keys
@Peanits @PatBrutal @not_Queef @not_Queen
So i was thinking about this a while now.
Cause keys (and some other killer and survivor items/add ons) are pretty broken.
They give an easy way out without any skills.
No matter how bad you and/or your team played ir messed up, with a key you always get out easily.
So why not make it so that when you try to open the hatch you get some randim skill checks, say like 3 at minimum (maybey more)
Like those you get with ds or overcharge, but failing one or abandon the escape attempt will result in your key being a broken key.
This way you have to think, am I going for an hatch escape with the possibility to lose my key or the killer finding me, or do i go for the exit gates?
Same goes for the killer as well.
He has to decide to go for the hatch or gates.
Say you camp the hatch in the hopes the survivor comes there, but also the survivor could go for the exit.
This ofcourse with the hatch spawn away from the exit ofcourse, cause I've seen it plenty of times where it was in front of the gates ๐คฆโโ๏ธ
I'd love to hear your thoughts and reason of it about balancing this broken item.
From killers, survivors and the devs. ๐
Comments
Whether keys need fixing is debatable (personally I think they're fine as they are mechanically, they just need to be made a lot rarer), but it's a bit of an overstatement to say that no matter how badly you or your team played, you always get out easily with a key.
Particularly in the case of a team game, this isn't really true. For all 4 survivors to escape using a key, they have to have completed 5 generators, which means they've already done most of the work required for an ordinary gate escape. Even if there are only 2 or 3 survivors, they still have to have completed more than half of the required generators for the hatch to even spawn.
Once the hatch has spawned, they then need to locate it, while trying not to get killed at the same time. If they don't manage to all get to the hatch in time, the killer will usually find and close it first, which puts any remaining survivors in a much more vulnerable position. The same applies if you are the last survivor remaining. If neither you nor the killer know where the hatch is, the killer has a higher chance of finding it first. If they close it and you have a key, sometimes you can find the hatch and open it again, and sometimes two minutes isn't enough time and you die anyway. I've personally died around 50% of the times when I've attempted an EGC key escape.
Again, not saying this means there is nothing wrong with keys or that alternate balance suggestions shouldn't be considered, but if we're going to analyse the situation to see how it should be improved, we should be analysing it fairly and accurately.
What i mean is when they 3 gen themselves and can't get the last one done.
If 1 of them has a key while 3 survivors are alive they can still get out easily.
They mesed up by 3 gening themselves and still get an easy escape.
What i noticed is the 1 who takes a key will do very little.
Meaning they hide more often and let the rest of the team do the dirty work so to say.
Then when that person is the last one they look for the hatch or just follow the killer to the hatch.
So again an easy escape without doing much for the team.
When you play as killer and you had a good but hard game and you see them escape so easily is very annoying.
Especially if they made the mistake to 3 gen themselves.
I don't mind if all 4 are alive and escape trough the hatch after the gens.
Though a 1 button press escape is still silly as the gates require a certain amount of time to open.
But that's why i try to get s debate on here about 1 of the broken things