HOT TAKE For punishing Tunneling

Bring back old hatch. Not the hatch standoff but the hatch spawns early. Realistically no ones really going to be happy about the changes but I say tweak the current Slugging Update (in terms of numbers) and bring back old hatch

Comments

  • It would be fair to bring back the old hatch, and also the old animations and dark maps with fog.

  • @Mistfit said:

    Bring back old hatch. Not the hatch standoff but the hatch spawns early. Realistically no ones really going to be happy about the changes but I say tweak the current Slugging Update (in terms of numbers) and bring back old hatch

    No thank you, I prefer not having random escapes up to 3 man even tho I have gens left. It was annoying to tunnel out people with keys before and it won't change now - well I guess a little because keys only count for yourself now if I remember correctly.

    I'd rather take the anti-tunnel and anti-slugg stuff with actually fitting numbers and as little flaws as possible. I want at least the consistency that every gen has to be completed.

  • Let's not go backwards.

  • Yeah no, old hatch was removed for a reason.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456273/hot-take-for-punishing-tunneling

    No thank you, I prefer not having random escapes up to 3 man even tho I have gens left. It was annoying to tunnel out people with keys before and it won't change now - well I guess a little because keys only count for yourself now if I remember correctly.

    I'd rather take the anti-tunnel and anti-slugg stuff with actually fitting numbers and as little flaws as possible. I want at least the consistency that every gen has to be completed.

    Its not really random escape and a few numbers tweak could solve the problem. Just make it so hatch only appears after a certain amount of gens are done and only of there are 2 or less survivors alive. Then top it off with if you close hatch the game will continue instead of going into end game collapse. They could even make it so the hatch disappears after being closed for either an x amount of time or until theres only 1 survivor alive. There are ways to go about re implementing it instead of an immediate no

  • @Mistfit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998398#Comment_3998398

    Its not really random escape and a few numbers tweak could solve the problem. Just make it so hatch only appears after a certain amount of gens are done and only of there are 2 or less survivors alive. Then top it off with if you close hatch the game will continue instead of going into end game collapse. They could even make it so the hatch disappears after being closed for either an x amount of time or until theres only 1 survivor alive. There are ways to go about re implementing it instead of an immediate no

    It is for sure a random escape because you normally wouldn't have to worry about a escape-option in the trial.

    Otherwise I'd maybe agree but depends on how they'd try to implement it, the old version is a strict no.

  • @Mistfit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998398#Comment_3998398

    Its not really random escape and a few numbers tweak could solve the problem. Just make it so hatch only appears after a certain amount of gens are done and only of there are 2 or less survivors alive. Then top it off with if you close hatch the game will continue instead of going into end game collapse. They could even make it so the hatch disappears after being closed for either an x amount of time or until theres only 1 survivor alive. There are ways to go about re implementing it instead of an immediate no

    Terrible idea I am sorry. I wasn’t around for Old Dbd by some things just need to stay buried.

  • @Mistfit said:

    Bring back old hatch. Not the hatch standoff but the hatch spawns early. Realistically no ones really going to be happy about the changes but I say tweak the current Slugging Update (in terms of numbers) and bring back old hatch

    No

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998535#Comment_3998535

    Terrible idea I am sorry. I wasn’t around for Old Dbd by some things just need to stay buried.

    Nah if you want a problem with dbd then old hatch stand offs, those were a problem. There was a lot wrong with eariler dbd but old hatch wasnt the biggest problem in that game

  • The problem with letting hatches be accessible before endgame is that people could just leave and then utterly screw the rest of the surv team.

  • @Mistfit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998563#Comment_3998563

    Nah if you want a problem with dbd then old hatch stand offs, those were a problem. There was a lot wrong with eariler dbd but old hatch wasnt the biggest problem in that game

    Your idea is still problematic and should never return to dbd.

  • Oh man I remember good o'l hatch.

    I would personally like if they have never made a return, things get changed for a reason or atleast dbd doesn't shake up the game much so let's leave it as a memory.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998599#Comment_3998599

    Your idea is still problematic and should never return to dbd.

    I disagree and think you should give me a counter argument instead of just saying "its bad"

  • I definetly wouldn't want it early during the game, but I think it should spawn when all gens are finished…
    #betterNerfPig

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456273/hot-take-for-punishing-tunneling

    No thank you, I prefer not having random escapes up to 3 man even tho I have gens left. It was annoying to tunnel out people with keys before and it won't change now - well I guess a little because keys only count for yourself now if I remember correctly.

    I'd rather take the anti-tunnel and anti-slugg stuff with actually fitting numbers and as little flaws as possible. I want at least the consistency that every gen has to be completed.

    @Stab91 said:

    It would be fair to bring back the old hatch, and also the old animations and dark maps with fog.

    @OrangeBear said:

    Let's not go backwards.

    @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998535#Comment_3998535

    Terrible idea I am sorry. I wasn’t around for Old Dbd by some things just need to stay buried.

    @BasementDweller said:

    Yeah no, old hatch was removed for a reason.

    @Zuiphrode said:

    The problem with letting hatches be accessible before endgame is that people could just leave and then utterly screw the rest of the surv team.

    @tech said:

    Oh man I remember good o'l hatch.

    I would personally like if they have never made a return, things get changed for a reason or atleast dbd doesn't shake up the game much so let's leave it as a memory.

    @Mistfit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998660#Comment_3998660

    I disagree and think you should give me a counter argument instead of just saying "its bad"

    Hey y’all 👋 I’ve been working on an idea for DBD called Mix Up the Madness: Rotating Modes to Break the Generator Grind.
    Here’s the link:

    @Starlesque said:

    Hey Survivors & Killers! 👋

    DBD’s 4v1 is iconic, but matches can feel repetitive, and some mechanics- hexes, fog, maps, chests - don’t get enough love. Other games keep things fresh with rotating modes.

