Keys

Are you ever going to give us a time frame for when you will "nerf" (assuming you actually fix anything busted about them) keys? As super fcking fun as it is to deal with them every single game I would really like to actually enjoy the game instead of getting screwed over by an item with LITERALLY NO COUNTERPLAY AT ALL.

Maybe I sound like a broken record but I am so sick and tired of dealing with this broken sh1t every single day, it's so stupidly unfun and screws me over constantly. I literally go from a game I won to 3 escapes because SURPRISE you can't do anything to stop it. JUST NERF THE DAMN THINGS ALREADY, you went and butchered the only thing that kept them in check and now it's just like the old insta heal crap all over again, keys constantly every single game.

Comments

  • Keys are here to stay

  • They don’t want to announce it because everyone will abuse the, for the time they are left

  • Thats the fourth Thread with the title "Keys" from you on your first page of Posts.

    Who hurt you?

  • Ok what do you suggest?

  • Keys need an addon rework, time to open hatch and a fair way to warn the killer, and maybe even an extra feature to them. I don't care how rare it is that hatch gets opened with keys the way it is done and how it works is completely bs.

    I made my own rework for at least the way hatch gets opened i think they need to do something similar to this.

    @AChaoticKiller said:

    The problem with the current way keys open the hatch

    The reason hatch is so unfair when it does get opened are the following;

    1. It is instant, the second you get to hatch with a key especially if you're not injured you won.
    2. There is no interaction with the killer that allows you to stop survivors from opening the hatch
    3. Once hatch is found by survivors as a solo you have trouble getting your team to follow you and as a swf you just get there and all escape.

    How to fix this?

    What hatch needs is a way for all players to find hatch and it needs interaction time to open. This will allow the killer to stop the hatch from being opened and the killer can go after the key holder to at least temporarily stop survivors from escaping this way assuming only one key is brought into the trial.

    The basics on how opening the hatch will now work

    Before reading ahead know that numbers are subject to change if a value doesn't set right with you it can be changed.

    • Hatch will now take at base 12 seconds to open
    • Progress on opening the hatch does not save
    • The killer can grab you in this interaction
    • You no longer immediately jump into the hatch
    • If no one has escaped the trial when it is opened with a key the EGC timer doesn't start.

    This allows the killer to stop the hatch without the time being too short or too long for either side, hatch should not be something you can open in a chase or in just a few seconds near the killer. To make this a little more fair and something that can be changed is survivors not immediately escaping this allows them to help other survivors however this also runs the risk of the killer simply closing the hatch and to make this fair EGC will NOT start if no one escaped as that is basically survivors skipping having to do gens as the killer had to close the hatch. So how do we fairly alert the killer?

    Idea 1: directonal audio

    The first one and the one that out of the two idea's I will suggest is probably the better one and more realistic is directional audio. Depending of if the second idea to alert the killer is implemented the values will be as follows:

    • All players can hear the directional audio of hatch being opened at 20 meters
    • The audio is almost constant during the whole 12 second interaction
    • If the second idea is not implemented the audio should instead have a range of 40 meters.

    idea 2: the seal

    This idea is pretty basic basically the hatch will have a seal of some sort this can be in the form of bars, magic, the entity whatever the point is you can't open the hatch until this is broken. once it is broken by an interaction it will alert all players by a noise bubble much like a hex totem being cleansed.

    • interaction time to break the seal 6 seconds
    • once broken all players are alerted to it's location
    • If the seal is not broken and only one survivor is left in the trial the seal will "dissolve" and hatch will still open. This does NOT alert the players of the hatches location.

    What does this all do?

    This provides a way for all players to find hatch mainly the killer and with hatch taking time to open and telling players a survivor is opening it allows survivors to try to help and the killer can try to stop it. I think that both of these idea's should be implemented but if one of the two would be implemented it should be the directional audio. This would make keys fair with how hatch currently spawns as well as how and when you open hatch and provides more interesting gameplay.


