thisislastyearsmodel
thisislastyearsmodel
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It actually feels better imo. I have very decent internet, but I get grab-denied a lot so it's nice to just be able to hit instantly instead of standing there with my big dumb hand sticking out for five seconds and then smacking the person getting unhooked during their i-frames.
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Adding anime characters and FNAF would bring in so many children. Don't do this.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524655#Comment_3524655
It's difficult to parse, but I read the OP as at least partially a complaint about trying not to tunnel people off hook but having them bodyblock with their endurance.
The solution is simple there. Count to 10.
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@Dwight_Fairfield said:
I would prefer they use their Blumhouse connection to get some cosmetics for Mikey and Laurie from the new Halloween movies.
The aged mask for Myers would be really cool. I thought they did such a great job with it in the films.
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I mean... experienced killers can generally pinpoint survivor spawns based on their own spawn location, so somebody is usually bound to get found early anyway. All it does is ensure that killers can get a chase going before a gen or two pops. It's a strong perk, but it's fine as it is; it's sole effect lasts for literally a minuscule fraction of the round and then it deactivates. It's fine.
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He's nowhere close to the worst killer in the game, but he seems to have Freddy syndrome. A lot of people don't like to play as or against him.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524417#Comment_3524417
By charge speed are you referring to the worse version of the green flute?
I can't remember right now. Whatever the current yellow charge add-on is.
Is there still a green one that I've somehow missed before now or did it get changed?
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524053#Comment_3524053
That's just straight up wrong, she is a top tier killer and just like Nurse or Blight if you are good with her you should win the vast majority of your matches. If you only used yellow addons until now she got slightly worse because duration no longer gives recovery, and her basekit didn't change at all, there is still Hens333 video of the spirit showcase and the first game without addons would be still the same as it is now.
Shoot, I'd argue that yellows are her best. Movement speed during phase and charge speed are insanely powerful together.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524105#Comment_3524105
Me and friend of mine saw 2 survivors (we assume unintentionally) fed Myers his Inf Tier 3 by 4 gens. Match did not end well for us.
Yes, but cases like this are the exception rather than the rule.
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@Shroompy said:
Its not really meant to be. Myers and basically anything about him was made during an era of the game where balance was one of the last things on their mind.
Sure, but to be fair you need to have a really clueless bunch of survivors to actually reach tier 3 before you're at like... 2 gens, and that's being generous. I don't think it's particularly unfair, especially considering how strong fast vaults are right now and the amount of fairly to insanely safe pallets found in most maps.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524071#Comment_3524071
Not necessarily but in my case I’m confident that i’m pretty good with Spirit. I won’t be gaslit into thinking that i’m doing something wrong with Spirit when the problem lies with the constant nerfs to her and sound bugs. 🤷🏼♀️
I won't argue with you that sound is terrible right now. I've had people not using Iron Will right next to me and they don't make noise.
However, I've also played enough Spirit to know that even mediocre Spirits can do well with her given the right perks and add-ons. Unless you're playing her totally nekkid, I really don't know what to tell you.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523999#Comment_3523999
Who are you to tell me how to play Spirit when i’ve been playing her exclusively since late 2019? This isn’t a case of me playing bad, it’s just Spirit doesn’t have enough to keep up with all the nerfs and compensation she didn’t get in return.
Time invested does not equal skill. That's all I'll say.
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I just wish they would correct hitboxes during unhooks. 9 times out of 10 I feel like I get auto-aimed into hitting the person coming off the hook. Even better when they still have i-frames so I have to waste an entire hit for literally nothing.
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Why are you so afraid of them? is my question. You mindlessly walk around loops without trying to mind game with your saw and then take a massive step back every time you get to the pallet. It's usually better to eat the stun and break the decent pallets than stand still and let them go another lap around it.
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I can't answer your question, but I have to say that, granting VPN-ing is forbidden by BHVR, I hope you don't get a ban or other repercussions because you admitted to it here. You're doing the right thing by asking if it qualifies as some kind of cheat or advantage.
