How Do We Fix Keys?

I personally think making it a in game chest item only is enough. Don't allow people to bring it basically. Idk if that will solve the blatant rob they can be at times. As long as they keep Keys in the game, they can give that feeling of robbery, but idk if removing them is the right thing to do.

What do you all think is the best way to fix the keys?

Comments

  • Keys can now be used to unlock Hatch after the Exit Gates are opened.

    Only 1 Survivor can escape with a Key.


    There, now they are fixed.

  • @Pulsar said:

    Keys can now be used to unlock Hatch after the Exit Gates are opened.

    Only 1 Survivor can escape with a Key.

    There, now they are fixed.

    Is that official anywhere?

  • You might be the only piggy main with this negative attitude. You seem tone deaf to the problem that keys have. Maybe your just a survivor main.

  • @Pulsar said:

    Keys can now be used to unlock Hatch after the Exit Gates are opened.

    Only 1 Survivor can escape with a Key.

    There, now they are fixed.

    That would make them so annoying as survivor and only good to leave your team to die; which is why the devs won’t do it.

    You should not be able to open the hatch with a 0 charge key for right now though. Now there’s literally no counter and it’s like yeah, the survivor brought1 item so now you have 3 gens instead of 5 go f yourself.

    Such a joke they shadownerf mori’s and keys have been untouched for so long and literally just got ~buffed~

  • @MrsGhostface said:

    There is only so much you can do when there is a trophy for all 4 survivors to escape through the hatch. Personally I would add an opening animation.

    I like the animation idea people suggest. Maybe one that should be added no matter what else they do with the keys.

  • @Alphasoul05 said:

    Well, the condition for Mori's are that they can only be used when it's irrelevant and the survivor is death hook. Stands to reason, then, that a key should not be able to be used unless all of the gens are completed, or if the current remaining survivors are all death hook. Something along those lines, but you can do a lot of things, really. Just surprised they've done... nothing. Just more talk talk talk about something that takes a year to implement.

    I agree, just when you say irrelevant...survivor mains hear TOXIC and unfair. Like the devs said Moris were toxic on the stream and I was laughing.

  • @SilentPill said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272916#Comment_2272916

    That would make them so annoying as survivor and only good to leave your team to die; which is why the devs won’t do it.

    You should not be able to open the hatch with a 0 charge key for right now though. Now there’s literally no counter and it’s like yeah, the survivor brought1 item so now you have 3 gens instead of 5 go f yourself.

    Such a joke they shadownerf mori’s and keys have been untouched for so long and literally just got ~buffed~

    It's to put them in line with Mori's.

    You can escape Bloodwarden, like mori's can prevent DS, but it's really just a special animation

  • @CapricornZeus3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2270310#Comment_2270310

    Then it's just going to be a hatch standoff again if the killers can't close it

    Sluzzy always thinking big ya know.

  • @CapricornZeus3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269914#Comment_2269914

    Then u have a game that never ends if the survivor doesn't want it to

    Add a mechanic to make it to where they have to do something after a certain amount of time, or else their aura gets revealed.

  • Probably indirectly, by changing hatch.

    The fundamental premise of the hatch is the same as the much-maligned NOED. It gives you a little boost in the endgame for games that didn't go so well. That needs to be examined and redesigned entirely, such that it'll get rid of the desire to slug for the 4k and indirectly nerf keys.

  • @ShamelessPigMain said:

    Probably indirectly, by changing hatch.

    The fundamental premise of the hatch is the same as the much-maligned NOED. It gives you a little boost in the endgame for games that didn't go so well. That needs to be examined and redesigned entirely, such that it'll get rid of the desire to slug for the 4k and indirectly nerf keys.

    Problem is NOED is a negative mindset to want to use...it is picking a perk thinking you will not do your job. NOED isn't a problem on most maps, but totem spawns can be a pain.

    Keys aren't an endgame issue. They are an issue present mid match as well. 3 survivors alive with 1 gen left, or 2 survivors with 2 gens left. They can be used anytime when the hatch spawns. They are a freebie win if one person brings it. It's so often for certain types of players to use it when they care only to survive and not play the game.

    Keys can also effect endgame more than NOED, as they can work like this...

