Key/Mori. Possible Fix?

Change the hatch spawn mechanic to only spawn when one survivor is left on the map. Give the purple key an insert, turn and lift animation that the Killer can interrupt lets say about a 5 second animation. Give the Skeleton Key the ability to skip the animation but reveal your aura to the Killer when in a 6 meter radius.

Just change the Ivory and Ebony Mori to be a last hook requirement and have them pick up the survivor. If the Killer in question picks up the survivor and holds the button then the Killer drops them and proceeds with the Mori unless interrupted I.E Pallet slam, Flashlight save, Head on etc. I feel like that change is fair.

For Key's I figured that if you wanted to skip the animation with a Skeleton Key their should be some drawback to bringing it so I figured letting the Killer see the Survivors aura within a very short radius would make you think twice if you wanted to skip the animation or not. This change also helps Killers Identify which Key is actually in game so they can act accordingly such as patrolling the hatch for the Purple Key or not.

The Hatch change is just that I feel like its meant to be an emergency escape that both the survivor and killer have to find instead of just stumbling across it in a chase while their still other survivors on the map.

Any questions feel free to ask.

Comments

  • Key, lock the locker killer can't open the locker and grab you.

    Mori, 200% sacrifice points and can mori at dead hook.

    LUL

  • What would be the point in moris if you had to do all that? Just stick them on the nearest hook at that point.

    And aura reveals for hatch is actually a buff. Most survivors WANT the killer to come watch them escape.

  • @musefan said:

    What would be the point in moris if you had to do all that? Just stick them on the nearest hook at that point.

    And aura reveals for hatch is actually a buff. Most survivors WANT the killer to come watch them escape.

    I feel like you didn't understand the Skeleton Key change would reveal the One with the Key's aura when in a certain radius not the Hatch.

    And Mori's I find difficult to change because I never really minded them to begin with.

  • @MasterGrit said:

    Key, lock the locker killer can't open the locker and grab you.

    Mori, 200% sacrifice points and can mori at dead hook.

    LUL

    . . . . what?

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690766#Comment_1690766

    I feel like you didn't understand the Skeleton Key change would reveal the One with the Key's aura when in a certain radius not the Hatch.

    And Mori's I find difficult to change because I never really minded them to begin with.

    What's the difference?

    It still shows that a person with a key is standing by the hatch.

    Doesn't matter which aura you show, it's still the same thing.

  • @musefan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690783#Comment_1690783

    What's the difference?

    It still shows that a person with a key is standing by the hatch.

    Doesn't matter which aura you show, it's still the same thing.

    Your only thinking of endgame. Think more about about mid game. If your aura is shown the Killer becomes aura of which Key is in play and can act accordingly.

    If the Killer can see your aura during chase it benefits the Killer so that Key will become a detriment to staying alive. And after that if you collect the key from a body you still have to maintain a certain distance from the Killer without him seeing your aura.

    Now I'm not saying your point has no merit sure if the Survivor knows where the hatch is and collects the key sure they could bring you to it and teabag but no solution is going to be perfect.

    But throw Franklin's demise into the Mix and someone will have to collect that Key or its gone.

    If its a Purple Key you can at least add the Hatch into the patrol of the doors. Increase the Hatch opening time to 10 seconds and there you have some counterplay.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690791#Comment_1690791

    Your only thinking of endgame. Think more about about mid game. If your aura is shown the Killer becomes aura of which Key is in play and can act accordingly.

    If the Killer can see your aura during chase it benefits the Killer so that Key will become a detriment to staying alive. And after that if you collect the key from a body you still have to maintain a certain distance from the Killer without him seeing your aura.

    Now I'm not saying your point has no merit sure if the Survivor knows where the hatch is and collects the key sure they could bring you to it and teabag but no solution is going to be perfect.

    But throw Franklin's demise into the Mix and someone will have to collect that Key or its gone.

    If its a Purple Key you can at least add the Hatch into the patrol of the doors. Increase the Hatch opening time to 10 seconds and there you have some counterplay.

    Do you not realize how small 6 meters is? Think of michael's terror radius with dead rabbit and monitor, thats hella small literally a weak nerf to an op item

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690791#Comment_1690791

    Your only thinking of endgame. Think more about about mid game. If your aura is shown the Killer becomes aura of which Key is in play and can act accordingly.

    If the Killer can see your aura during chase it benefits the Killer so that Key will become a detriment to staying alive. And after that if you collect the key from a body you still have to maintain a certain distance from the Killer without him seeing your aura.

    Now I'm not saying your point has no merit sure if the Survivor knows where the hatch is and collects the key sure they could bring you to it and teabag but no solution is going to be perfect.

    But throw Franklin's demise into the Mix and someone will have to collect that Key or its gone.

