Making Keys Better (+New Item Suggestions)

Keys, the dreaded item that Killer mains absolutely fear and Survivors absolutely love to use.

These are practically overpowered and truly offer the least fun to Killer players as Mori's do to Survivor players. But Keys are considered a lot less fun for both parties, so I decided to give a feedback that finally reworks Keys to make them, well, actually fun!

Escape Keys

  • Keys are no longer an item that can be obtained within the Bloodweb. Instead, they are match-specific items that will now spawn under certain conditions, these being the following:
    • 4 out of the 5 Generators must be completed for a special Key Chest to spawn.
    • When this chest spawns, the Survivor and Killer can both interact with it. This chest is a special chest that has a crimson coloration instead of the normal brown coloration.
      • When a Survivor attempts to open the Key Chest, it will take approximately 20 seconds.
      • When a Killer attempts to destroy the Key Chest, it will take approximately 10 seconds.
    • When a Survivor finally gets a Key, they can use it to open the Hatch, but under new requirements.
      • Using a Key to open the hatch now requires approximately 30 seconds to perform.
      • Upon opening the hatch, the Survivors have approximately 20 seconds to get in before the hatch closes and the Exit Gates power on.
      • The Hatch's aura is highlighted to a Killer when a Survivor starts to use a Key upon it, thus making it possible to intercept the Survivor's actions as a whole.
      • The Hatch's aura is also highlighted upon being opened by the Key, so that both Survivors and Killers can both try to get to it first.
  • These specific kinds of Keys are now known as Escape Keys.

Treasure Keys

  • A new type of Key that replaces the old Key items, these Treasure Keys are used specifically to open Chests, Key Chests and Nemesis's Supply Cases faster.
  • There are three types of Treasure Keys: Rustic, Iron and Gilded.
    • Rustic Keys have 8 charges.
    • Iron Keys have 12 charges.
    • Gilded Keys have 16 charges.
    • Opening a chest with a Treasure Key will cost approximately 8 charges, but will reduce the amount of time to open chests by 50%
  • There are, of course, add-ons that will affect how much faster a chest can open (and thus how much faster the charges expend) and how many charges can be applied to the Key.

Ceremonial Daggers

  • There are three types of Daggers: Iron, Silver and Gold.
  • These daggers basically function like the Broken, Dull and Skeleton Keys and thus have aura-reading capabilities. However, they will NOT unlock the Hatch.
  • These daggers also have a special functionality in being defense items. At the cost of using up their charges, you can use them as what is essentially a Decisive Strike, but it will require the Great Skill Check to use them.
    • This also means that, in effect, Decisive Strike will be retired as a perk forever, and will be replaced by something else entirely for Laurie Strode's character.
    • This action also takes approximately 30 charges (seconds) off of the Dagger's usage, making it so that unless you run add-ons, you will deplete the use of the dagger upon one hit.
    • This action cannot be performed immediately upon being picked up, unlike Decisive Strike. The player must instead activate the ability button, then perform the Great Skill Check, before being hooked.
      • This essentially means that you can be hooked even when attempting to do this, which is a way to balance out the Ceremonial Dagger's usage.
  • After the charges (seconds) of the daggers is completed, however, they will be immediately broken and thus discarded from the player's inventory.

What do you guys think about this? Would you much prefer these over the current Key system? Or would you rather there be something else instead of what I suggested?

Let me know down below and we can start talking about it.

Comments

  • @[Deleted User] said:

    Escape Keys:

    Takes too long to open Hatch, this would make it impossible to open Hatch, especially if the Killer sees the Hatch Aura. (except perhaps the Raccoon City police department map due to it's size). 30s with a 4.4m/s Killer means they can travel 132m before the Hatch opens. Does Hatch opening progress reset when interrupted?

    Notifications of the Hatch/etc. sound good if using the Escape Key.

    Does this remove the normal spawning/opening conditions of Hatch?

    Treasure Keys:

    Instant at base if they're all full keys. increase charges to accommodate.

    Also allow them to open (dissolve) breakable walls for a few seconds at the same 8 charge cost.

    Ceremonial Daggers:

    This brings back dribbling, and multi-use DStrike. I don't think this is a good idea.

