danielmaster87
danielmaster87
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Nope, the devs won't have it. The meta must remain untouched. If there's a problem, nerf a random killer and it'll get better. /s
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Sad that posts like this even have to be made!
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@memiieko said:
Just pick up the survivors. I thought Soul Guard would've been OP buts it's incredibly situational.
But what about when they have DS? That's 1 minute of invincibility and we're not gonna stick around that long for 1 survivor. So I guess in that situation, they get away for free. Devs not survivor biased btw.
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Makes no difference to me. Grabs never work anyway.
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/172538/playing-fair-should-be-viable
Every game should be fair, fun, and rewarding but I think we need a clear and objective definition on what's considered fair. We also need to be careful because we have at this point created an atmosphere where players are shamed for using certain tactics, perks, or adds on without any nuanced reason as of why. I also believe it's the job of the developers to craft an experience that leads to the player's enjoyment, there's giving us freedom and giving us the power to completely dictate the experiences of others. I don't want that responsibility when I am trying to win against optimal opponents. It's not unreasonable to want to win in a game that pushes both sides to be competitive.
I do not consider Dead by Daylight to be a party game, its unsure if it wants to be competitive too. The developers either need to make the game into a horror themed sports game or take some measures to ensure that it'll be this fun party game; If they could have the best of both worlds that'd be awesome too.
Step 1: Make a ranked and an unranked mode. It would solve so many problems.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1450101#Comment_1450101
Dont know how to abuse this I'm an xbox one survivor but uhh just back up and lunge 360s are not even remotely useful.
You back up to play around 360s? But what if they fake you out and cancel it halfway? We shouldn't even be having his discussion, since auto aim should have been addressed long ago.
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@MrMisanthropy66 said:
This happens a lot! I play on PS4 and it's a funny. The survivors have such inflated egos oh " I spun the killer " yea no u didn't, auto aim jerks the swing off target. The survivors that successfully "spin" red rank killers have just gotten good at abusing the "aim dressing mechanic" It is infinitely frustrating when you're on target with your swing and the game literally jerks your knife away because the survivorrs have learned how to abuse this mechanic. This auto aim or " aim dressing " needs to go imo. This doesn't just happen with 360's a survivor can wiggle back and forth at the right moment to cause a miss this also happens on vaulting survivors. The update that doubled the sensitivity on console has made this mechanic to be abused a lot more often and easier for them to pull this off. I'm not saying that I don't miss sometimes because I do from time to time it happens everyone, however you can tell when it is the aim dressing causing you to miss because you will see and feel your camera be jerked to one side or the other and it will cause a miss.
Yeah man it makes me regret getting the game on PS4 because survivors just spin it to win it! You're gonna get hit by a killer? That's okay! Just spin to abuse the auto aim! God these devs a clowns.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1443802#Comment_1443802
I was referencing the op when i said that. Hes slugging because he wants to kill everyone and tgen complaining that he has to do that.
Because, man! Why must the last survivor get hatch?! Why is there even a chance of him escaping after I've killed 3 survivors and they couldn't even get 5 gens done? I want a 4k because I want to kill everyone. The devs say define your own win condition, well that's mine. But no, I'm just supposed to let them go. Easy kill just gone like that. Seriously, if this game was a PS5 launch title or something, it'd get laughed out of all the stores just based on this stupid hatch mechanic's existence.
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@BongRips4Wraith said:
The only argument for bloodlust staying in the game is that there are very unlucky tile spawns where shack is placed next to a long wall jungle gym.
Unless they actually figure out how to play the game and have their map generation system not put strong tiles together, bloodlust will stay and allow killers to hit you no matter how good you are/how terrible the killer is.
We're really taking that angle right now? "Looped for 60 seconds at a god loop? Must be a bad killer." No, it means loops shouldn't be that strong. Not every loop is mindgameable so that the killer can hit you within 10 seconds every time. Blood lust hardly even does anything for killer. By the time he gets it, he's wasted way too much time anyway.
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Really? Bloodlust doesn't even do anything for you most of the time. You'll have caught up to the survivor by the time it procks anyway. It is sad though that at bloodlust 3, medium sized loops are still completely safe if you don't break the pallet.