    I’ve drafted seven possible permanent rotating modes-four tension-focused and three exploration/reward - to mix up gameplay and encourage strategy, stealth, and teamwork. Would love community feedback and thoughts for BHVR on which modes sound most fun or how to tweak them!

    Tension-Focused Modes

    • Sudden Death: Survivors only get 2 hook stages; killers get slight buffs. Objective: Every encounter is high-stakes. Survivors must carefully plan rescues and generator runs because mistakes are costly.

    • Trail of Shadows: Only one survivor is visible at a time. Objective: Use stealth and misdirection to evade the killer, or for killers, anticipate movements and track strategically.
      • Perks (1 per player): Decisive Strike, Diversion, Head-On & Lithe/Sprint Burst
      • Always Active: Urban Evasion

    • Predator vs Prey: Killers gain temporary tracking after major survivor actions; survivors get small counters. Objective: Complete objectives while avoiding detection, creating tense cat-and-mouse moments.

    • Encore: Survivors are a “band,” each limited to their signature band perk.
      Objective: Complete generators while staying near teammates to boost “performance synergy.” Healing, cleansing, and interacting with objectives grant small buffs if nearby teammates support. Killers must disrupt the “performance.”
      Band Perk Options:
    • Kate Denson – Dance With Me: Encourages stealth and smooth movement.
    • Ace Visconti – Up the Ante: Bonus luck and item effectiveness.
    • Vee Boonyasak – Ghost Notes, One-Two-Three-Four!, Road Life (team coordination, timing, and movement)
    • Zarina Kassir – For the People: Boosts team support and interaction.
    • David King – Dead Hard: Action-oriented escape mechanic.
    • Nea Karlsson – Balanced Landing: Agility and flair for movement.
    • Meg Thomas – Sprint Burst: Classic fast movement and repositioning.
    • Aestri Yazar – Bardic Inspiration: Grants small buffs to nearby teammates during coordinated actions.

    Exploration & Reward Modes

    • Hexed Grounds: Extra hexes and environmental hazards like blocked pallets or trap windows. Objective: Navigate the map, disable or cleanse hexes, and manage hazards while completing generators.

    • Entity’s Reach: Certain map zones are controlled by the Entity, and survivors must interact to progress objectives. Objective: Explore shifting zones to repair, cleanse, or collect items before the killer intercepts.

    • Tainted Fog: Fog Vials are always active; survivors get minor debuffs, killers gain small buffs. Objective: Use the fog for strategic positioning, completing objectives safely or ambushing opponents.

    I’d love to hear what ya'll think add your ideas in the comment or if any of these interest you speak!

    Curious what you think, any changes you’d want to see or feedback you’ve got?

  • @Mistfit said:

    Bring back old hatch. Not the hatch standoff but the hatch spawns early. Realistically no ones really going to be happy about the changes but I say tweak the current Slugging Update (in terms of numbers) and bring back old hatch

    I don't think we should bring back old hatch… plus I am 1 of only 2 players in my discord server that got the achievement for all 4 to escape through hatch. I kind of like no one else getting that :)

  • @Mistfit said:

    Bring back old hatch. Not the hatch standoff but the hatch spawns early. Realistically no ones really going to be happy about the changes but I say tweak the current Slugging Update (in terms of numbers) and bring back old hatch

    no because all that did was have 4 man key escapes

  • @Mistfit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998660#Comment_3998660

    I disagree and think you should give me a counter argument instead of just saying "its bad"

    Hatch should never spawn before the Gens are completed..people escaping before gens are done is a bad idea. It’s a free escape. Not much to add for obvious reasons.

  • with ideas like this you should apply job at BHVR.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998916#Comment_3998916

    Hatch should never spawn before the Gens are completed..people escaping before gens are done is a bad idea. It’s a free escape. Not much to add for obvious reasons.

    that's why I said it could be punishment for tunneling. Don't tunnel/hard tunnel then hatch won't spawn. Obviously they need to tweak a few things like if the person on hook tries to take a hit for the unhooker, etc

  • Old hatch was less about punishing tunneling and more about preventing bottlenecking. It forced the trial to move forward in scenarios where it wouldn't otherwise. In that sense, we really do need a mechanic like that again. All we have at the moment is Abandon.

  • @Mistfit said:

    Bring back old hatch. Not the hatch standoff but the hatch spawns early. Realistically no ones really going to be happy about the changes but I say tweak the current Slugging Update (in terms of numbers) and bring back old hatch

    I got an achievement for completing gens and escaping while being the only person alive because of the old hatch. It was a huntress and they sat on the hatch for so long I did like two gens and left. Actually did that again recently against a VPN pyramid head who also spent the match humping and hitting on hook. Idk why VPN players are always so toxic.

    I HATE the old hatch system. It sucked for survivor and killer. People would just rat around until they found it then hide nearby. Back when I played Identify V on mobile, their hatch would shift around the map after a certain amount of time. I think that would be could. Honestly that would be a cool idea for 3 gens..though I don't want to punish the killer because survivors made a goofy mistake by gen-rushing themselves into a 3 gen lol.

    I made a post on my suggestions a few weeks back. One was psychological priming by subtly shaming tunneling via built in mechanics. Like if you tunnel the entity will be displeased or something. A lot argue its the most optimal way for a win. So if the game frames it as not a less of a win and more of a disappointing act…it may convince a few to stop or at least counter their arguments supporting tunneling.