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@Crowman said:
You can press shift (on pc which is the run key) when they are about to finish healing you off the ground to cancel and finish the recovery yourself.
It would be nice if there was something to let survivors know you are down due to the effect of Plot Twist.
Nicholas Cage's real life face appears on the hud above whichever character you're playing.
Make it happen, BHVR.
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523950#Comment_3523950
I don’t agree in the slightest. She needs those changes to be able to keep up in chase and overall map pressure. They’ve taken so much from her that i what I’m proposing is the least she could get. I suggested some QOL changes a while back but even then people got mad and said that’d she didn’t need them. It’s honestly more of a personal issue they’ve got with Spirit as a whole rather than her being the problem but that’s just my opinion.
If you're saying that you're having trouble as Spirit with map pressure then you're doing something wrong. I'm sorry but this sounds like a genuine skill issue. I would buff every single killer in the game except two [Nurse/Blight] before I buffed Spirit.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523821#Comment_3523821
So... what do you think of my proposed change, then?
Sorry, I meant to respond to one of the comments left. I don't know why my comment posted on its own.
I think your idea is okay, but I feel that it would make the add-on slightly worse or, at the very least, keep it in the same "tier" (so to speak) that it's currently at.
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Iridescent stone is overrated, and the worst part about is that it is one of his best add-ons. The issue is that it's so inconsistent that half the time it feels like you would be better off running something else. I can count on one hand the amount of times in the past few weeks that the trap I need to open has actually opened instead of the throwaway one I put at a pallet on the other side of the map.
IMO the most reliable add-ons you'll get with Trapper are the purple bag and honing stone. Keep your traps on the side of the map with more gens (speaking of, I had 5 gens spawn on one side of Suffo Pit the other day. I've never seen that.) and put them in loops. Either the survivor will have to cut wide and give you a hit or they'll forget about the trap and go down.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523529#Comment_3523529
Seems like a matchmaking problem and not necessarily a nurse problem. Because good survivors give mediocre Nurses a run for the money.
Could definitely be the case. I don't play her often so I'm sure my MMR for her is comparatively low.
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I tried this the other night just to see what it was like, and I felt so dirty. I played three games and 4k-ed each one before more than two gens were even touched, let alone completed.
I played with no add-ons and I'm really not even a good Nurse. I know this is anecdotal evidence, but like... if I can win at 5 gens with her, a good Nurse may as well just be handed the W before she even loads in.
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I think they should lean further into the movie lore callbacks tbh. Remove some of the random rooms and give us things we've seen in the movies — the needle pit, John's body lying on a hospital bed, other traps we recognize, etc.
The Entity can copy-paste at its will, so we don't really have to worry about whether or not specific locations were located in the meat plant or not.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522955#Comment_3522955
If both types of bottles are used correctly you can actually even outplay really safe loops, but besides that he has no map pressure or side objectives. He is nowhere near trapper but surely in the bottom 1/3 of killers.
This is my issue with him. Sometimes he feels okay [survivors greeding pallets, for instance, makes him pretty decent in 1v1s] but god, it sucks loading into giant maps as him and losing 2 gens for one hook and then losing another before you can even physically get there to defend it.
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Not usually, but last night I played a rare game that actually slightly tilted me and the "Watch me butt dance" thing was the icing on the cake.
I was playing naked Spirit (no perks, no add-ons) just trying to practice using power and I got a 4-man SWF playing like their lives depended on it. 1/10 experience, not at all pleasant.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523287#Comment_3523287
My friend...... Her slowdown is the part that is nicce about her. If you want to nerf her traps.... I would say, make it so that when you are at the last box, your trap cant kill you anymore. Seems like a small nerf but would have a huge impact believe it or not.
To buff her i would straight up make her stealth 100% default and leave the johns medical file as it is.