    I flubbed around with a similar concept a few months ago taking into account variable hatch times: https://forum.deadbydaylight.com/en/discussion/230985/new-survivor-item-memento-mori-key-rework-exit-gate-totem-tweak#latest

    Would love to hear your thoughts as well.

    Escape Keys

    Progression does not reset when it is interrupted.

    Additionally, I think that perhaps the aura of the hatch can be seen as soon as it's halfway completed by the survivor. This gives the Killer the potential to get to the survivor, but also the potential for the survivor(s) to escape before the Killer gets there.

    As far as normal spawning/opening conditions for the hatch, this would replace the normal opening conditions since there will always be a Key within the Trial that will spawn upon the 4th generator being completed. The hatch will spawn as per normal, however, but cannot be unlocked until an audible notification goes off for everyone.

    Treasure Keys

    The charges don't need to be increased. They are treasure keys and have one specific purpose that is to correlate with treasure chest add-ons.

    And they do NOT need to dissolve breakable walls for the same cost.

    Ceremonial Daggers

    Alright, then. I'll make these adjustments to the idea of Ceremonial Daggers:

    • Killers who attempt to let go of a survivor within 5 seconds of picking them up, while the survivor has a Ceremonial Dagger will cause them to immediately use the dagger to stun the Killer, without consuming any of the charges.
      • The stun time is approximately 3 seconds across the board, and is meant to punish Killers who attempt to "dribble".
      • The only times Killers are unaffected by this rule is when they have a Mori available, or if they're just Pyramid Head carrying a Final Judgement state Survivor.
    • Ceremonial Daggers now have stun time depending on the dagger type:
      • Iron Daggers deal 2 seconds of stun to the Killer.
      • Silver Daggers deal 2.5 seconds of stun to the Killer.
      • Gilded Daggers deal 3 seconds of stun to the Killer, akin to old DS.
    • Additionally, the add-ons will no longer affect the charges of the daggers as offensive tools. Instead, all daggers are one-time use, but add-ons can affect the following:
      • The skill check window.
      • The stun duration.
      • Aura-reading capabilities.
  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231991#Comment_2231991

    Escape Keys:

    Progression sticking/Aura being delayed seems alright with that overall time.

    Does this also remove the last Survivor alive opening condition of the Hatch (sans key)?

    Escape Keys:

    A key is a key, you insert and twist, it's practically instant, they're not lockpicks. But I won't push further.

    They don't need to temporarily dissolve breakable walls, but it certainly is something that could be applied to some item.

    Ceremeonial Daggers:

    Not sure I'll see eye-to-eye with the stun aspect of this concept (getting pallet stunned after picking up a Survivor is quite impactful, I can only imagine if it's even more on-demand, with the carried Survivor as the source), but it is unique. Not going to comment against it further.

    Don't think there needs to be criteria for if you're Mori-able, won't really be common knowledge. But the on-drop baseline condition seems fine.

    Aura-reading capabilities could also be tied into carving sigils into the Trial, being a dagger and all.

    Escape Keys

    If the last survivor is alive, the hatch will open up no matter what. That part will always stay. It's just the endgame requirements are much different, not the last-survivor-standing requirements.

    However, I will say that the hatch will have its aura seen by both survivor and killer after 10 seconds of no interaction.

    Treasure Keys (Now Lockpicks)

    Actually, you know what? Lockpicks would've been a better item to consider. Makes more sense.

    Ceremonial Daggers

    Well, I personally just believe that they could be a one-time-use stun, I've gotten rid of the idea of the two-use stun capability and only want to bother with one stun. This also gets rid of their overall capability to be used as aura-reading tools, which would, in effect, give survivors a tough choice to be an aura tool or not.

    And to further this, perhaps if the survivor uses it as an aura-reading tool, they can no longer use it as a defense item.

    And yeah, I guess the Mori aspect could be gotten rid of.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2231803#Comment_2231803

    This. Lose the daggers, old DS was dumb and I think making it into an item would further encourage killers to dodge lobbies. Keys that instantly open chests and have aura reading would be really fun! and the escape key needs some serious re-tooling. Hope devs take this into consideration though.

    Again, I still feel the daggers could stay, just with some sort of way to balance them out much in the way of Decisive Strike.