Remove the hatch

The Hatch is a incredibly weird, and RNG based mechanic. A lot of the times, it boils down to the last survivor randomly getting it/tbagging on it or it boils down to the killer closing it and going into normal endgame, which unless you are on the RPD map as a low mobility killer, the killer is winning. The hatch does not have skill expression, plus, it ends up giving survivors less MMR if they do escape through it.

Ultimately, I think the whole, Hatch should be changed into a skill-based 1v1, the point of the hatch was to not make it feel like with one survivor left, there is nothing to be done. But it, doesn't really do much, SO, here is my idea.

START OF THE LMS:

Once the conditions for what the hatch would normally need for it to open are met, the LMS (Last Man Standing) starts. The Killer sees the aura of the survivor for (8s) and gains 15% haste if not within 64 meters of the survivor, all perks/lockers are disabled.

If the survivor is injured, they will be healed to full. However, if the last man standing is downed already, the actual LMS will not activate.

A timer will start, (45~ seconds), and it is up to the Survivor to last until the timer ends, and for the killer to kill the survivor before the timer ends. This leads into a FULL skill-only 1v1.

If the survivor wins, they will not lose MMR and thus, makes the boring hatch into a fully skill-dependent chase.

Obviously, some items and perks would need to be changed, but they only recommended ratting for actual value.

PS. Some numbers can be tweaked.🤗

Comments

  • I genuinely don't understand why people make a fuss over hatch.

    The Killer already won. They've already done a pretty good job thus far. That fourth kill is just a luxury they don't need for the win.

    If they're doing adept, they can force hatch spawn in their favour by bringing an offering.

    Also, we are getting a dedicated 1v1 mode next year, so that would render this idea obsolete.

  • I've always liked the idea of a 1v1 at end game even all tho I don't think it could be ever properly implemented.

    But I would rather a 1v1 situation like you spawn at shack with pallets respawned then you got to do a 1v1 for certain amount of time, with perks disabled as well ofc.

    I just worry with killer aura / haste its less of a 1v1 and more of survivors just hiding around the killer and walking around

  • Yeah don't be removing hatch. It's the consolation prize and good reason for surv players to keep playing when the killer has obviously won.

    I don't like the sound of this 1v1 thing. It only rewards people who are good at chase. Not everyone plays like that. It's also just thematically a bit naff surv keeps running and suddenly randomly gets out somehow? The hatch endgame situations are super tense, and they can go both ways, either It's a tense stealthy situation, or if killer spots you they chase and you have to try and reach hatch first. Plus the mindgames of finding a key and letting killer lock hatch then sneaking in for the unlock.

    A straight 45 second timer is kinda boring and honestly requires less skill than trying to transfer between tiles AND keep an ear out for hatch all while running chase.

  • @MarbleThrone said:

    I genuinely don't understand why people make a fuss over hatch.

    The Killer already won. They've already done a pretty good job thus far. That fourth kill is just a luxury they don't need for the win.

    If they're doing adept, they can force hatch spawn in their favour by bringing an offering.

    Also, we are getting a dedicated 1v1 mode next year, so that would render this idea obsolete.

    True.

  • If you really want the 4k, slug for it. Hatch is fine as is. However, I would like to address slugging for the 4k by letting the downed survivor Abandon if they're slugged for, say, 30 seconds while 2 survivors are dead.

  • RNG based mechanic

    DbD is an incredibly RNG based game - that variability is a pretty big part of what the game is.

    1v1's would get boring really quickly, plus also be hard to balance on the time based on who the killer is.

    The hatch does not have skill expression, plus, it ends up giving survivors less MMR if they do escape through it.

    Do you mean in comparison to the doors? Because the hatch is MMR neutral.

    The Hatch is a incredibly weird,

    True, but the problem is that the basics of the game really break down once it gets to a 2v1 and then a 1v1. I think Hatch is about the best idea they could do without totally reimagining the game.

  • @HoodedWildKard said:

    Yeah don't be removing hatch. It's the consolation prize and good reason for surv players to keep playing when the killer has obviously won.

    I don't like the sound of this 1v1 thing. It only rewards people who are good at chase. Not everyone plays like that. It's also just thematically a bit naff surv keeps running and suddenly randomly gets out somehow? The hatch endgame situations are super tense, and they can go both ways, either It's a tense stealthy situation, or if killer spots you they chase and you have to try and reach hatch first. Plus the mindgames of finding a key and letting killer lock hatch then sneaking in for the unlock.

    A straight 45 second timer is kinda boring and honestly requires less skill than trying to transfer between tiles AND keep an ear out for hatch all while running chase.

    It only rewards people who are good in chase.

    But it would also be an effective way to practice chase without having to juggle gens and hooks.

  • I'm sorry but this idea is straight up terrible. We are not in a aysm roblox game here

  • @HoodedWildKard said:

    Yeah don't be removing hatch. It's the consolation prize and good reason for surv players to keep playing when the killer has obviously won.

    I don't like the sound of this 1v1 thing. It only rewards people who are good at chase. Not everyone plays like that. It's also just thematically a bit naff surv keeps running and suddenly randomly gets out somehow? The hatch endgame situations are super tense, and they can go both ways, either It's a tense stealthy situation, or if killer spots you they chase and you have to try and reach hatch first. Plus the mindgames of finding a key and letting killer lock hatch then sneaking in for the unlock.

    A straight 45 second timer is kinda boring and honestly requires less skill than trying to transfer between tiles AND keep an ear out for hatch all while running chase.

    It only rewards people who are good at chase

    Yeah this is my problem with this idea. This last survivor might have unhooked everyone, healed everyone, and did multiple gens and now it comes down to also being good at chase. They also have a good chance of being screwed over by lack of resources, many of which could have been used by bad teammates. At that point it's luck and RNG based as much as hatch often is, and it favors the killer like hatch usually does.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101291#Comment_4101291

    It only rewards people who are good in chase.

    But it would also be an effective way to practice chase without having to juggle gens and hooks.

    It would I suppose, but usually if I want that kind of practice I don't do it in pub matches. I'll set up as custom with a friend.

  • hatch exists as an immersive way to end games that's not just "pulling the plug". Just because people get the wrong idea about it doesn't mean it's flawed.