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flashlight101

flashlight101

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flashlight101
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  • @Nos37 said:

    Leaving through the hatch is not an escape. It counts as a draw.

    Endgame perks that activate when the hatch is closed should ALSO be proportional to gens completed. NOED punishes survivors who do 5 gens but not all 5 totems. Therefore, NOED should only activate briefly if the survivors did not complete all 5 gens and the hatch was closed.

    @Nos37 said:

    Leaving through the hatch is not an escape. It counts as a draw.

    Endgame perks that activate when the hatch is closed should ALSO be proportional to gens completed. NOED punishes survivors who do 5 gens but not all 5 totems. Therefore, NOED should only activate briefly if the survivors did not complete all 5 gens and the hatch was closed.

    Regardless of whether it is a win or a draw, the survivor still escapes and the killer does not get the kill. I see that as a loss of a kill.

    I don't run NOED personally but as soon as survivors see that the killer has NOED they look for the totem and it does not stay up long, unless it is in a position where the killer can defend it.

    Also you need to consider that the killer has given up a perk slot the whole match for endgame and the totem can be cleared. I don't see an issue with that as there is counterplay.

  • @Aven_Fallen said:

    The Hatch is already super-weak, the Killer can (almost completely) deny it via slugging and they have the higher chance of finding the Hatch. The Survivor can only be lucky.

    It does not need further nerfs.

    Slugging highlights the issue of the hatch existing. Games get dragged on just so the killer can achieve a 4k.

    However there's the issuw that if you slug survivors often let the teammate bleed out and go for hatch. It is not as simple as you say. As mentioned before, if hatch is a thing it should have an opening animation which lasts depending on the number of gens left. You cannot get more fair than that.

  • @mikewelk said:

    If there's one generator completed and only one survivor remaining alive, then MMR has clearly failed to fulfill its purpose. In such a case, why should that sole survivor suffer the consequences? Because they might have played bad? That doesn't justify such a drastic change to be implemented.

    It is a coop game and hatch is way too easy of an option to not be exploited. I.e. 2 survivors remaining and one if not both play super immersed to get hatch. Hatch exitshould be very hard to accomplish and not an easy way out.

    I know that many survivors will not like this change but it is healthy for the game. The objective is escaping as a team not as solo. If that is an option it should be made harder to promote team work.

    Also getting 3k instead of 4k and having one person escape so easily just does not seem right. Play better as a team.

  • No. There are already perks like deja vu that increase repair speed by way too much. The last thing survivors need is to hit great skill checks. It is hard to hit them for a reason.

  • Still not fixed. The bug is getting worse to the point that I am starting to walk backwards. Please fix it ASAP.