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SpongeBob420Pants

SpongeBob420Pants

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  • @NoShinyPony said:

    @SpongeBob420Pants said:
    TLDR: A "first hook" rescue should automatically have a 10 second borrowed time effect (that would stack with the perk) to discourage camping/tunneling and reduce toxicity in the game.

    That would be a nerf to killers. Which buff would you offer to make up for this?

    AMAZING! You just quoted half a quote and asked for the other half, in the exact same quote that you failed at quoting I stated a double bloodpoint bonus for killers hooking a different survivor from the one they hooked last "would be cool".

  • @Orion said:

    @SpongeBob420Pants said:

    @lasombra1979 said:
    So you want to create a mechanic giving survivors a free borrowed time, thus punishing killers who do not camp, and also punishes killers who have are dealing with overly altruistic survivors (you know, unhook farmers), just because there are some killers who do camp (which is completely within the rules).

    This literally can't punish killers that don't camp and would only apply to the first hook and wouldn't apply after the exit gate is powered, I previously gave the example of getting hooked once, receiving an unsafe hook rescue (which is out of your control), being rehooked and camped till dead, how is that fair? They could make it so having the borrowed time effect activate still counts as an unsafe hook rescue unless the rescuer runs the perk "borrowed time").

    You're literally complaining about people who unhook in the Killer's face, so this would definitely affect those who don't camp. Hook vultures don't wait until the Killer has left the area.
    If you're going to lie about your intentions, at least be consistent.

    First of all f*ck you for calling me a liar, second of all this would punish the person preforming the unsafe hook rescue instead of the person getting an unsafe hook rescue.

  • @lasombra1979 said:
    So you want to create a mechanic giving survivors a free borrowed time, thus punishing killers who do not camp, and also punishes killers who have are dealing with overly altruistic survivors (you know, unhook farmers), just because there are some killers who do camp (which is completely within the rules).

    This literally can't punish killers that don't camp and would only apply to the first hook and wouldn't apply after the exit gate is powered, I previously gave the example of getting hooked once, receiving an unsafe hook rescue (which is out of your control), being rehooked and camped till dead, how is that fair? They could make it so having the borrowed time effect activate still counts as an unsafe hook rescue unless the rescuer runs the perk "borrowed time").

  • @ColonGlock said:
    I would run Kindred if this was happening to me a lot. It helps your team understand if someone else is going for the save and helps them see if the killer is camping. If the 3 others see someone else going for the save or being chased then you get unhooked. If they see the killer camping they hopefully will stay on gens. Sucks and happens to us all but it is part of the game.

    Also, how dare you say "Sucks and happens to us all but it is part of the game" the only reason to post on the forum is to make the game better, if you willingly accept bad gameplay mechanics you have nothing to contribute to the discussion.

  • @ColonGlock said:
    I would run Kindred if this was happening to me a lot. It helps your team understand if someone else is going for the save and helps them see if the killer is camping. If the 3 others see someone else going for the save or being chased then you get unhooked. If they see the killer camping they hopefully will stay on gens. Sucks and happens to us all but it is part of the game.

    It seems you missed the comment I made stating that I get rank 1 on killer and survivor and play at red rank on both every month, it also seems you didn't even read my OP stating that killers tunnel because it is in fact the best way to win, running kindred is hardly a suggestion and doesn't change the dynamic of the game nor help with the negative experience of survivors which furthers toxicity in the community.

  • @NoShinyPony said:
    That wouldn't really change anything. If the killer wants to tunnel, he will still tunnel.

    It would definitely discourage camping a first hook and would make receiving an unsafe hook rescue (something you have no control over) not a death sentence.

  • @yeet said:
    how about no?

    What a privilege it is to read such a well written comment, giving a yes or no answer without explaining your position or what you agree/disagree with about the OP. Good thing we have such a talented wordsmith on the DBD forums providing insightful opinions as well as thoroughly conveying a point of view based on objective reasoning. Thanks for commenting, I don't know what we'd do without you.

  • @Orion said:

    @SpongeBob420Pants said:

    @Orion said:
    Why should you be rewarded for failure, and why should the Killer be punished for success?

