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
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:
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.
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.