On top of that:
- Roar on ambush not on charge
- Ambush needs to be longer (Last will basekit)
- maybe higher speed of ambush as well.
These are my short two points....
Piggy is fun. Pls dont ruin her.
I worded my comment wrong. I think the RBTs themselves are fine; what I should have said is, "Nerf some of Pig's problematic add-ons (tampered timer stacked with crate of gears) and [slightly] improve her chase potential."
I think she's in a decent spot, just needs some QoL changes.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522766#Comment_3522766
Wraith is very good, lot of possible builds and not affected much by MFT. Most survivors don't know how to counter him luckily.
Legion got worse with MFT. It basically makes his counter play way easier and more likely to happen.
Yeah, MFT does hurt when you play Legion. I've been noticing chases take a bit longer than usual, especially around shack. That said, I've found a very reliable build that hasn't done me wrong yet: Enduring (very quick double taps if they stun you in frenzy), Jolt, Ruin and Surveillance.
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@[Deleted User] said:
Because META.
Every Killer is viable, but not every Killer is viable against top rated SWF groups. That’s why you see certain Killers so much, because they can actually compete at the highest levels.
Lower Killers are totally fine, and COULD be buffed up to that level, but with the way some Killers’ kits work it would be miserable. Nothing wrong with some Killers having more pulled back powers it means they aren’t literal nightmares to deal with at high level play. Look at pig for example, buff her RBT’s? She destroys solo queue even more than she normally does. Longer mending, longer Frenzy, less hits for a feral frenzy down on legion? Even bigger nightmare in solo queue.
The gap between Solo queue and strong SWF on comms is what makes or breaks Killer balance. We basically need some Killers to be strong and some to be average to create a potentially more even playing field for the player base as a whole.
Pig's RBTs should be nerfed and her chase potential should be improved imo. It would be nice to see her as a more well-rounded killer rather than relying solely on slowdown.
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Personally, I'm not a fan of them messing with core mechanics. MFT and Coup (for killer side) are great examples of this. Set speeds for running and set distances for a swing are the building blocks that this game was created on. Messing with things like this opens many a can of worms.
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@totallynotamegmain said:
Nobody’s pretending there is a good argument against it, and if they are they are either trolling, or one of the people who thought insta blinds, insta heals, pallet vacuums, unhookable survivors, traps under hooks, etc were “balanced”
Somewhat unrelated, but I forgot how insanely stupid pallet vacuums used to be in this game. You could be on the other side of the map and still get sucked to the other side of shack pallet LOL
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Some of them are okay. Wraith and Legion are massively underrated by a lot of people — especially Wraith now that he's been buffed to have the nice speed boost after uncloaking.
Trapper, Myers, Clown, Pig, and Freddy are the five I'd very comfortably say are the weakest killers, and probably in the same order as I listed them (Trapper being the worst, Freddy or Pig being the best of the worst) but the devs seem to be in no hurry to dish out any buffs to any of them. If they're saying they're fine with Trapper and how he's performing, I have no hope for the rest of them.
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Survivors don't need individuality in this game. This would lead to very much the same issue that's happening in TCSM right now, where everybody will lobby-dodge until they can play the character they want and/or others will dodge because they see somebody playing a character they like with an ability that sucks. It opens up a massive can of worms that would do more harm than good imo.
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@Nun_So_Vile said:
A 4-hour standoff against a nurse on Midwhich in a certain spot. Neither of us would D/C. Good times.
The funniest would probably be my first ever 4-man hatch escape. It was kinda wild trying to coordinate everything from the hatch spawning in, finding it, and getting everyone to go through it without Killer catching on or killing one of us by that point. We were all hollerin' in chat once we pulled it off. Felt like escaping Alcatraz or somethin like that.
I got the 4-man hatch escape trophy with randoms way back in the day. No clue how I got all 3 of them to cooperate. The Legion we faced that game was not happy.
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If I'm not mistaken, wasn't Spirit originally 115 also? I can't imagine they won't make him 110 at some point. The real question is, how long will it take?