    So by "your failure" you mean your teammate preforming an unsafe hook rescue and by "killers success" you mean standing in front of a hooked survivor?

    The killer will tunnel because objectively they should, it's the best way to win, I think dying from 1 hook sucks and causes a lot of toxicity which furthers the divide in the community.

    By "your failure" I mean the fact that you were hooked, and by "success" I mean the fact that he hooked you.

    Your logic here is that Killers should be punished because of toxic Survivors. How is that even remotely fair?

    My point is that the killer playing in the objectively best way (trying to win) causes survivors to have a negative experience and causes toxicity, if you get caught 2 times consider yourself dead (anyone can bring a mori), but dying from 1 hook because a survivor preformed an unsafe hook rescue and killer decides to camp your second phase isn't fun and unless you only play SWF this will happen.

    It would be cool if killers got double sacrifice blood points for hooking a different survivor from the one they hooked last.

  • @Orion said:
    Why should you be rewarded for failure, and why should the Killer be punished for success?

    So by "your failure" you mean your teammate preforming an unsafe hook rescue and by "killers success" you mean standing in front of a hooked survivor?

    The killer will tunnel because objectively they should, it's the best way to win, I think dying from 1 hook sucks and causes a lot of toxicity which furthers the divide in the community.

  • @BigBadPiggy said:

    @SpongeBob420Pants said:
    TLDR: A "first hook" rescue should automatically have a 10 second borrowed time effect (that would stack with the perk) to discourage camping/tunneling and reduce toxicity in the game.

    The killer will chase you for the 10 seconds. The way I see it this does nothing.

    @Raccoon said:
    I think that the first survivor hooked should get 10000 BP and fly outside the exit gates. 

    This is interesting, some people comment that it wouldn't even matter and other people comment that it's an OP joke, it can hardly be both. I think 10 seconds is enough to get to a vault, the point is simply to "discourage" camping, I agree with:

    @Speshul_Kitten said:
    I think this is fair, but it shouldn’t apply once the exit gates are open.

    This shouldn't apply after the exit gates are powered.

  • @yeet said:

    @Poweas said:

    @RoKrueger said:
    I have a better idea: Don't get caught

    You're amazing. Salty killer main has come out of nowhere.

    I don't mean to say that ALL killer mains are salty or entitled nor are all survivor mains, from a neutral standpoint, anyone who gives that answer as killer is 100% salty from something. If a survivor says 'git gud' to a killer who makes a complaining post, they're also salty.

    he's literally asking for a free borrowed time because he's not good enough at the game, this is a nonsense request and it deserves nonsense responses

    I don't know if you're referring to me but I've gotten rank 1 on survivor and killer and I get to red rank on survivor and killer every month, I also never play SWF.

  • TLDR: A "first hook" rescue should automatically have a 10 second borrowed time effect (that would stack with the perk) to discourage camping/tunneling and reduce toxicity in the game.

    *EDIT: I've also suggested in a comment further down a benefit to killer- "It would be cool if killers got double sacrifice blood points for hooking a different survivor from the one they hooked last."

  • @Peanits said:
    SpongeBob420Pants said:

    @Peanits said:

    I feel like it would get stale. I'd rather have a limited loadout that requires me to switch things up than a generic loadout that covers everything.

    This makes no sense, you say 4 perks is better than 5 because "it would get stale", with the current 4 perks cap there is no "switching things up", survivors use self care and exhaustion perk (half their loadout) and killers use Bbq/ruin/pallet perk (also at least half their loadout) and this has become standard. What could be more "stale" than having half your perks already picked for you?

    What you're talking about is the meta. The meta doesn't stop existing with an extra perk slot, the next best perk just gets slipped in as well. If you choose to run the same perks all the time, that's on you.

    Except it's not on me, this is the standard the average player follows. On survivor I personally run self care and dead hard, I use other perks but 3 extra slots would give more variety than 2, Same with killer I personally run Bbq and a perk to synergize with that killers specific power and hex ruin for purple and red rank, once again an extra perk slot would be welcome.

    I would totally agree that too many perk slots would be a problem, 6,7,8 perks would be too much, but the jump from 4 perks to 5 would help with variety in loadout for both killer and survivor.