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@GoodBoyKaru said:
A game that ends with 2 gens done, a 4k, and a 2 pip despite survivors doing the first gen in 17 seconds and getting a 59 second ds off on one of the more survivor sided maps in the game.
I'm sorry man but if you're trying for the narrative of "killers are weak" this fails at proving your point. There are so many games where gens are done in seconds why would you choose the game with a 4k and a 2 pip at the end of it?
Yes but why did he get a 4k? Because the survivors threw the game. If they wanted to win bad enough and were skilled enough to, that 17-second gen would have been game over. Just because he got a 4k does not mean you always will get a 4k off of an instant gen loss. That quick gen wasn't even the best use of the toolboxes, because it may have served them better if they spread out that extra progress over multiple later gens. But the fact that this gen speed is even possible shows that it's a problem.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/168279/soo-when-do-devs-listen-to-ptb-feedback
Certainly not a week before it even goes live.
Edit: Okay, to answer this question seriously, here’s a list of killers that have received changes in recent times in response to player feedback:
- Trapper
- Clown
- Doctor
- Freddy
- Plague
- Oni
In the ptb? He's asking: when have the ptb changes been done away with due to community feedback? I'm still waiting for that Hangman's revert. It was perfect in the Deathslinger ptb, and they screwed it beyond belief when it went live.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1408528#Comment_1408528
What about a Legion?
Camping Legions do exist. And because of the incompetence of ransoms, they totally get away with it.
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@Seiko300 said:
To be fair, people have been complaining about Leatherface for just as long a time, and the only reason they touched hillbilly was because they were reworking leatherface at the time, as chainsaw bros they are kindred spirits.
Everybody is complaining about the changes made to his base kit (that we have yet to test out), but nobody is applauding the fact his add-ons are finally getting the overhaul they needed and he is finally getting his own ultra-rare add-ons.
You keep saying to wait for the changes, and when it comes to Leatherface I'll give that to you. But I cannot possibly see Hillbilly being the same or better than he was before. He can only be worse, because he has an added cooldown which nobody asked for. It was a meme up until this point that Hillbilly would need to gas up his chainsaw, or that it would overheat from being used too much. No longer a fantasy. Even if I agreed with the changes, keys and moris NEEDED to have been prioritized first. But the devs are in la la land.
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@TheFireVVolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1409511#Comment_1409511
Care to elaborate?
Leatherface's chainsaw was fine. His tantrum after bumping into something was kind of stupid, but you could mindgame with it at lockers by making yourself tantrum at the end and they jump right into your frenzy. Now that's gonna be gone, and he can't even camp (the one thing he's good at) because of the new tantrum. Hillbilly is literally just a worse version of himself, he got straight up nerfed. The cartoonish and unwanted overheat mechanic will single handedly kill him. It defies basic reasoning. He was the most balanced killer, rewarding to play with still some survivor counterplay. And if his chainsaw overheats, why not Leatherfaces? Why not Deathslinger's gun? These nerfs in the form of cooldowns are so far off from what people are asking for in a rework. I don't see how these changes are so easily accepted by a lot of you.
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To me they're flawed because you can blind a killer but not make him drop the survivor. How TF does that happen?
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They were both fine and now they're terrible.
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@WalkedMoss92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1409386#Comment_1409386
Naw i ain't new or foolish, if I'm not forced to camp than it means I'm doing a hell of a good job and I haven't had to camp.
Nobody is that good as killer. You do lose SOMETIMES, right? If you haven't camped at the end when the exit gates are open, you're just giving them free escapes. Because why would you leave the hook? It's the only time camping is appropriate and not toxic. That's the kind of camping I'm talking about here.
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Sorry to say it's not an out of season April Fools joke.
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You never know. 4 years in and there's still no SWF indicator.
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Sure. Then next we'll nerf Huntress, then Legion again, then Pig, then Spirit again, then Deathslinger.
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Lol. Never forced to camp? You're either new or foolish. When the gates are 99d and someone is on the hook, you don't leave them unless you're looking to give them a free escape.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1409303#Comment_1409303
Point is don't complain before you've tried it.
