SackoXA
SackoXA
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- SackoXA
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This is still a present bug. Any update here?
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I've experienced this bug today with friends still
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@AbsolutGrndZer0 said:
I mean that's possible, especially with Distressing. Even more so on a smaller map like Dead Dawg or Midwich. Wesker with Distressing is horrendous on Dead Dawg, you're pretty much always in his terror radius. Throw on Monitor and Abuse too and it just gets silly.
Monitor and Abuse expands during a chase. Spawning inside the terror radius seems not great for the game. I would understand it if it were on a smaller map with two stories, like Midwich or the Meat Packing Plant.
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Killer takes the game hostage again by refusing to hook a survivor. This is why I advocate for the return of the old hatch.
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When killers stop taking the game hostage like this, I'll consider the previous hatch being OP. In the meantime, here's a screenshot of a killer taking the game hostage and just making it so f'ing boring for everyone. They waited for me to bleed out because there was no available nearby hook they could see.
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The game really wants to bring back the old hatch. The game bugged out today and I was rewarded with this here.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/2997572#Comment_2997572
ok enjoy dying at 4-5 gens
Oh dear, you think I'm the one dying? No, no. I make good use of bond and diversion pre and post nerf hatch. Current hatch mechanic just means I have to guide the killer to kill more survivors. I'm sure that's lots of fun for the team.
@SOULWARRIOR71K said:
https://forum.deadbydaylight.com/en/discussion/comment/2994745#Comment_2994745
- hatch is not “perfectly balanced”. There are plenty of times where it appears right next to the survivor and there’s nothing that can be done about it.
- by your logic, if there are multiple survivors left at the end, killers should get a one time use version of NOED so they at least have a “chance” to get a kill. you see how this argument makes no sense? You shouldn’t just be given something just because egos can’t handle holding the L. You get second chances all game as it is. Hatch exists purely for survivors to feel like they didn’t lose lol.
- the only time hatch should spawn is if all 5 generators are done. Again there is no reason you should get an easy escape when you haven’t even finished your objective. Killers always have to hook/mori/run out the EGC clock, in order to win. Why do survivors need a way to escape without finishing their objective other than being given pity escapes to feel better?
Smetimes the hatch spawns next to the killer. Sometimes killers just sit on the hatch and wait for the last survivor to reveal themselves to be slaughtered.
@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/2994145#Comment_2994145
The same could be said for a mori before they got nerfed i'm pretty sure a lot of killer players were cackling with laughter after using the mori on all 4 survivors before the gens were done, That's pretty much how old hatch and mori were they allowed the game to finish sooner i.e the killer managed to set up a good 3 gen for survivors just for them to come along and say screw you we are getting out using the hatch with this key bypassing having to finish all the gens plus opening the exit.
For mori hook someone once and you could mori them bypassing a hook stage both needed changing to try and stop both sides from being able to finish the match early.
Why are you bringing up mori's in a post about the hatch? This seems out of context and like a spam comment.
@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/320794/make-the-hatch-great-again
Old hatch was super fun imo. But it was just too unhealthy for the game.
If it was fun, that's not unhealthy. Games are supposed to be fun, not boring. That's why it's a game and not work. Current hatch mechanic is lame.
@Mozic said:
I was going to say something like "I wouldnt mind if the hatch would at least appear earlier in the trial than when theres only one survivor left, but make it uninteractable until that point" but I remembered that along with the hatch changes came the end of one survivor crouched and waiting on hatch while their teammate dies on hook instead of going for the rescue - and frankly, good riddance.
This is literally how the game is now, not how it was before. Before, that survivor could leave early and wouldn't need to spen extra time getting their other teammates killed. You've made an argument against yourself.
I can stream and show anyone interested how toxic the game currently is and how anti-CoOp it has become. Unless by CoOp you mean working together to get other survivors killed. That's fun game I play with my friends.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/320794/make-the-hatch-great-again
I mean.. that was a unhealthy thing to have,
if that's the case, then the mori would have to be reverted, and making franklin's actually make a depleted key not work anymore,
Depleted keys don't work.
And for everyone else complaining about 'the game isn't balanced,' why does the game have to be balanced? I don't want 'balanced' I want fun. If I wanted a balanced, I would go play solitare.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2994194#Comment_2994194
It does suck when you get a killer like Hag just squatting on 3 really close gens, but I consider that more of a problem with gens spawning too close together on some maps. Either way, I think hatch spawning at 1 gen would cause more problems than it would solve.