  • @Peanits said:

    I feel like it would get stale. I'd rather have a limited loadout that requires me to switch things up than a generic loadout that covers everything.

    This makes no sense, you say 4 perks is better than 5 because "it would get stale", with the current 4 perks cap there is no "switching things up", survivors use self care and exhaustion perk (half their loadout) and killers use Bbq/ruin/pallet perk (also at least half their loadout) and this has become standard. What could be more "stale" than having half your perks already picked for you?

  • Anyone complaining about this is actually stupid, the OP is asking for this to come to PTB. If you have a problem with things being tested, your opinion doesn't matter.

  • I think a 5th perk would be really cool, self care and exhaustion perk is standard for survivor, bbq and chili with some other tracking/pallet perk/hex ruin is standard for killer.

    A 5th perk would open up creative options for everyone.

  • I agree with Trapper starting at 2 or even 3 traps at base but his biggest weakness is how much time he has to spend walking across the map just to pick up his traps. Traps spawning closer to the middle would be a great QoL Buff.

    As for the Wraith, his FOV in cloak shouldn't block as much as it does.

  • @DarkGGhost said:
    and how this is fun for the killer. I mean i try it a lot in the PTB and has broken the killer only lost me for 20 sec and when he will find me i will be full heal and ready to use SB

    If the killer loses you for 20 seconds they've lost you for 30 seconds, only difference is how much time your hiding and the pacing of the game.

  • Pharmacy is a perk but... it's inconsistent and definitely worse than self care and bond.

  • @Tru3Lemon said:
    the problem with legion its frank mixtape and thats it

    They need to remove add-ons that compliment the killers power so much that it becomes required to play optimally, another example of this is "trapper bags" for the trapper, being limited to 1 trap is a joke and the solution to this kid of thing is removing/reworking the add on and "tweaking the power to not need it. With Trapper just let him carry an extra trap around at base, with Legion change the required amount of frenzy hits and don't have an add-on that effects such a thing.

  • @SenzuDuck said:
    Totems NEED to spawn next to generators.

    The more tiles you restrict totems spawning on, the more obvious the places that they're spawning on becomes.

    The new walls that came in a few patches ago that look like this <_> but with straight edges have totems spawning in them near gens and the amount of times I've found someone trying to do a gen and haven't checked the spot is getting bigger every day.

    TLDR; The more tiles you restrict, the more obvious the spawns become.

    Your logic is flawed, you say totems need to spawn next to generators so that their location doesn't become obvious, nothing could be more obvious than next to a gen. Even if people go on gens with a totem close by and don't notice it, they're very likely to find it because it's so close, they can easily just stumble across the totem while looking for generators.

  • @Rebel_Raven said:
    I'm waiting with low expectations on the totem placement fix.

    As if they've learned nothing, our newest map showcases something they said they would fix, iiirc.
     The "lighthouse" placement. A totem on top of the hill.

    Gotta keep the survivors happy, i guess.

    Well, if they fix the spawns and add a totem counter it would be a buff to both killer and survivor so in theory the community shouldn't complain but...

  • @Tsulan said:

    You are right. SWF calls out every totem and your idea would be a QoL change for survivors. 
    While at the same time it would be a huge nerf for NOED.
    NOED only punishes gen rushers and halves the amount of hits the killer needs. Unlike DS which doesn't have a counter and rewards failure. 

    If you want to talk about the balance of DS start your own discussion, what's being discussed here is NOED and totem tracking (I personally feel that DS shouldn't be an obsession perk and should always require the 50% wiggle).
    What a stupid fallacy you committed "imbalance is ok because some other form of imbalance also exists"

  • Lets take a moment to think about totem hunting as an actual objective, think about how different the game looks when comparing a team that calls out the info vs a team that doesn't. The team without voice coms is very likely to run around the map over and over again looking for a dull totem that their teammate already got or whats even more likely, each player thinks someone else is getting totems and no one does, or 1 or 2 people try to get them but miss one.

    Saying there shouldn't be a totem counter is the same as saying "why not just play SWF every game".

  • @The_Crusader + @Iceman

    Sorry but you are both wrong, SWF can easily call anything out to each other (how many totems are left is just one of them) this change would make solo que a lot more fair and there's nothing fun about finding out the killer has NOED and there was no way to keep track of countering it.

