
    • If the key is deactivated it cannot open the hatch, opening the hatch will fully deplete a keys charges after it is open.
    • using a key will not make you automatically escape

    These changes will make keys have more charges while providing a clear difference in each of the keys ability's. If you want to escape by hatch with coordination the skeleton key is the best for this, if not then the dull key will be better for you to use instead.

    Key addon changes

    • common addon(idea): reveals items auras at a range of 32 meters
    • Eroded token: reveals survivor aura's at a range of 32 meters (from 24 meters)
    • rare addon(idea): Decrease the time it takes to open the hatch by 2 seconds, reduce charges by 50%
    • rare addon(idea): Decrease the sound made from opening the hatch by 8 meters
    • very rare addon(idea): Allows the key to open the hatch even when deactivated, the key begins the match deactivated.
    • unique wedding ring: channeling the key reveals the obsessions aura, if the killer is within 8 meters of the obsession it also reveals the killers aura.
    • Ultra rare addon(idea): channeling the key Reveals your aura to all survivors and the killer all survivor auras are also revealed to you.
    • Ultra rare addon(idea): channeling the key Reveals the Hatch's aura within 24 meters, increases the time required to open the hatch by 4 seconds

    Perk changes

    • Leader now affects survivors opening the hatch
    • Left behind now increases the speed of you opening the hatch with a key when you are the last survivor by 35%

    These changes and new addons will give keys more aura reading ability's while also providing new addons to go inline with changes to opening the hatch. Since all addons will be lost and the keys current addons were slightly weak i gave them a little more power so that players will have more options other than the two same addons that always saves your key. The new ultra rare addons while powerful have clear drawbacks that doesn't make them undesirable to use. The new and old common and uncommon addons are also not to bad to use on a broken key and can be used in place of a perk such as bond or plunderer's instinct.

    I personally think that this would make keys a lot more balanced than they currently are after all escaping should not be safe, easy, and instant. The sound you make when opening the hatch is to provide the killer with the knowledge that the hatch is being opened but only if he is nearby so stealthy escapes are still possible. if you have any recommendations to this idea let me know and if i agree i will gladly put it in and if a dev sees this feel free to use it any way you want.

    basically that but take values with a grain of salt of course they can be adjusted.

    the problem with hatch is there is no interaction with the killer, once it's found that's it you lost that survivor along with any friends they brought along.

    edit: also before anyone response of course this is a nerf how can anyone in the right mind think keys are anywhere near balanced. same for mori's but this isn't about that.

  • The hatch spawns at the start of the match

    Killer can always see the hatch with a yellow aura

    If the killer stands too close to the hatch for too long then will relocate and its aura will be hidden for a time

  • @Clueless said:

    Remove the Hatch from the game. Once the last Survivor is left the Exit Gates are powered and start to open themselves a third as effectively as a Survivor, completely opening themselves after 60 seconds (Time might be too long or short?). The Exit Gates' Auras are permanently revealed to the Survivor as well as the Killer.

    My reasoning for wanting a change is hatch haunting is unfun RNG for both sides IMO. These changes remove some of the power from the Survivor up front by removing the RNG free escape, but give them more power against Killers that camp the exit gates. Forces the Killer to haunt for the Survivor and forces the Survivor to come up with a plan to escape. Requiring more thinking ahead on both sides.

    What do you guys think of my idea? I'd love to hear your guys' ideas or if you even think Hatch needs to be changed.

    This could be a cool idea, if that were the case I'd totally run diversion and try for the mindgames!

  • @Clueless said:

    Remove the Hatch from the game. Once the last Survivor is left the Exit Gates are powered and start to open themselves a third as effectively as a Survivor, completely opening themselves after 60 seconds (Time might be too long or short?). The Exit Gates' Auras are permanently revealed to the Survivor as well as the Killer.

    My reasoning for wanting a change is hatch haunting is unfun RNG for both sides IMO. These changes remove some of the power from the Survivor up front by removing the RNG free escape, but give them more power against Killers that camp the exit gates. Forces the Killer to haunt for the Survivor and forces the Survivor to come up with a plan to escape. Requiring more thinking ahead on both sides.

    What do you guys think of my idea? I'd love to hear your guys' ideas or if you even think Hatch needs to be changed.