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None. The fact that only Nick Cage and Ash have voice lines makes it unique. The more they add, the less special it will be.
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@AgnyLeo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506518#Comment_3506518
Both hook stages together are about 2 minutes until you are sacrificed, and at least you can try to escape on your first one (and sometimes you get lucky) and decide if it's worth struggling or not on the second. Bleeding someone out takes 4 minutes, and yes, people still do that. I'm not the kind of survivor to click flashlights or teabag killers for no reason. So many people do it simply as a strategy. Some even bring builds like knock out and leave you on the ground intentionally for ages, so teammates can't pick you up easily even if they wanted to... :(
Especially if you face a slugging Nurse or Spirit who's semi-competent, you're basically doomed to bleed out on the floor. Saddest part is the only alternative is getting one hooked lmfao
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I call her bad character design.
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@IHSGames said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522258#Comment_3522258
Unless you crank Gens, you only get around 30k BP as survivor. I like chases and mindgames so I often dont stick to gens so I dont get alot of BP. God forbids if the Killer tunnels and camp. Youre not getting nun. I know killer gets alot more but its still not enough BP to outweigh how much time you put in
If I use survivor puddings I usually get about 70k a game as Legion. They're a bp simulator.
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@Snowball777 said:
Ask yourself this: Why would a Killer NOT tunnel?
Imagine explaining this to a person who has never played DBD before, you have to chase and hook 4 Survivors 3 times each (sometimes less) to sacrifice them. What is the best way to do this?
Most people would say to target one Survivor and sacrifice them as fast as possible, which you should, there is no reason not to.
The fact of the matter is the Devs have done an awful job at actually rewarding Killers for spreading hooks out amongst Survivors, there is simply no reason to other than it not being fun for a Survivor to die fast.
Update the game so that Gens progress 3% slower for hooking each Survivor once, and if you hook all 4 with all still alive all gens progress 15% slower for the rest of the game.
There, easy system that rewards Killers for spreading hooks and allows Survivors to stay in the game longer and not get tunneled.
I don't think this is a good solution. You'd have twenty-five minutes games or you'd have Nurse pub-stomping even harder than usual.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521928#Comment_3521928
Btw, it a total BS, with all respect.
First part is correct: if I'd used scummy tactic, I'd get obvoius response. It happened couple of times and I deserved it.
But I almost always play meme builds (or no builds), and I NEVER got BM in endgame chat. But instead I get a lot of kind words and responses, no matter if I lose or win.
Anecdotal evidence is not factual evidence
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@HarlockTaliesin said:
It's been a bug for a long while. I can't even remember when it started, but it was talked about on the forums for a while then fell off. I don't believe BHVR has ever confirmed it to be a bug, but it happens regardless of perks and the survivors don't have to stop running to the scratch marks to just stop generating for random segments. Not sure if it was ever pinpointed to be survivor-based or map-based.
I would be willing to bet it's map-based because it only happened every few games, but it happened consistently enough for me to notice it.
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@not_Queef said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520834#Comment_3520834
The Predators belong to a species known as the Yautja.
I know lol I was just being funny
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@Skittlesthehusky said:
unfortunately there has to be changes to how vaults function in order to make up for high ping. personally, i've noticed that certain killers' powers were being invalidated when trying to apply them to windows (i.e trapper's traps being ignored when the survivor lands on them after vaulting), so it made certain plays against players with ideal ping difficult to deal with, especially with synergy with certain builds.
hopefully the devs find a way to make it work! im sure there'll be a solution soon
And don't forget the ever trusty "Female survivors get caught in this trap but male survivors can vault over it" issue.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521786#Comment_3521786
You don't have to comment on everything I comment on, and my argument still stands perks and add ons exist to help you out in game. Hope this helps.
If you'd like me to stop replying to you then stop being so brazenly one-sided.