  • I know gen count is number + 2 but for totems it should start at 5 and just go down. Maybe it should show for survivors only?

  • Frenzy should down with 3 hits at base and the add on that makes it 3 should be removed.

  • @Peanits said:
    I'm okay with starting traps being higher, but I don't really want them to spawn closer to the center. With the way it currently is, it's very easy to patrol the map as you set up traps. If I need to choose between getting my traps at the start of the game or applying pressure, that's a huge downgrade.

    They could spawn around the midway point between the inner half and outer half of the map. Sometimes they're just too far away from anything and you waste time getting them.

  • @Unicorn said:
    I honestly believe removing NOED is unnecessary. We need a cleansed totem counter for solo survivors because cleansing 5 totems by yourself is a little much.

    If NOED isn't getting removed I'd love to see a totem counter (how many totems are left) next to the gen counter, it would make totem tracking much better and having hex perks that take dull totems after 1 gen/ 2 gens are complete could also be cool.

  • @Vietfox said:
    Cleansing totems is not that hard.

    In solo queue, just for NOED? It's pretty annoying.

  • @BLUE_APE said:
    I'm with you on this stuff, because they can rework it to be more fair, sadly though....

    The dev's don't actually care, because DBD IS ACTUALLY FAIR in a horrible way.

    Ranking isn't important (they stated that)

    Camping may have been intended for the game, which would explain why they won't do anything.

    Looping and Gen rushing are fair because the killer can camp

    D-strike, same as looping and gen rushing.

    if survivors are stronger then killer (it could just be based on the players skill) same as top bit.

    They are leaving the debate of these topics up to us, because they don't have a way of fixing, and probably never will. These are things players have been getting angry over ever since the game came out (I'm pretty sure of that at least) and if they haven't solved or found a way to stop these complaints, then this show why DBD will fail and the comunity itself is so toxic.

    They can rework DBD, some of its op perks, and in the end have it come down to skill. Of course so much would need to change.

    Hook mechanics, Gen mechanics (gen mechanics might not be that hard though), add newer objectives, and other things to.

    Its sadly fact, and besides people who can use the garbage game mechanics are not going to want it to change any time soon either.

    (I'd avoid this site if I were most of the comunity is extremely rude, hypercritical, or just awful as DBD's mechanics)

    So killers and survivors can't ask for any nerfs or buffs

    Your post makes absolutely no sense. I've suggested 3 changes that would make the game better, you can either agree with those changes or not, but to say that there's no solution to the problems I brought up as a reply is ridiculous.

    Your statement "killers and survivors can't ask for nerfs of buffs" is actually #########. There are no killers or survivors, there is a game and there are players, the game can be improved unless the players get in the way of it.

  • The wraith's ability suffers the most during chases because a survivor can go to a pallet and the wraith has to stand there, uncloak and lose the speed boost from uncloaking as well.

    If the wraith gets a buff it should be in the form of transition between cloak and uncloak and/or vice versa.

  • @Carpemortum said:
    SpongeBob420Pants said:

    @Carpemortum said:

    SpongeBob420Pants said:

    @Carpemortum said:
    
    SpongeBob420Pants said:
    

    @Carpemortum said: SpongeBob420Pants said:

    @Carpemortum said:
    
    SpongeBob420Pants said:
    
    • Remove the key item from the game and make the hatch spawn open as soon as 1 survivor is left regardless of generator completion.

      • Make it so the last survivor automatically has the exposed status effect.
    • Make it so the area around the hatch maybe 10 meters (number can be played around with) is a "safe" zone, in which the last survivor while in the zone no longer suffers exposed and the killer can't grab the survivor out of the hatch.

      This change would make hatch play much better and the killer would still have a 50/50 at getting the last survivor.

      Until the survivor sits on hatch teabagging until you decide to walk away...

      Ya, just like the exit gate.

      Which isnt fixing a problem exactly....if they cant be grabbed or one downed near the hatch, they're gonna troll around until you commit, step in, get hit, run out heal, troll, or just dance. It's a better idea than just removing it, but I dont think it would work. If they cant be grabbed, make them stay exposed. Make them commit and just go for it. Dont give more safe spaces to an already problematic situation.