I disagree, and we have empirical evidence to show that having the hatch spawn with the former limitations was good for the game.
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@cheetocultleader said:
https://forum.deadbydaylight.com/en/discussion/comment/2988734#Comment_2988734
Just to quote myself here, but I did finally get the chall yesterday... now that it's just escape with a key. I was happy anyway. Only 3 survivor challenges left to complete.
This isn't much of a feat anymore. Bond, Diversion, Urban Evasion and your choice of either Left Behind or Clairvoyance will get you there often. The strategy is getting the killer to kill your teammates and then leaving out of the hatch. It has an 80-90% success rate.
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Some deleted comments mentioned how toxic killer play was 'justified', but encouraging toxic play from killers because a select few players don't understand the amount enjoyment and absolutely laughter friends would have doing a group hatch is not how you keep a game running. The quickest way to end the life of a game is take it from multiplayer to solo. Discourage SWF and see how long the game continues vs if you encouraged it instead.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2988815#Comment_2988815
And why shouldn't they? The only thing awaiting friendly killer like me that go out of their way to avoid those strategies is in the grand scheme indifference or the same toxic treatment.
There is a reason why not many of us are left in the game. Why try to be a saint when you already get treated like the devil.
And yes, "not every survivor does it" but so was it for non camping/tunneling killer and both sides have ruined each other over the last years.
Well if you're looking to make the game 'healthy' encouraging toxic play from killers doesn't justify having a nerfed hatch. I don't feel bad if you don't know how to enjoy the game with how the hatch was, but it was such a blast playing with friends. We would be cackling with laughter.
And now, it's just OK.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/320794/make-the-hatch-great-again
There was nothing fun about 3-4 survivors escaping early
There's nothing fun about killers who tunnel or camp either. And 3-4 survivors NEVER left early with the old hatch. In order for all 4 survivors to leave, all 5 gens had to be done.
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This whole post is filled with people saying 'please take anything that could inconvenience me and make things harder out of the game' and my eyes are rolling like a slot machine. I just want to have fun with friends again.
What about hatch aura spawns with 2 survivors left and 3 gens done?
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This needs to be brought back up. #MakeHatchesGreatAgain
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Did anyone get a chance to look at this? Seems like a major bug if survivors can break the game.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2924379#Comment_2924379
Killers absolutely did tunnel more when keys were in play prior to 5.3.0. Now they don’t because the worst case scenario for them is it allows one survivor to escape and that’s it, so it’s no worse than if the last survivor escaped through hatch without a key.
With the changes to how Franklin's and keys work, I don't think you would see repeat problems. Especially not when now you can just kill everyone more easily with things like healing regression (hemorrhaging)
The game is not how it once was where the hatch was the best thing ever. Now it's... blegh and has been since the change. It's not even fun to hatch escape or take a key.
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@[Deleted User] said:
What exactly was fun in ending the game earlier? Or being tunneled because of a key?
@Ath4nat0s said:
Yes
Make more killers realize that tunneling is the best strat
Cuz before the strat was tunnel the guy with the key
It was really fun for the survivors right?
This is suggesting that killers tunneled more when you brought in a key, but I haven't seen a difference in the last 2 years I've played this.
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Any update on here by the dev team?
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Wanted to update. Played another game with diversion. Other player was able to literally spam diversion without cooldown. My cooldown was constantly resetting. This time the map was coldwin farm. Killer was Pyramid Head. I'll try and get a video.
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Pics? Videos? Anything other than 'a doorway'?
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/288289/incentivized-trolling
Thanks to the new updates, the game is "do gens or die". No longer is it "do stuff and escape"
Once the first survivor is killed off, the option to "do gens" is likely off the table. All that's left is to "die". As the last player alive, you get a courtesy opportunity to try and hatch out.
Alot of the "before" complaints about their team abandoning them on hook is likely due to low MMR or exaggerating how often it happens.
If your focus is to escape, it is far better for you to let the team die on their hook than to unhook after the first death. It's simply a risk that cannot be afforded, especially if you bring a key. The devs didn't even nerf keys tbh, they only nerfed the hatch, which still doesn't solve the original issue, however the issue has now evolved; previous complaints included how the key caused games to end early...now, games dont end early, but they end prematurely because people are not going to want to unhook their team at all is assured by the new incentive. The gen game is stopped altogether.