But there is no upside to this cooldown. We don't need to try it to know that it's worse.
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@RizeAki said:
Ignore them only ones crying are rank 20s and campers anyways
No. It's the rank 20 survivors crying about him. All you have to do is avoid his curves. But people were incapable of even that and are being pandered to.
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It's not about camping. He's gonna play so weird when he played fine before. Cooldown city now.
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He required a lot of skill. Now he's a dead killer. You'd have to go against potatoes to win. Cooldowns are not the way.
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@Cheers said:
Give it time. People said Doc was going to be horrible and looked how he turned out.
They said he'd be bad when they gave him a 3-second "can't attack" cooldown after his shock. Somehow the devs saw reason and didn't get that change into the actual game. But beyond that nobody was saying he'd be weak, especially getting that huge area ability. THAT was a rework. THESE are straight up nerfs.
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@TWiXT said:
Current Description of Fire Up:
For each Generator completed, gain a stack-able 3/3.5/4 % buff to Picking-Up, Dropping, Pallet Breaking, Generator Damaging and Vaulting speeds for the remainder of the Trial.
First Proposed simple change to Fire Up:
For each Generator completed, gain a stack-able 3/4/5 % buff to Picking-Up, Dropping, Pallet Breaking, Generator Damaging and Vaulting speeds for the remainder of the Trial.
The reason why this simple buff makes it better is all in the numbers and how they relate to other perks. Fire Up is basically a different/arguably worse version of Brutal Strength, and Bamboozle. BS at max level gives you a 20% bonus in speed to Destroying Pallets and Damaging generators, While Bamboozle gives you a 15% boost in vaulting speed while blocking windows for 16 seconds, both of which do so from the moment you start the match. Fire up however, grants only a 12% boost to both breaking pallets and vaulting speed when 3 generators have been completed, and a combined 20% boost to both when all 5 gens are done. Stacking Fire Up with BS and Bamboozle makes Breaking Pallets is 40% faster, and Vaulting windows is 35% faster when all of the gens are done, which is great for chases in the endgame, but also means that it's practically useless at that point since you have roughly 20 seconds before someone opens a gate and the remaining survivors escape. Basically, The current version of Fire Up doesn't do enough to help when you're attempting to prevent survivors from finishing the last generators, even stacked with BS+Bamboozle, and is pathetically under powered on its own.
However, If the max buff it gives was increased by 1%... the change makes it much more useful: Gaining 5% per stack means you reach Bamboozles vaulting speed when 3 gens are complete, as well as match Brutal Strength's gen damaging and pallet breaking speed at 4 gens complete. This gives you much more pressure in chases by the time there is 2-1 generators left, giving you more of a chance to prevent that last generator from completing, and makes pairing it with BS and Bamboozle straight up double their potential when 3-4 gens have completed. With this small 1% buff, the perk becomes viable, and really decent for chase builds like, Enduring, BS, Bamaboozle, FU, or endgame builds wherein downing survivors quickly by the time the last gen is powered is crucial to making the builds work. It overpowers both the pallet breaking and vaulting speed only when there are no gens left, which would make it Ideal to have against a gen rush squad, without being completely broken considering the trade off for earning these buffs is that the survivors primary objectives get completed.
Another alternative suggestion for if you wanted to make FU really nasty... they could reduce the % from 4% to 3% at max, but also include gaining a stack for every totem that gets cleansed. With 5 gens and 5 totems, that would mean that if all of them get cleansed, and all generators get finished, you now have 30% Vaulting, Pallet Breaking speed for using Fire Up alone, and 50% Pallet Breaking speed when paired with BS, or 45% vaulting speed with Bamboozle. Considering that the Wraith has add-ons that already make these speeds possible from the start of the match, and even better when paired with BS or Bamboozle... I see nothing wrong with this kind of buff to Fire Up, and It would open up some really nasty Hex builds to encourage survivors to keep buffing Fire Up for you.