      When there's 1 survivor left they can't do gens, that's why the hatch exists, if it didn't the game would take to long. I don't know why your complaining about trolling, survivors can do that at the exit gate anyway.

      Cant do gens? No, that's bs.  They refused to. That's the problem. If 3 gens are close at the end it's the survivors fault, true, but that doesnt mean they should say "eh I dont wanna try working on gens I'm last lemme just find the hatch". 

      You can, and I have, done generators as the last alive and escaped. I've also had survivors do it to me while I patrolled the hatch. 

      Having more than 1 gen to complete as the last survivor is a losing fight that requires stealth and drags the game on, the hatch exists so that the last survivor doesn't have to try and complete 4 gens by themselves.

      Well, if 4 gens werent done, theyd have to complete at least 1 alone regardless.

      Also, its not a completely lost fight. You have perks to assist in this, stealth as a gameplay option, and you're assuming that 1 gen is done with a 3k. Imo the killer is doing his job and the 4th got into that situation by not already doing work. 

      If a killer gets 3 dead, and the last person has 4 gens left to go, the killer already won. In a game where 2/2 is balanced, you cant EVER expect or deserve to escape. So when you're in this 1 survivor 4 gens to go situation, or even 1 gen to go....do what you can, and earn points. Try to evade the killer, and heighten your game. 

      The survivor should have to, or at least want to get work done. Otherwise it promotes the mindset of "well technically all I have to do is outlast those 3 and find the hatch" which in turn gets people doing less work, and when found in the described situation, cry about how theres no hope. 

      LOL, no buddy. people already play bad and expect their team to do 2 gens and die so that they can get hatch.

    I've complained about it myself in these forums. The change to the hatch I suggested is simply to improve the hatch fight and make it a race instead of a standoff.

    Lol, no buddy, after playing both sides, and seen plenty of complaints about it, I still dont think it would work. 

    Simple solution would be to remove it and not let anyone be entitled to a 4k/escape but god forbid people actually do gens instead of hiding and trolling for the better part of 15 mins.

    Promote better gameplay, dont handicap things. If neither person wants to give in to a "hatch standoff" then let them waste their time. 

    Also, I didnt even mention the hatch spawning regardless of gens. If it spawns with 0/1 done you dont think more people will be trying to get their team killed first?

    Again, its never unwinnable, just heavily stacked.

    If they removed the hatch the game would drag on and be too slow, a problem you seem to have.

  • @Carpemortum said:
    SpongeBob420Pants said:

    @Carpemortum said:

    SpongeBob420Pants said:

    @Carpemortum said:
    
    SpongeBob420Pants said:
    

    @Carpemortum said:

    SpongeBob420Pants said:

    * Remove the key item from the game and make the hatch spawn open as soon as 1 survivor is left regardless of generator completion.
    

    * Make it so the last survivor automatically has the exposed status effect.

    • Make it so the area around the hatch maybe 10 meters (number can be played around with) is a "safe" zone, in which the last survivor while in the zone no longer suffers exposed and the killer can't grab the survivor out of the hatch.

      This change would make hatch play much better and the killer would still have a 50/50 at getting the last survivor.

      Until the survivor sits on hatch teabagging until you decide to walk away...

      Ya, just like the exit gate.

      Which isnt fixing a problem exactly....if they cant be grabbed or one downed near the hatch, they're gonna troll around until you commit, step in, get hit, run out heal, troll, or just dance. It's a better idea than just removing it, but I dont think it would work. If they cant be grabbed, make them stay exposed. Make them commit and just go for it. Dont give more safe spaces to an already problematic situation.

      When there's 1 survivor left they can't do gens, that's why the hatch exists, if it didn't the game would take to long. I don't know why your complaining about trolling, survivors can do that at the exit gate anyway.

      Cant do gens? No, that's bs.  They refused to. That's the problem. If 3 gens are close at the end it's the survivors fault, true, but that doesnt mean they should say "eh I dont wanna try working on gens I'm last lemme just find the hatch". 

      You can, and I have, done generators as the last alive and escaped. I've also had survivors do it to me while I patrolled the hatch. 