    I close hatch and your last alive, but you remember some claud left a dang purple key at basement. She figure I bring Franklin's so why she left it there. Now the hatch is closed and I am watch the doors you can just hop in the hatch.

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275523#Comment_2275523

    Problem is NOED is a negative mindset to want to use...it is picking a perk thinking you will not do your job. NOED isn't a problem on most maps, but totem spawns can be a pain.

    Keys aren't an endgame issue. They are an issue present mid match as well. 3 survivors alive with 1 gen left, or 2 survivors with 2 gens left. They can be used anytime when the hatch spawns. They are a freebie win if one person brings it. It's so often for certain types of players to use it when they care only to survive and not play the game.

    Keys can also effect endgame more than NOED, as they can work like this...

    I close hatch and your last alive, but you remember some claud left a dang purple key at basement. She figure I bring Franklin's so why she left it there. Now the hatch is closed and I am watch the doors you can just hop in the hatch.

    The point of the NOED analogy is that they're both kind of last resorts that give you a burst of power in your time of need. That's really it. They both feel kind of "cheap" and unearned.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275837#Comment_2275837

    The point of the NOED analogy is that they're both kind of last resorts that give you a burst of power in your time of need. That's really it. They both feel kind of "cheap" and unearned.

    NOED needs a totem and also as well can still be countered. If some has a key and find hatch...OVER

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275935#Comment_2275935

    NOED needs a totem and also as well can still be countered. If some has a key and find hatch...OVER

    Again, the analogy is only with respect to mechanics.

    Plus, the RNG of finding the hatch is not dissimilar to the RNG of finding a totem, not to mention that hatches need keys to harness their full power.

  • Here's how you fix keys

    If you bring a key into play, everybody can be moried on first down. Go ahead and remove Moris from the offering pool. remove keys from chests

    Fixed.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275936#Comment_2275936

    Again, the analogy is only with respect to mechanics.

    Plus, the RNG of finding the hatch is not dissimilar to the RNG of finding a totem, not to mention that hatches need keys to harness their full power.

    NOED doesn't end the game instantly though. You can prevent it from even happening.

  • well franklins isn't going to help you anymore

  • @HaunterofShadows said:

    well franklins isn't going to help you anymore

    The fact I would need A PERK to counter an item in the game shows how dumb the item is...Lightborn doesn't count as you can just stare at a wall or bait flashlight saves. Keys don't got another counter😂.

    Keys are so stupid.

  • Some of you are suggesting an opening animation. I don't think this alone fixes the problem of keys, it just makes it so that survivors can't jump out right in your face anymore.

    What about the cases where you have no idea where the hatch is? What about when you're chasing 1 survivor, and 2 get out because you couldn't protect the hatch? Adding a 10 sec animation won't stop them.

    I strongly believe the Franklin's nerf was unwarranted. According to Mandy, the Franklin's nerf was due to Nemesis' schtick involving an item unique to him. This item could be permanently destroyed because of Franklin's. But then, why wasn't the vaccine made immune to Franklin's destruction? There is clearly a unique rarity applied to the vaccine, why not make that rarity indestructible? Or maybe make 'em return to the box they were found in when destroyed?

    Why change an entire perk just, which decidedly is the only actual counter to keys, just for a single tiny aspect of 1 killer? Why render brown and green medkits utterly useless when up against Franklin's? I just don't get this.

  • @GentlemanFridge said:

    Some of you are suggesting an opening animation. I don't think this alone fixes the problem of keys, it just makes it so that survivors can't jump out right in your face anymore.

    What about the cases where you have no idea where the hatch is? What about when you're chasing 1 survivor, and 2 get out because you couldn't protect the hatch? Adding a 10 sec animation won't stop them.

    I strongly believe the Franklin's nerf was unwarranted. According to Mandy, the Franklin's nerf was due to Nemesis' schtick involving an item unique to him. This item could be permanently destroyed because of Franklin's. But then, why wasn't the vaccine made immune to Franklin's destruction? There is clearly a unique rarity applied to the vaccine, why not make that rarity indestructible? Or maybe make 'em return to the box they were found in when destroyed?

    Why change an entire perk just, which decidedly is the only actual counter to keys, just for a single tiny aspect of 1 killer? Why render brown and green medkits utterly useless when up against Franklin's? I just don't get this.

    I like the animation, but keys need more than just that. Fixing at when hatch Spawns could be the best option I seen in the comments.