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@mizark3 said:
Another problem was the deletion of Thana. 6.1 needlessly buffed Thana (the gens times was good enough), but then people complained it was too strong (which it may have been due to being buffed for no reason), so instead of reverting the buff, they butchered the perk.
To an extent, if Survivors are focusing too much on gens, that is the fault of the Killer. The normal gameplay loop should be centered around Surv A on hook, Surv B in chase, Surv C going for the rescue (and subsequent heal), and Surv D pumping gens. That yields a 75% gen slowdown. If Survivors skip the heal, they go down in chase proportionately fast, (except against mostly 1-hit Killers like Myers/Bubba) keeping that 75% paradigm largely intact. If a Killer isn't maintaining that pressure, they have no one to blame but themselves.
All that being said, I am a fan of comeback mechanics in party games like this. I would have a basekit NOED if the Killer reaches endgame with 0 kills. This basekit NOED would not spawn if the Killer gets a kill, but also despawn like Ruin on their first kill. This would probably need old hatch (pre-Mikaela hatch that is) re-implemented to keep things relatively even though. Hatch only counts as a tie by the game, so Killer still wins with a 3 hatch escape.
I mean... how exactly do you maintain pressure with someone like Trapper or Clown? I think you're right in theory, but certain killers in this game have to work about ten times harder than the rest to even have a fighting chance. Especially poor Trapper. With how thin grass is and the awful design of recent maps, he may as well not even have a power.
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I commented this earlier on a different post, but I agree. I swear I could play at least two full matches of killer in the time it takes me to find survivor lobbies.
I'm not great at survivor either, so it's not like I'm an MMR god that can't be matched against anybody lol
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@Shroompy said:
Yeah Freddy just feels awful to play and doesnt really bring anything new to the table.
Hes in need of yet another rework
I don't know how they made a killer equally boring to play and play against
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@Saiph said:
Something is wrong yeah. It's like some survivors just don't leave scratch marks for one second. It's very rare but annoying enough to notice, and I have the feeling that it started to happen only 6-9 months ago which makes me think this is a bug. Maybe that's just me but I also have the impression that it happens particularly on Haddonfield?
I've seen at least one instance where I've chased a TTV around the stairs and his scratch marks were very discontinuous. I lost him and thought he had corner tech'd me. But then when I looked at their POV they were running normally and had no particular perk.
Yes, exactly! It's not enough for me to think they started walking, but it's enough for me to turn the wrong way and end up like, "...huh????"
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@[Deleted User] said:
I would make his green engravings basekit and remove the charge penalty. I'd also change his movement speed to 100% while revving so you don't actively lose distance. That's just where I'd start. I think Billy is pretty terrible if the survivors are any good.
Billy is an odd one on the roster. In many cases, his strength still gets judged based on how the game was and how he performed in 2018. But he's a C tier or low B tier killer these days. He can perform well if survivors greed a lot on very specific maps and you're mechanically precise. But he doesn't have a power at a tile if the survivors play it safe and drop the pallet.
Agreed, and it's a shame too because he's so fun to play. There's no reason these days to pick him over the big 3.
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2v8 sounds cool in theory, but what happens when the two killers just walk up and double tap the same person?
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@TheLonelyHarlequin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521280#Comment_3521280
Its sometimes not as easy a free win as you think, I've played multiple games where the killer purposely slugs just to find the last survivor. Or there are two survivors left and you are both hiding to be the last one alive, I've had games last 45 minutes to an hour in situations like that. More does need to be added with the hatch function like it was before.
I've completely given up exiting via hatch casue the killer always seems to either be on top of it when it opens or gets to it before I can so I just use sole survivor or wake up to get the doors open as soon as they close the hatch. The hatch is useless now in my opinion
Bring Unbreakable and pop it while the last guy is getting chased. Also bring Inner Healing so you can hop in a locker and heal for free. Then use Left Behind to sneak up to the hatch. I can tell you that every killer player in the world will not look twice once they close the hatch. Free escape.