      Having more than 1 gen to complete as the last survivor is a losing fight that requires stealth and drags the game on, the hatch exists so that the last survivor doesn't have to try and complete 4 gens by themselves.

      Well, if 4 gens werent done, theyd have to complete at least 1 alone regardless.

    Also, its not a completely lost fight. You have perks to assist in this, stealth as a gameplay option, and you're assuming that 1 gen is done with a 3k. Imo the killer is doing his job and the 4th got into that situation by not already doing work. 

    If a killer gets 3 dead, and the last person has 4 gens left to go, the killer already won. In a game where 2/2 is balanced, you cant EVER expect or deserve to escape. So when you're in this 1 survivor 4 gens to go situation, or even 1 gen to go....do what you can, and earn points. Try to evade the killer, and heighten your game. 

    The survivor should have to, or at least want to get work done. Otherwise it promotes the mindset of "well technically all I have to do is outlast those 3 and find the hatch" which in turn gets people doing less work, and when found in the described situation, cry about how theres no hope. 

    LOL, no buddy. people already play bad and expect their team to do 2 gens and die so that they can get hatch.
    I've complained about it myself in these forums. The change to the hatch I suggested is simply to improve the hatch fight and make it a race instead of a standoff.

  • @Carpemortum said:
    SpongeBob420Pants said:

    @Carpemortum said:

    SpongeBob420Pants said:

    @Carpemortum said:
    

    SpongeBob420Pants said:

    
      
      

    * Remove the key item from the game and make the hatch spawn open as soon as 1 survivor is left regardless of generator completion.

    • Make it so the last survivor automatically has the exposed status effect.

    • Make it so the area around the hatch maybe 10 meters (number can be played around with) is a "safe" zone, in which the last survivor while in the zone no longer suffers exposed and the killer can't grab the survivor out of the hatch.

      This change would make hatch play much better and the killer would still have a 50/50 at getting the last survivor.

      Until the survivor sits on hatch teabagging until you decide to walk away...

      Ya, just like the exit gate.

      Which isnt fixing a problem exactly....if they cant be grabbed or one downed near the hatch, they're gonna troll around until you commit, step in, get hit, run out heal, troll, or just dance. It's a better idea than just removing it, but I dont think it would work. If they cant be grabbed, make them stay exposed. Make them commit and just go for it. Dont give more safe spaces to an already problematic situation.

      When there's 1 survivor left they can't do gens, that's why the hatch exists, if it didn't the game would take to long. I don't know why your complaining about trolling, survivors can do that at the exit gate anyway.

      Cant do gens? No, that's bs.  They refused to. That's the problem. If 3 gens are close at the end it's the survivors fault, true, but that doesnt mean they should say "eh I dont wanna try working on gens I'm last lemme just find the hatch". 

    You can, and I have, done generators as the last alive and escaped. I've also had survivors do it to me while I patrolled the hatch. 

    Having more than 1 gen to complete as the last survivor is a losing fight that requires stealth and drags the game on, the hatch exists so that the last survivor doesn't have to try and complete 4 gens by themselves.

  • @Thatbrownmonster said:
    killer can't grab the survivor??why
    let killers have their 4k

    With exposed + a safe zone killer would still have a 50/50 chance of getting the 4k but this way it would be a hatch race instead of a hatch standoff.

  • @Carpemortum said:
    SpongeBob420Pants said:

    @Carpemortum said:

    SpongeBob420Pants said:

    
      
      
    • Remove the key item from the game and make the hatch spawn open as soon as 1 survivor is left regardless of generator completion.

    • Make it so the last survivor automatically has the exposed status effect.

    • Make it so the area around the hatch maybe 10 meters (number can be played around with) is a "safe" zone, in which the last survivor while in the zone no longer suffers exposed and the killer can't grab the survivor out of the hatch.

      This change would make hatch play much better and the killer would still have a 50/50 at getting the last survivor.

      Until the survivor sits on hatch teabagging until you decide to walk away...

      Ya, just like the exit gate.