    I prefer this Franklin's tbh. I thought destroying items was just too meta. Franklins is now a more balanced perk. The problem is they didn't care to fix keys when doing this so they make Keys more unbearable.

  • @CapricornZeus3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275363#Comment_2275363

    I guess, but that's just more complicated than what we have now, lol

    We have a killer like nemesis. I had to explain how he works so many time. Complicated is doable.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269906#Comment_2269906

    Pretty much this

    What's the problem with keys? 3 survivors being able to escape from the hatch after they 3-genned themselves because they were mindlessly genrushing

    Remove that and keys are fine

    Except for the green key, that's still a stupid, useless joke that will get you tunneled to death for nothing

    I cant help it. Green key memes are too fun.

  • IMG-20181012-WA0009.jpg

    There is nothing more real than this

    NOTHING

  • @Gnarly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275946#Comment_2275946

    NOED doesn't end the game instantly though. You can prevent it from even happening.

    Neither do keys. You can prevent hatch escapes from happening, both through playstyle and pure providence. They just make such an occasion more likely, just as NOED.

  • @Pulsar said:

    Keys can now be used to unlock Hatch after the Exit Gates are opened.

    Only 1 Survivor can escape with a Key.

    There, now they are fixed.

    Wait, you forgot, can we give them an additional effect besides a temporary bond and on demand alert? I want them to do supernatural stuff like repairing destroyed pallets / walls, giving you extra time on the hook, teleporting between lockers, but at a cost of using tremendous charges based on what actions you do. Make the broken key actually do something as well, it's been collecting dust since its existence.

  • @ShamelessPigMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2277384#Comment_2277384

    Neither do keys. You can prevent hatch escapes from happening, both through playstyle and pure providence. They just make such an occasion more likely, just as NOED.

    NOED needs all gens done which depends on the survivors to do. The killer still has to then chase and BASIC ATTACK someone to down them and it only lasts as long as their is a totem and if there is one.

    Keys are something people leave in the basement or somewhere so whoever is last alive or if hatch spawns, they can pick it up and leave without any warning.

    They are not the same thing

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2272916#Comment_2272916

    Wait, you forgot, can we give them an additional effect besides a temporary bond and on demand alert? I want them to do supernatural stuff like repairing destroyed pallets / walls, giving you extra time on the hook, teleporting between lockers, but at a cost of using tremendous charges based on what actions you do. Make the broken key actually do something as well, it's been collecting dust since its existence.

    How bout we don't make key add ons a thing and just remove the broken key and the add ons...the key itself is enough to be unfair.

  • @danielmaster87 said:

    Get rid of them alongside hatch. Terrible crutch mechanics.

    Keep Hatch.

    Nobody wants to go back to 15 minutes of immersion as the last person crouches around tappings gens.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269914#Comment_2269914

    Keep Hatch.

    Nobody wants to go back to 15 minutes of immersion as the last person crouches around tappings gens.

    Hatch belongs in the game...Keys don't, people need to see that the hatch is not a problem at all. Well, not like it use to be

  • Given the change to Franklin's, who wants to predict that the key change in mind is to make opening the Hatch require a certain amount of charge?

  • Pretty much agree with this, make it a 1 in 10 lucky chest spawn in the game and remove it from the bloodweb to avoid people using it game after game just because the game allows you to hoard keys.

  • @danielmaster87 said:

    Get rid of them alongside hatch. Terrible crutch mechanics.

    You can't remove hatch. There are achievements tied to the hatch.

  • Totally, and totally worthless to use in game without add ons, which it won’t have unless you bring ace in the hole. I still say broken keys should be made to be able to open blocked doorways… without add-ons. Every other item can be used without add-ons. It makes no sense to have that be the case with keys.

  • @Ink_Eyes said:

    Pretty much agree with this, make it a 1 in 10 lucky chest spawn in the game and remove it from the bloodweb to avoid people using it game after game just because the game allows you to hoard keys.

    High ranks have keys so often and even if u bring franklins they will go drop that in a spot to pickup later...so dumb how there isn't an ACTUAL counter. Spirit has more counterplay an interaction.

  • Make them degrade, you cant open hatch with broken keys.