The last alternative Buff I'll propose: Like the OP has suggested, an increase to movement speed would also be Ideal, but having it increase movement speed by 1% per gen completed at every stack would make it pretty broken by the time only 3 gens are done (increasing MS to 4.8 m/s on the average killer). Instead I would propose simply having it gain a 5% movement speed bonus once all generators have been completed. Paired with NOED that would make the killer move a 9% faster, which would be a devastating change to how the endgame proceeds, and really make the survivors regret having ignored "doing Bones". Either way, that 5% increase to movement speed puts it in line with 1 stack of Play with your Food, and allows you a better chance during the endgame to actually down a survivor before they can escape. Which, in essence, is what the perk seems to have been originally meant for: "sure the survivors completed all of their objectives, but they also made it easier for you to catch them in the endgame."
These are just some alternatives to buff Fire Up and make it more viable than it currently is. My personal favorite is the first suggestion of simply increasing it to 5% per stack, since that seems to be the most balanced and fair trade off. What do you guys think?
You stole my spotlight lol. Making me sound like a caveman in comparison.
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@CrowFoxy said:
No way that perk is broken.
Memes aside...
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@sulaiman said:
Just another player thinking there is only one way to play the game, and tries to force his view on others.
Well, you might be right about efficency, but who cares about that? Efficency give you wins, granted, but it also makes the game boring.
Why should someone abandon a playstyle he likes to win a game thats not worth playing for him anymore?
So, no.
To each their own I guess. If this was instead a rant about nerfing NOED, it would probably be an echo chamber of approval. I don't understand this community.
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/166420/if-youre-smart-youll-stop-running-self-care
Dude, if you needs someone to heal you, how are you going to do anything when there is only you and someone else, while there is a gen in need to be popped. Also, self care can be use in chases, what can help you to stay longer with the killer
If it comes down to that, you've probably lost already anyway, and just look for hatch or something. The scenario you're describing will usually not happen and if it does, maybe it's because you wasted 2 minutes Self-caring instead of doing gens.
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Yeah it's meta. I use it on many characters. That healing boost and how long it lasts is insane!
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@SpookyStabby said:
It's also why I, as a Killer always open a gate myself first. EGC, anyone? ;3
Bad call. The endgame collapse timer is far too long to pressure survivors like that. By opening the gate, you're guaranteeing that one is open and instead of guarding both, you're forced to commit to one now.
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@pseudechis said:
I like this change, no longer do I hit the hook survivor when going for the unhooking one.
As for survivor BM, I love it when people stop after a pallet to butt dance and taunt, you could have run away you idiot! I'll just go ahead and smack you now.
They still have more than enough time to get away.
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I cannot believe a dev actually said that.
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@Peanits said:
You've always had the power to deal with teabagging. You are the killer. You move faster than them, you can hit them, and you even have a power to help you do so. If anything, it was in favour of killers for years since the guy on the hook can't just hit the killer to make it stop.
That's under the assumption that it's the killer's game to win, which it isn't. Chasing that toxic survivor even for a few seconds could waste precious time and momentum. Every match for killer is a race against time. People would not complain about toxic survivors if said survivors had a low escape rate, but the sad truth is they usually escape. So no, in 90% of circumstances there is no 'dealing with' tbaggers. They act toxic, get away with it, rinse and repeat. That is why, as a former killer main, I only play killer for challenges now.
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@Deadeye said:
This is not a nerf, most likely a bug. It is not the first time that this "feature" disappeared and reappeared in a later patch.
https://forum.deadbydaylight.com/en/discussion/comment/1377645#Comment_1377645
"letting models twerking" and "clicky noises" is the 'softening' argument I hate most. Like "it is just pressing ctrl quickly". No it is not. If I type an F in chat, followed by a U and a C and so on, it is also not just some keystrokes. It has a meaning and it is intended, no matter how you rephrase it.
These are the types of people who allow cyberbullying to happen. "It's online! Why can't people be jerks for no reason?" To these toxicity apologists, it's just a button press but to us, who know the true meaning, it's "######### you". And we're not supposed to get mad.
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Or spinning so that the killer is physically unable to mori you. That was bs.