      Which isnt fixing a problem exactly....if they cant be grabbed or one downed near the hatch, they're gonna troll around until you commit, step in, get hit, run out heal, troll, or just dance. It's a better idea than just removing it, but I dont think it would work. If they cant be grabbed, make them stay exposed. Make them commit and just go for it. Dont give more safe spaces to an already problematic situation.

    When there's 1 survivor left they can't do gens, that's why the hatch exists, if it didn't the game would take to long. I don't know why your complaining about trolling, survivors can do that at the exit gate anyway.

  • @Carpemortum said:
    SpongeBob420Pants said:


    * Remove the key item from the game and make the hatch spawn open as soon as 1 survivor is left regardless of generator completion.
    * Make it so the last survivor automatically has the exposed status effect.
    * Make it so the area around the hatch maybe 10 meters (number can be played around with) is a "safe" zone, in which the last survivor while in the zone no longer suffers exposed and the killer can't grab the survivor out of the hatch.

    This change would make hatch play much better and the killer would still have a 50/50 at getting the last survivor.

    Until the survivor sits on hatch teabagging until you decide to walk away...

    Ya, just like the exit gate.

  • @Carpemortum said:
    KingB said:

    Whatever they do it needs to be where a killer can 4k. I'm not saying it needs to happen everytime but it has to be possible. 

    Not trying to argue with you friend, but I get 4k all the time and I dont main either side.

    If they make the hatch spawn open as soon as there's only 1 survivor left, gave the last survivor the exposed status effect, made it so that the killer can't grab you from hatch but you also can't escape through it in downed/dying state, that would make it a hatch race instead of a standoff and the killer would probably get the last kill half the time.

  • @PolarBear said:

    @EntityDispleased said:
    If survivors can still jump in when they're downed then the exposed effect won't do much. It's the same as having a stand off with an injured survivor.

    I made a suggestion before where killers are able to close the hatch, but then the gates instantly get powered. The last survivor opens the gate at 100% speed and the killer has to pick which door to go to, if they pick wrong then the survivor is free to go since the gate should open pretty quick. Of course they'd need to reposition the gates to always be as far away from each other so the killer can't camp both doors.

    I believe they already tried this (without the 100% opening speed). The problem the hatch creates it makes the end game last forever. They can't just make a band-aid fix like closing the hatch but rework the whole thing.

    I recently made a post called "REMOVE HATCH" because current hatch incentivizes not playing to win, but someone pointed out that the game would take forever to finish.

  • @EntityDispleased said:
    If survivors can still jump in when they're downed then the exposed effect won't do much. It's the same as having a stand off with an injured survivor.

    I made a suggestion before where killers are able to close the hatch, but then the gates instantly get powered. The last survivor opens the gate at 100% speed and the killer has to pick which door to go to, if they pick wrong then the survivor is free to go since the gate should open pretty quick. Of course they'd need to reposition the gates to always be as far away from each other so the killer can't camp both doors.

    Maybe you don't understand the intention, it would be so that if the survivor gets to the hatch first, they escape, and if they don't they get downed and hooked.

  • @Visionmaker said:
    @SpongeBob420Pants said:

    @Visionmaker said:

    Being selfish to win is part of the game's design.

    There's nothing stopping people from hiding in lockers all day till 5 gens are completed.

    What a stupid thing to say, if you don't care about this game being fun and balanced don't even bother posting.

    "Wah wah! I had a bad game. I got caught and the other guy didn't save me. Remove an entire feature of the game to compensate for the fact that I'm still salty."

    You think I'm the one that doesn't care about balance? What a joke.

    If you think being selfish to win is a good game design for a team and nothing stopping people from hiding in lockers the entire game is fun than you are in fact the joke.

  • @Visionmaker said:
    Being selfish to win is part of the game's design.

    There's nothing stopping people from hiding in lockers all day till 5 gens are completed.

    What a stupid thing to say, if you don't care about this game being fun and balanced don't even bother posting.

  • @ConsoleNurse said:
    Lithe is the worst exhaustion perk dont use it

    That's why i made the post, saying things like "don't use the perk" doesn't improve the balance of the game, it makes it worse.

  • Having someone DC that early is unfair to the rest of the team, you shouldn't have to "Try Harder" to not get punished just because someone else left the game as soon as it started.

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