    If its a Purple Key you can at least add the Hatch into the patrol of the doors. Increase the Hatch opening time to 10 seconds and there you have some counterplay.

    But if the hatch has spawned, the it's not mid-game anymore. Its end game, at least for the person with the key anyway.

    They aren't going to keep doing gens at that point. It's straight down the hatch they go.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690791#Comment_1690791

    Your only thinking of endgame. Think more about about mid game. If your aura is shown the Killer becomes aura of which Key is in play and can act accordingly.

    If the Killer can see your aura during chase it benefits the Killer so that Key will become a detriment to staying alive. And after that if you collect the key from a body you still have to maintain a certain distance from the Killer without him seeing your aura.

    Now I'm not saying your point has no merit sure if the Survivor knows where the hatch is and collects the key sure they could bring you to it and teabag but no solution is going to be perfect.

    But throw Franklin's demise into the Mix and someone will have to collect that Key or its gone.

    If its a Purple Key you can at least add the Hatch into the patrol of the doors. Increase the Hatch opening time to 10 seconds and there you have some counterplay.

    Wait... are you saying the aura is revealed when you are within 6m of the killer??

    I thought you meant within 6m of hatch.

  • @musefan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690805#Comment_1690805

    Wait... are you saying the aura is revealed when you are within 6m of the killer??

    I thought you meant within 6m of hatch.

    No 6 meters of the Killer. The number of meters is just give a small detail.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690805#Comment_1690805

    Do you not realize how small 6 meters is? Think of michael's terror radius with dead rabbit and monitor, thats hella small literally a weak nerf to an op item

    I just used 6 meters as an example.

  • @ZFennecFox said:

    Change the hatch spawn mechanic to only spawn when one survivor is left on the map. Give the purple key an insert, turn and lift animation that the Killer can interrupt lets say about a 5 second animation. Give the Skeleton Key the ability to skip the animation but reveal your aura to the Killer when in a 6 meter radius.

    Just change the Ivory and Ebony Mori to be a last hook requirement and have them pick up the survivor. If the Killer in question picks up the survivor and holds the button then the Killer drops them and proceeds with the Mori unless interrupted I.E Pallet slam, Flashlight save, Head on etc. I feel like that change is fair.

    For Key's I figured that if you wanted to skip the animation with a Skeleton Key their should be some drawback to bringing it so I figured letting the Killer see the Survivors aura within a very short radius would make you think twice if you wanted to skip the animation or not. This change also helps Killers Identify which Key is actually in game so they can act accordingly such as patrolling the hatch for the Purple Key or not.

    The Hatch change is just that I feel like its meant to be an emergency escape that both the survivor and killer have to find instead of just stumbling across it in a chase while their still other survivors on the map.

    Any questions feel free to ask.

    I got a better nerf, keys don't open hatch or take 20 seconds to do so and give killers a sound & visual alert, while moris requires everyone to be hooked once

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690819#Comment_1690819

    No 6 meters of the Killer. The number of meters is just give a small detail.

    Also couldn't they just drop the item next to the hatch? Whats the counterplay

  • The key showing the survivor aura, is 6 meters from killer? Not the hatch, correct?

  • @CrustyCake said:

    The key showing the survivor aura, is 6 meters from killer? Not the hatch, correct?

    Yes that would be the point I tried making.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690823#Comment_1690823

    Also couldn't they just drop the item next to the hatch? Whats the counterplay

    If the hatch doesn't spawn until the last survivor is alive like I specified above they couldn't place it next to the hatch. There would be no point to.

  • @ZFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690832#Comment_1690832

    If the hatch doesn't spawn until the last survivor is alive like I specified above they couldn't place it next to the hatch. There would be no point to.

    ok couldn't they just drop it or leave it in a chest until they need it? This also makes hatch only usable for keys, which is #########

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1690840#Comment_1690840

    ok couldn't they just drop it or leave it in a chest until they need it? This also makes hatch only usable for keys, which is #########

    Hold on, i never said the hatch wouldn't spawn open the Key change I talked about was only if the Killer closes the hatch before you found it.

    I didn't say to change that.

  • I think that changes make both items useless.

    I actually like keys as a survivor, because i play solo survivor most of the time. And you get so many survivors dcing or hook suiciding, and in most cases there is no point in keep playing. You can just walk up the killer and hooksuicide yourself. The key at least give you a fair chance still, if you got one. And it makes tunneling at least a little bit riskier for the killer, since tunneling one survivor out is a huge boost for him, but if they got a key they are one step closer to escape as well.

    Thats why i think keys are needed, because tunneling is a good option for the killer. But it shouldnt be riskfree.

    Moris are needed due to the matchmaking, because killers often play vs survivors with higher skill level, and/or swf with communication, and mori helps counter that. So, i think there are issuses that need to be fixed before you fix keys and moris.