Some Ideas how to change Keys
Please don't turn this Thread in a "Nerf Moris" Discussion.I simply want to talk about how keys can be made more fair but still useful.
My first change to keys would be a change to how the hatch spawns.
Currently the hatch spawns/is visible when 1 more gen is done than the number of survivors that are still alive in the trial
Example: 3 Survivors are left and need to complete 4 gens before the hatch spawns.
This system allowed situation where games ended faster then they should have.
My idea is,let the hatch only spawn when all gens are finished or only one survivor is left.
Furthermore:
-Green keys get 20 seconds of use and purple keys get 25 seconds.
-Every key has an aura reading ability of 32m (The same like the token Addons)
-Scratched Perl Rarity changed from yellow to brown
-Scratched Perl increases the aura reading ability by 4m,Eroded Token by 8m and Gold Token by 12m.(Those Addons can also increase the aura reading range of the Blood Amber Addon)
With these changes the key can still serve as a strong item with it's aura reading ability it will help you to locate your teammates (or the killer with the Blood Amber Addon) to plan your next steps more easily and also enables you to escape through the hatch after the killer managed to close it without ending games faster then they should have.
What are your thoughts?
EDIT:I forgot to mention that the green key should also be able to open the hatch aswell.
Comments
i like your idea, but i can see many killers would do 3 gen strat at the begining of the match and it possibly could go into helding a game hostage,
Sadly we have many players here who like to abuse everything they can
Honestly,i don't think that would happen.I have never seen people trying to force a 3 gen right at the start of the match and even then only a few killer can actually capitalize on it.
And it is reportable when a killer is forcing a 3 gen after a certain amount of time.
It's a false dichotomy to suggest that Mori has no relation to Keys and that you can discuss one without discussing the other; They are essentially opposite sides of the same coin. Moris persistently allow situations where games end faster then they should have, to use your own words justifying this thread. Being completely realistic: Politics is the art of the possible and no Killer-main will take a Mori nerf without a Key nerf, and visa versa. Hence we really need to be discussing both else any proposal will easilly be shot down
Personally, I wouldn't mind seeing your restriction for "Last surv or all gens complete" applied to both Mori and Keys.
I don't believe it is reportable. The killer is doing their job defending the gens and the survivors are not forcing the gens to be done. If you have more than one survivor, then a 3 gen should be no problem. You may rarely have to sacrifice a person or two but ultimately, a 3 gen is definitely possible to beat.
Forcing a 3 gen is a tactic I use all the time for more end game killers like Hag and Trapper where I can build my web or make a certain section of the map lethal. It is a perfect tactic for that one map - the Autohaven one where the map is segregated into 2 sections with a connecting path in the middle.
If anything, it shouldn't be reportable for the killer - what should they do? Let the gens get done? If the survivors are being immersive and not doing anything, its on them.
Now, the keys. I like your idea of keys, its like bringing a Bond into every game! The Blood Amber stacking with it may be an issue however. If you have ever played Object of Obsession again Freddy, your idea is like that, but with the bonus of the killer not being able to see you. The issue is that this can be used on every killer except those afflicted with Undetectable. Ghostface is the only who could chase effectively while undetectable (Tinkerer, Beast of Prey and Dark Devotion notwithstanding) so some may complain it is too strong. Huntress, Deathslinger, Hag, Trapper and Demogorgon would struggle with their movement speed and trap placements. Huntress and Deathslinger wouldn't be able to catch you on pallet gyms and jungle gyms unless you seriously messed up. To a degree, Nurse would struggle as well.
A very good idea, but there needs to be some sort of downside for the addon in this case it works like you say it does. The range could be decreased whilst using the addon or it takes double the amount of charges to use would be sufficient.
Of course,if Keys would be changed then moris should aswell.I just thought it would be better to focus on one thing at a time.
If i had to propose a change to Moris then it would be to change the requirement from just hooking the person to mori them to have them hooked either twice before or just when they entered struggle state before.
To clarify,the blood amber Addon would remain the penalty in form of more charges consumed per second to use it's aura reading.The normal range of it is 32m and could simply be increased by using using the perl/token addons.
I don't mind the idea of a Key nerf and I think tuning down their potential as actual keys and tuning up their aura reading abilities is a fine suggestion, but the Hatch only spawning if all gens are done and you're the last person standing is IMO not a good idea.
If you're the last one standing, the Hatch is open anyway. If all gens are done, you've essentially won the match already, so why bother opening the Hatch when the Exit Gates should be just as easy if not easier because you know where they are?
This also removes the skill-based element I've always liked of memorising where the Hatch is, if you stumble across it after it spawns as a Survivor or Killer you might be able to use that information later in the match.
The change to how the hatch spawns is to prevent multiple survivors from escaping before all gens are done.
Which is the main problem people have with keys
There was never any skill involved in finding the hatch.It's always based on pure luck.
Finding the hatch is luck (well, aside from memorising possible spawn locations I guess) but learning where the Hatch is before it's open and returning to it later IS a skill. If the Hatch only spawned at the end of the match or if you're the last one standing that aspect is essentially removed.
And yeah, I know why you implemented that, it's just that IMO it's extreme. You have a comparable approach for your suggested Mori nerf though, so it's not like it's a totally uneven application of those massive nerfs.
I dislike the idea of the hatch anyway.the killer finds the hatch before you and given how close exit gates spawn to each other you are screwed no matter how good you played before or the survivor finds it first and escapes although you played really well as killer.
It's quite frustrating for both sides.
I would rather change the hatch with something that would test the skill of the last survivor with the one from the killer to be honest like a sudden death mode that you see in other games but i can't imagine how that could work in this game unfortunately.
oh i didn't knew it is reportable after after longer time
If the killer isn't committing to one survivor after a certain amount of time then it's reportable.The same goes for situations like the last 2 survivors are only hiding doing nothing at all.It's the same thing.
thanks for the info
I had a similar idea except I also had the condition that if 2 survivors remained the hatch will spawn at 1 gen left. (currently happens at 2 gens left.)
In addition to this keys would be like this
Green: Broken 20 seconds use
Purple: Dull 5 seconds use and NEW KEY TYPE cant open hatch 30 seconds use
skeleton key unchanged