  • uhm. Keys are problematic and they will get a rework but you are exaggerating a LOT.

    You can still play the game just fine, not every match there are keys involved and a key is not a free escape for 3 survivors. They need to have done 4 gens by the time they can use the key.

  • Stop feeding into this bait. Its what they want.

  • @Unicorn said:

    Stop feeding into this bait. Its what they want.

    bait? maybe.

    But keys are an issue, he is right that once hatch is found and a key is brought to it there isn't any counter play. Also finding hatch with an swf is not difficult at all if your team knows the spawn locations hell you can do it as a solo.

  • @Unicorn said:

    Stop feeding into this bait. Its what they want.

    It may be a bait, but he has a point. Keys need to get nerfed as soon as possible. And they will.

  • Big guy/gal with a weapon can't figure out how to stop one survivor with a key?

    I agree they have some issues, but to claim they have no counterplay? You can see them brought in (unless found in chest) and you can bury any survivor with one, or bring franklin's demise and make everyone lose their items.

    If the whole team is alive, the hatch won't spawn until the last gen is done, that gives you a bit of time to figure out how to kill one of them. If you can't, honestly you probably wouldn't have won that match anyway, key or no key.

  • @Aven_Fallen said:

    Thats the fourth Thread with the title "Keys" from you on your first page of Posts.

    Who hurt you?

    Keys did, clearly

  • @AsherFrost said:

    Big guy/gal with a weapon can't figure out how to stop one survivor with a key?

    I agree they have some issues, but to claim they have no counterplay? You can see them brought in (unless found in chest) and you can bury any survivor with one, or bring franklin's demise and make everyone lose their items.

    If the whole team is alive, the hatch won't spawn until the last gen is done, that gives you a bit of time to figure out how to kill one of them. If you can't, honestly you probably wouldn't have won that match anyway, key or no key.

    Franklins isn't really a counter since you can just drop your key say at shack for latter and in a swf just have a friend go pick it up for you.

    However the main issue with keys is once a survivor dies since once it gets to 1 gen you can just go look for hatch and escape which is what swf's do. At this point the killer can't do much other than try to find a survivor who is looking for hatch and hope it is the key user and even then the other 1-2 will still look for hatch and if they find it they will guide the key user to it or if they get sacrificed just go pick it off them then open hatch.

    There just isn't any real counter play, once the key gets to hatch your losing at least 1 kill and regardless EGC is starting so the other 1-2 basically skipped gens and can escape, if there are 2 left after that your more than likely losing 2 kills.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973441#Comment_1973441

    Franklins isn't really a counter since you can just drop your key say at shack for latter and in a swf just have a friend go pick it up for you.

    However the main issue with keys is once a survivor dies since once it gets to 1 gen you can just go look for hatch and escape which is what swf's do. At this point the killer can't do much other than try to find a survivor who is looking for hatch and hope it is the key user and even then the other 1-2 will still look for hatch and if they find it they will guide the key user to it or if they get sacrificed just go pick it off them then open hatch.

    There just isn't any real counter play, once the key gets to hatch your losing at least 1 kill and regardless EGC is starting so the other 1-2 basically skipped gens and can escape, if there are 2 left after that your more than likely losing 2 kills.

    Of course Franklin's is a counter. It isn't on a timer or only used once, you can always knock the key out of their hand when they pick it up.

    The other is more the swf issue, but If you are there, don't look for the survivor, find the hatch, that's where they're going, or slug it out, make the seeker come to you or choose to abandon the team.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973457#Comment_1973457

    Of course Franklin's is a counter. It isn't on a timer or only used once, you can always knock the key out of their hand when they pick it up.

    The other is more the swf issue, but If you are there, don't look for the survivor, find the hatch, that's where they're going, or slug it out, make the seeker come to you or choose to abandon the team.

    you just drop your key boom counter play to that counter and you have time to go pick it up and drop it on the spot if the killer tries to guard it after hooking you or you just get a friend to do that.