    So if you channel to key up to a certain point , lets say you consumed 20% of its charges, it turns from skeleton to dull. And if you use another 30% of it it becomes a broken key. This way you cant just use 100% of the key and use hatch anyway, and gives some value back to franklin's or Overwhelming presence.

  • @Bard said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269914#Comment_2269914

    Keep Hatch.

    Nobody wants to go back to 15 minutes of immersion as the last person crouches around tappings gens.

    Then don't. When I say get rid of hatch, I'm not saying have no endgame mechanic. Just give us a better one.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269914#Comment_2269914

    You can't remove hatch. There are achievements tied to the hatch.

    Then those achievements will have to be changed.

  • They've already explained why they can't do that.

  • Their explanation isn't good enough. It's just a convenient excuse to get them out of fixing the game's biggest balance issues.

  • @Kebek said:

    Just👏make👏hatch👏spawn👏after👏all👏gens👏are👏finished !

    (and also when only 1 survivors remains, possibly add small 3s animation too just to be safe)

    It already does spawn after all gens are finished. It only opens without a key when there's one survivor left.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296999#Comment_2296999

    Their explanation isn't good enough. It's just a convenient excuse to get them out of fixing the game's biggest balance issues.

    Hatch is only a big deal when keys are involved. The best suggestion I've seen has been hatch only spawns if all gens are done. Or there's only one survivor left. This is by far the easiest solution and I believe the best one.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269906#Comment_2269906

    It already does spawn after all gens are finished. It only opens without a key when there's one survivor left.

    what they mean is the hatch should NOT spawn until all gens are done regardless of how many survivors are alive. if there's one survivor alive before than hatch opens.

  • I think my suggestion would be to rework keys into a toolbox for exit gates and hatch.

    It would work like this. Once gens are powered or it's down to the last survivor the hatch spawns. When this happens the survivor is notified of the exit gates like they do when gens are complete but they are also notified of hatch. Killers can see the hatch aura like they can exit gates.

    Hatch can only be opened with a key. However, the key now can open any exit gate or hatch in 15 seconds, it can be reduced down to 10 with addons and rarity. Only one survivor can go through the hatch, once they do it closes permanently. Final change, this is an all or nothing, the opening progress resets if you let go of the action button. With the killer having to patrol 3 different exits now if he knows they have a key it really makes it hard to guard all 3 in that time frame if you don't get lucky with the gates and hatch spawn locations. This means the survivor has to pick his opportunity and commit to it for a decent amount of time instead of it being instant.

  • This isn't even true, achievements can be removed. They have before.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296972#Comment_2296972

    This isn't even true, achievements can be removed. They have before.

    On PC or console? Console achievements are the issue.

  • Console achievements have been removed for games on console yes. The latest example would be d2's prestige leviathan achievement which is no longer listed for max achievement score in destiny 2. It's gone, the only people that even would know about it are the people who already had it when the raid was available in the game.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269906#Comment_2269906

    It already does spawn after all gens are finished. It only opens without a key when there's one survivor left.

    Wrong, it spawn when:

    The number of gens completed is equal or higher than the number of players in the trial (killer included)

    OR

    There is only one survivor left


    This means that the hatch spawns even if there are 3 survivors alive and 4 gens have been completed, or if 2 survivors are alive and 3 gens have been completed.

    This should be looked at, not keys, because when there is a key in play survivors will stop trying to do gens as soon as the hatch spawns

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297026#Comment_2297026

    Wrong, it spawn when:

    The number of gens completed is equal or higher than the number of players in the trial (killer included)

    OR

    There is only one survivor left

    This means that the hatch spawns even if there are 3 survivors alive and 4 gens have been completed, or if 2 survivors are alive and 3 gens have been completed.

    This should be looked at, not keys, because when there is a key in play survivors will stop trying to do gens as soon as the hatch spawns

    Not "wrong". I am correct in saying that the hatch spawns once all gens are done. The person I quoted said "Just👏make👏hatch👏spawn👏after👏all👏gens👏are👏finished !"

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297768#Comment_2297768

    Not "wrong". I am correct in saying that the hatch spawns once all gens are done. The person I quoted said "Just👏make👏hatch👏spawn👏after👏all👏gens👏are👏finished !"

    Yes, but the person who said that meant that hatch should spawn ONLY after all gens are finished, which is not true at the moment

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