    Also how about this:

    Lockers can not spawn within 36 meters of the exits. I think that could help nerf the survivors ability to camp

  • That would make it even easier to escape as survivor tho. You can just hide and then rush through once the gates are open if you have 2 health states and nothing can be done

  • I kinda like the hatch the way it is now.

    It's no where near as annoying as it was before. Don't fix what isn't broken i say

  • The final survivor having to run out one of two very wide open gates every single game would make their movements simultaneously very predictable and very difficult to stop, which doesn't sound like it would result in fun for anyone. The randomization of the hatch adds tension to a part of the game (tracking down one final annoying straggler) that would otherwise be pretty rote and boring.

  • @Clueless said:

    Remove the Hatch from the game. Once the last Survivor is left the Exit Gates are powered and start to open themselves a third as effectively as a Survivor, completely opening themselves after 60 seconds (Time might be too long or short?). The Exit Gates' Auras are permanently revealed to the Survivor as well as the Killer.

    My reasoning for wanting a change is hatch haunting is unfun RNG for both sides IMO. These changes remove some of the power from the Survivor up front by removing the RNG free escape, but give them more power against Killers that camp the exit gates. Forces the Killer to haunt for the Survivor and forces the Survivor to come up with a plan to escape. Requiring more thinking ahead on both sides.

    What do you guys think of my idea? I'd love to hear your guys' ideas or if you even think Hatch needs to be changed.

    You gonna remove mories too? They're equally broken and unfair to the other side. If one goes, the other one needs to as well. What actually needs to happen is ebony and green mories need to be canned, and so do hatch spawn locations and maybe keys. They could just change how the key works but idc take it out of the game. I want Cheese by Daylight to be over. 50% of my games are against ebony mories because they hand them out like candy

  • If the survivor is trying to make a hatch escape then you pretty much already won as a killer. If you removed the hatch, what would you expect solo survivors to do? Maybe their team gave up early or the killer just dominated one weak link and snowballed. Is it really a solo's fault that they can't control their teammates actions?

    The one thing they should change about hatch, is how keys work. The only time hatch frustrates me is when multiple survivors are searching for a key and you have no way to stop it as a killer. I would make it so that keys take time to unlock the hatch, at the least 5 seconds, at the most as long as a door. This stops the BS moments where you are about to catch someone but they got lucky and randomly stumble on the hatch, while you are powerless to stop them.

  • I like my idea of having crows fly in the direction of the hatch once it spawns. It is a little thing, but it would greatly increase the odds for both killer and survivor to find the freaking thing. I also hate that the hatch spawns so close to the doors usually. The doors usually spawn way to close together and then placing the hatch near them gives the killer an unfair advantage.


    Another idea is to make the hatch spawn directly between the first two generators done. This would mean players have to be mindful of what is happening in the game. Right now you just kind of have to run around mindlessly looking for the hatch which aint fun.

  • @stvnhthr said:

    I like my idea of having crows fly in the direction of the hatch once it spawns. It is a little thing, but it would greatly increase the odds for both killer and survivor to find the freaking thing. I also hate that the hatch spawns so close to the doors usually. The doors usually spawn way to close together and then placing the hatch near them gives the killer an unfair advantage.

    Another idea is to make the hatch spawn directly between the first two generators done. This would mean players have to be mindful of what is happening in the game. Right now you just kind of have to run around mindlessly looking for the hatch which aint fun.

    I like both of your ideas. The crow one especially. Maybe when the hatch swings open nearby crows would be scared and fly away instead of towards that would be a flavorful reason.

  • Hatch:

    spawns closed. Never opens on its own.

    Survivors can take 15 seconds to open hatch (includes loud notification when nearing the end vaguely similar to exit gate opening) when appropriate requirements are met (some sort of indication appears/disappears from hatch texture).

    Keys do not automatically open hatch but rather allow it to be opened prematurely. (Key is used to allow survivors to open hatch. Once the key is consumed, the hatch takes 15 seconds to open. Stays open for 5 seconds and then automatically closes regardless of how many survivors are left in the match).

    Killers can close the hatch. Does not trigger EGC. Completing a gen allows for the hatch to be opened again.

    Hatch grabs return.