@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2577022#Comment_2577022
"Instead, you can't play how you want with friends." = Instead, a group of three SWF can't get the hatch by ganging up against the random solo they get grouped with. I don't see that as a bad thing, given how [BAD WORD]ing awful solo queue already is. SWF is the superiorly fun mode, and not being able to make the random solos they're grouped with miserable doesn't lessen that it is more fun to play with friends.
SWF is still alive and well. So I ran with friends, and instead of doing objectives, we now just torment the killer. Everyone uses headon, we have vigil, spine chill, and few other perks. If there isn't a full group, we leave gens to the last person standing. If they get hooked, they die. Objectives don't get done. Either the killer leaves, cries in a corner, or after a lot of harassment from the survivor team, ends up killing us. Don't really care anymore about objectives. Most of the time, the rando will get killed and everyone else escapes.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2577048#Comment_2577048
Yeah, they've been turned into generic achievements. Kinda weird how they're doing all of these things right now when Steve, Nancy and Puppy aren't supposed to be leaving until Nov. 17th, almost a full month from now.
What are they called because I don't see them at all.
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I just checked Steam and noticed the Nancy and Steve adept acheivements have been removed. Is this correct?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2574496#Comment_2574496
Sorry, didn't mean to stray off topic. Most of my matches have bad teammates, so it's the norm to me.
Anyway, in terms of the hatch thing, I guess I don't see it. The hatch is still worth the same number of points, so I don't feel that it's incentivized more now than it was before. The difference is that you can no longer get the one random survivor killed and then hatch out with your two friends using a key. Instead, even with a key, hatching out requires getting all three other survivors killed first. I don't think people who didn't play that way before will suddenly change and play that way now: either you prioritize the hatch over everything else or you don't. There's nothing with the change that incentivizes it more.
"Instead, you can't play how you want with friends." That sounds not great for a game's life cycle.
@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/2574525#Comment_2574525
Alright but it's still situational as #########.
You need 14 seconds to cleanse totem. You need to find totem first. All this time killer is already looking for hatch.
Even if you know the timing of teammate die. You find totem and start cleanse 10 seconds before his death and find the aura of hatch, it still can be beyond 64 meters and killer can be already checking this area.
it's still highly luck dependent. Best time for such trolling was before this update.
You don't have to plan the totem cleanse, you do it at some point early in the game, and save the activate for the end. It's not that complicated or time consuming.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/2574469#Comment_2574469
First I'm not sure Clairvoyance help you find the hatch.
Second there is no point to troll like this because hatch won't spawn untill you left alone. It means after you get your teammates dead you still need to race the killer in hatch searching.
Whole hatch system is recently nerfed so it's much harder to be selfish at this point.
Left Behind lets you see the hatch within 32 meters if you're the last survivor up. Clairvoyance let's you see it for 10 seconds within a 64 meter range as longs as you've cleansed the totem. Read the perk.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2574484#Comment_2574484
... okay? I usually just suicide in those kinds of matches.
My problem is that this kind of gameplay is now incentivized with the hatch change.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2574407#Comment_2574407
Eh, whatever. I don't really consider escaping important. When my teammates make a show of sandbagging me or two separately go immersed and stop playing waiting for the other two survivors to die so they can get the hatch, I may go up to the killer and suicide and move on. I'm also always looking for new "goals" in the game, since like I said, I don't really care about escaping. If a survivor is being a jerk, I'll become glued to their hip, and we will die together, I will give up any chance of escape to ensure it. A lot of my deaths are actually more fun than escaping.
I guarantee if I went full troll build and I wanted you dead in a game, you would never come close to getting me killed because you're not going to have the perks to be able to do so.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/2574406#Comment_2574406
I know Bill's perk but what the second one?
Clairvoyance, Mikaela's new perk. It has twice the range of Bill's perk.
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@TragicSolitude said:
What? That's what half my teammates did before this change.
The way I see it, now this is what all your, ahem, "teammates" will be doing. Once they get bored of all the new content, anyways.
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@kaeru said:
You don't know where hatch will spawn anymore. Unless you bring an offering.
So without offering if you wait your teammates die you risk to not find the hatch. Before change survivors could find hatch and hide nearby waiting you die.
There are now two perks that let you find the hatch instead of just one. This is a moot point.
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I've gotten this a few times the last few days. And then it won't show recorded progress.
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Same thing happened to me today.
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I'm surprised this hasn't already been addressed. Seems like a more serious bug.