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@macaroni1 said:
I think it was to stop survivors baiting someone to hit the hooked survivor. Auto-aim was really bad about making me do that.
You can still BM while they’re being sacrificed though.
But auto aim isn't a thing anymore.
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So we can't have bm but they can. That's what you're saying. And buddy, you don't even know how thick my skin is to still be playing this game with the community it has.
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We need the MMR system in immediately. I'm tired of getting matched up with garbage teams who won't heal let alone do gens, and who lack even a basic understanding of looping.
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@BBQnDemogorgon said:
it's because killers are in demand what can they do if there aren't enough killers to matchmake quickly?
How about giving players a reason to want to play killer. Not everyone is like me and is insane enough to continue playing killer when you have so little power over the survivors. This game might have the weakest killers in the entire survivors vs killer genre.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1320791#Comment_1320791
Then what's the point in making a post telling them to fix it if you're not going to believe them when they say yes?
With BHVR nothing is guaranteed until you yourself see it in-game.
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@MamaEagle said:
https://forum.deadbydaylight.com/en/discussion/157509/matchmaking-is-the-biggest-thing-hurting-solos
Must be lucky because as a killer main myself who doesn't play as often as I used to... All I ever face is ranks ranging between 1-12 at rank 16. Sure here and there I will face a rank 16 or 17 and (sadly kill them) but that's because I'm more of a rank 12 killer (given I don't have the time that's why my rank is a lot lower.) However, point aside... I have to face sweaty survivor mains who (wait for it...) ONLY run the meta build of (example being:) DS, BT, DH and SC (sometimes unbreakable) and they just loop me (some are better than others but most can't so they just 360 me by throwing their mouse) and frankly it upsets me. I get my objective is to "kill" and theirs is to "survive" but damn if it's not annoying going up against people who just love to teabag you at pallets and heal in front of you, pointing and what not and then ######### talking you because you didn't "do good" against them.
Not to mention if you do actually do good you get ######### on for "cheating" or "tunneling" or "camping" whatever excuse they can... You did it, even if you didn't. So again at least your killers can play the game, I don't get to and frankly I feel your pain as survivor (I'm not good at all, but know what needs to be done. In fact I'm dogshit at looping effectively) and end up doing most the work only to die in the end (sad enough the only times I escape is if it's a baby killer or if the killer carries me to hatch)
Some of them are toxic to their teammates too. Some guy was body blocking me and gave the killer a free hit on me. To be that cocky of course he was in a 2-man SWF. Then he died even though he was 2 feet from the exit gate, because instead of just running out he tried to 360 the killer. Karma catches up to ######### eventually. Hopefully knowing that helps.
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@Fibijean said:
Good thing it's being fixed in a few weeks, then 🙂
They've broken promises before, and some of their improvements turned out to be downgrades.
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Seriously. My teammates suck in solo, and we still get down to 1 gen pretty much every time. It would be absolute cake for me if I had a SWF group. The killer wouldn't stand a chance.
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@LetsPlayTogether said:
Why do you even use a m2 if theyre 1mm away? Also talking about Oni and Huntress they have the most ridiculous hitboxes in game. 360s arent any issue.
Maybe not to you, but to me and many others. They may not vocalize it, but they exist.
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@DelsKibara said:
You're not the only one who gets tired of seeing Meta Perks every game.
https://us.v-cdn.net/6030815/uploads/XCPHN0APYKE4/381210-20200528133359-1-copy.png
That's a disgusting group of survivors. What would they do without those builds.
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@BigBrainMegMain said:
I've tried but killers can't play the same way.
BBQ, NOED, Monitor, Save the Best for Last, Nurse's Calling.
You think I want to run DS, Borrowed Time Sprint Burst and Iron Will? Hell no. I want to run fun perks, but the second I do, I get tunneled, moried, and camped into Oblivion.
I'm so sure.
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@StutteringSpartan said:
No.
Remove the hatch and the game gets held hostage because survivors just hide until the killer gives up. hatch was implemented to prevent this.
They could just let the killer open the gates no matter how many gens have been done, but the silly devs would never even think of that.