    Besides Hatch's main problem is how easy it is to open with a key in a swf this is not a unrelated issue swf's are very common and need to be considered in balancing the hatch.

    besides any good survivor usually last second switches to keys since killers usually bring franklins when they spot one, i would even say it is last second switched to more often then flash lights when it is brought.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973468#Comment_1973468

    you just drop your key boom counter play to that counter and you have time to go pick it up and drop it on the spot if the killer tries to guard it.

    Besides Hatch's main problem is how easy it is to open with a key in a swf this is not a unrelated issue swf's are very common and need to be considered in balancing the hatch.

    You seem to be of the opinion that something has to work 100% of the time, in all situations to be considered a counter. I disagree with that. In the scenario you're listing, why is the Survivor got all the time in the world to drop and pick up this key? How uneven is the pressure being applied if they have this time?

    Nerfing an item due to swf concerns needlessly punishes solo survivor players, which means there will be less of them, which means that you'll end up facing more swf squads. That's why I think it is a separate issue.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973441#Comment_1973441

    Franklins isn't really a counter since you can just drop your key say at shack for latter and in a swf just have a friend go pick it up for you.

    However the main issue with keys is once a survivor dies since once it gets to 1 gen you can just go look for hatch and escape which is what swf's do. At this point the killer can't do much other than try to find a survivor who is looking for hatch and hope it is the key user and even then the other 1-2 will still look for hatch and if they find it they will guide the key user to it or if they get sacrificed just go pick it off them then open hatch.

    There just isn't any real counter play, once the key gets to hatch your losing at least 1 kill and regardless EGC is starting so the other 1-2 basically skipped gens and can escape, if there are 2 left after that your more than likely losing 2 kills.

    I love when people say keys aren't a big deal just bring Franklins like they won't pick it up or someone else will. Tunnel the guy with key ok sure the key drops at the hook so still a issue. Also only 4 gens need to be done for 4 to escape, 3 gens for 3 escape and so on. Nonetheless the main issue I have with them is finding them in a chest at a random moment later in a trial and knowing they have it and the trial ends. Tunneling keyholder/Franklins and guarding key are strategies that can/will cost you the game anyhow so are they really counter play?

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973468#Comment_1973468

    you just drop your key boom counter play to that counter and you have time to go pick it up and drop it on the spot if the killer tries to guard it.

    Besides Hatch's main problem is how easy it is to open with a key in a swf this is not a unrelated issue swf's are very common and need to be considered in balancing the hatch.

    Also, have you yet realized that the brilliant counter you have to Franklin's Demise (a perk that makes survivors drop their items) is to drop their items? That's a real "they can't fire me if I quit" mentality there

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973473#Comment_1973473

    You seem to be of the opinion that something has to work 100% of the time, in all situations to be considered a counter. I disagree with that. In the scenario you're listing, why is the Survivor got all the time in the world to drop and pick up this key? How uneven is the pressure being applied if they have this time?

    Nerfing an item due to swf concerns needlessly punishes solo survivor players, which means there will be less of them, which means that you'll end up facing more swf squads. That's why I think it is a separate issue.

    Im sorry im not the under the impression that survivors don't have a brain nor do i think solo's should be the main focus when balancing since swf is just that common.

    regardless hatch opened with keys is an issue and it doesn't take a swf to simply drop a key or go pick it up and drop it to avoid losing it you see it all the time in high ranks when franklins is used to try to counter it.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1973473#Comment_1973473

    Also, have you yet realized that the brilliant counter you have to Franklin's Demise (a perk that makes survivors drop their items) is to drop their items? That's a real "they can't fire me if I quit" mentality there

    that doesn't mean anything XD

    new franklins is meant to literally erase items if an item can be used later and is ONLY used later it makes sense to drop it so it wont be erased.

    the only time fraklins will do anything to a smart key holder is when they are looking for hatch with key in hand and you hit them and as said in a swf not even that will matter.