OG_JuicyJuice1100
OG_JuicyJuice1100
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- OG_JuicyJuice1100
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Comments
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I do agree that hatch does need some sort of animation, but 2s I think is too short.
What if the hatch was treated more like a gen? Make it take 20 seconds to open with a key. It also makes a notification to the killer when the hatch is being worked on. Skill checks can also pop up when working on hatch. If you fail a skill check another sound notification will pop up for the killer and progress will be slowed, similar to working on a gen. Skill check swill not open hatch faster. Any perks that work on a gen will also work on hatch. (Examples: Red herring can be used on hatch; Pop can be used on the hatch, except in this case instead of regressing it will just reset the time to open back to 20 seconds; Etc. )
I think doing this will add more to the game and make keys/hatch more interesting allowing more creative play. Survivors can fake opening the hatch to try to get the killer to check hatch force a mind game. Doing so is also a risk as now killer knows where hatch is because of the notification.
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As for your mori suggestion.
I do like the idea of adding an obsession. This will force killer to potentially play around DS even if their isn't one. I also like the idea of only allowing the killer to mori someone who's been hooked twice. I also think doing that drastic of a change to mori would nerf moris a little too much.
I think a hybrid of your idea and the idea from this post: https://forum.deadbydaylight.com/en/discussion/comment/1765395#Comment_1765395, would be good as it still keeps moris powerful, but it doesn't incentivize killers to tunnel someone into a mori.
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I think adding another tile for the exit gates is a little too much. Especially if there is a strong loop, I think it would be a little difficult for killers as a resource is now accessible to the survivors. The killer has been spending the whole match trying to use up those resources; survivors shouldn't get more resources by finishing all the gens. Plus there's usually some sort of loop or jungle gym by the door already, which I think, is already good enough.
As for your hatch idea, I think it's a little too complicated. Dbd itself is already a complicated game to play well. Simple to learn, difficult to master.
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I do think the hatch does need a rework though.
I think if the hatch wasn't instant with a key it would be much better and balanced. If instead the hatch takes 20-30 seconds to open but can be opened quicker depending on what key you had (this includes the broken key making it not useless). When the hatch is being opened via key it makes a notification for the killer. There can also be skill checks while opening the lock, similar to the madness skill checks where it doesn't progress the hatch opening faster but is still a check to prevent noise like popping a gen or screaming.
If the killer closes the hatch on the final survivor, the final survivor can still open the hatch without a key. It will still take 20-30 seconds, except no skill checks and it will constantly make a notification for the killer as you would be breaking the lock for the hatch.
I think making the above changes would help nerf the keys, but also allow for creative mind games. Example, you can use the key to fake going for the hatch, which forces the killer to make a check at the hatch. But this also makes it so the killer will know where the hatch is if it's being opened. You can even treat the hatch as a generator so that perks such as red herring can be used with it. Or you can use diversion to make a notification by the hatch.
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Of course we can't make a change to keys without making a change to moris. And I think your suggestion on moris on your previous post is a great solution.
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I do like your idea of making the end game more interesting and trying to make less used perks more useful, but I think the changes you suggest would be too much of a drastic and take away from the core mechanics of the game.
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I do like the suggestion you put for moris. With that Moris will no longer reward people for taking people out of the game instantly. Cause honestly, it sucks to be the survivor that gets tunneled to get moried.
As for the keys, I do like how you're trying to get better use out of the key add-ons and add a whole new element with keys and hatch. But I also feel like that would be very complicated to work into the game.
I think a simpler solution for keys would be, make the key an item that you can only find in a chest. No longer can you bring keys into a match. If a survivor wants to use plunder to raise their chances of getting a key that fine; they have to use a perk to do so. If you leave with a key you get extra bloodpoints instead of keeping the items.
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I also have experienced this bug.
PC
Played as Executioner
Maps played: Coldwind Farm Tormented Creek, Lampkin Lane
Bug Occurs: When I pick up a survivor it continuously makes the sounds of judgement trails until I hook the survivor and hit m2. This also happens just when I do judgement trails and get stunned. Or when I also use rites of judgement and no longer have judgement trails active it continuously makes the sounds until I hit m2 again, even though I leave no trails.
DeadByDaylight.log