How would you change keys

If keys are changed to no longer be usable for hatches, how would you change them so they are still as significant to the game as toolboxes, flashlights and medkits.

I thought an interesting idea would be to allow keys to give the survivor the ability to teleport from one locker to another, similar to Freddy's gen teleporting. Green Key gives you 1 charge, Purple gives you 2 charges and Red gives you 3 charges.

I think it would give some interesting opportunities for survivors and allow keys to be as significant as toolboxes, medkits and flashlights.

Tagged: Trusted

Comments

  • It someones opens the hatch all the survs, killer, pallets, crows, hooks, trees etc should be aspired inside like a depressurisation hole

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2309378#Comment_2309378

    Yeah idk why gates spawn so close like that it's way too easy for ranged killers.

    TBF, it's incredibly easy for all Killers. LOS is completely open and all Killers will be able to clear that distances once the survivor makes themselves known. The only chance is to get into a chase at that point and hope you can pull the Killer far enough, lose them, and beeline right back for the gates and get them open. However, even that strategy is pretty doomed to fail. The Killer is still fast and knows exactly where the surv is going.

    Not saying it can't be done. I've watched a couple of people manage it, but honestly it seemed like their success was mostly because the Killer wasn't trying all that hard by that point. lol.

  • -Keys now take 5 seconds to open hatch.

    -Hatch stays open for 45 seconds.

    -Opening hatch is just that, opening it. It is not also jumping in.

    -A fully depleted key cannot open hatch.

    These changes should make it so key plays are still possible, but can no longer happen in the killer's face. The 5s open time means leaving in the killer's face isn't a thing. Hatch staying open for 45 seconds and not forcing you out of the match means you can open hatch, get a save, and get back before it closes.

  • The only change and I have posted it before should be....

    Pink key -all can escape if enough gens done

    Purple key - personal but enough gens need to be done

    Green key - unlocks chests faster.

  • @Munqaxus said:

    If keys are changed to no longer be usable for hatches, how would you change them so they are still as significant to the game as toolboxes, flashlights and medkits.

    I thought an interesting idea would be to allow keys to give the survivor the ability to teleport from one locker to another, similar to Freddy's gen teleporting. Green Key gives you 1 charge, Purple gives you 2 charges and Red gives you 3 charges.

    I think it would give some interesting opportunities for survivors and allow keys to be as significant as toolboxes, medkits and flashlights.

    I think they should be deleted. I also think each match should start with survivors injured and bowling balls tied to their feet, in an open field with nowhere to go. That’s my idea of fun!! Easy 4K and I walk away a legend.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2310096#Comment_2310096

    And so were old moris. You needed to find, chase, loop, and hook somebody once, then do it again to get any effect. That's still conditional. Different than keys, but still conditional.

    You do realize it's a 4v1, right? You don't need to pound out gens, you can simply loop, or hide in a corner, and let your team do the work, and still teabag on a hatch and escape.

    'Do people not realize that killers find the hatch first before survivors do way more often?'

    Where is your evidence of this claim? Your experience alone is not a blanket statement for the entire game.

    'Do they not realize that all they'd have to do is proxy camp it while keeping an eye on the doors?'

    So, they have to guard gates that could pop on opposite sides of the map, and a hatch? You make that sound like it's easy, especially on larger maps, or M1 killers. And would it matter? This scenario comes down to a 1v1. Of course the killer is in the power role here. If the killer closed the hatch and just needs to watch the gates, then the EGC has started, so why would you be entitled to a key escape? You try and win, or you try and die.

    My evidence for this claim is my experience. In 1,400 hours played and in nearly every match where it comes down to 1v1, the killer has most of the time found the hatch before me and usually is just standing on it before it even opens. This is not an unreasonable thing to say. You know its true that killers find the hatch first more often after the 3rd survivor dies before the last survivor does. At the very least, the hatch should reopen after 30 seconds so the killer has something more to do than to run back and forth between what is often 2 very close doors.

    The old moris were a problem and they were changed because of it. I am not lying when I say every single match I had that had a mori played ended very fast and with the killer getting 4k most of the time. I am also not lying when I say that even now I see keys used very rarely and even less often even used. Last night for example I used 3 of my keys and died all 3 times. I wasn't even tunneled off hooks. Killers don't realize just how much power they have over survivors and think that just because one of the survivors has a key in their hand that suddenly the match is in their favor. Its not. Getting the required number of gens done based on number of alive survivors is much more difficult to do than the killer finding and hooking survivors especially with all of the perks killers now have to find us with. As I said before, killers get so offended when a key is used against them even if they have 10 good matches in a row. Also yes, we do need to "pound out gens." Why? Because the longer the match goes on the higher chance we have of being found. It literally is our objective to find and complete gens as fast as possible. You may say its your objective to find and take our survivors as fast as possible then. Well here is the problem with that comparison. You don't have to stand still on a sound producing gen for 80 seconds. Because of how survivors have to play to complete our objectives it is completely fair we have something like a key to offer us another means of escape. You're faster than us. You have a permanent power. You have perks you can literally use from every killer you own. You even have addons that can literally control how we spawn on the map. But those keys though. I still can't remember the last time a key was successfully used in a match I was in. Its been weeks if not months.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/260960/how-would-you-change-keys

    I think they should be deleted. I also think each match should start with survivors injured and bowling balls tied to their feet, in an open field with nowhere to go. That’s my idea of fun!! Easy 4K and I walk away a legend.

    You sound like the guy that played survivor a good bit, then played killer once at Rank 20, got an easy 4k, decided that's how it is across all ranks, and never touched killer again.

    Thanks for giving evidence that all survivor mains are entitled. 👍

  • @stikyard said:

    Honestly, I think Keys have been left the way they are because Kill rate is so high.

    But, with all the whining about it, BHVR might actually change it.

    I absolutely agree with you on this. With a 60% kill rate by killers. A key nerf will probably result in a killer nerf also. I bet without keys, you'd see an almost 70% kill rate by killers.

  • The survivor with the key would be able to escape via the hatch when the hatch is revealed, the hatch closes after. The other survivors need their own keys.

    The hatch will still open again when there is one survivor remaining in the trial.

  • Well the Add-on part about it stays.

    And Broken Keys remain unchanged actually.


    But if you open a Chest with a Dull Key or Skeleton Key in your hand, you'll open it immediately and find a Trial-only Item. (Like the Flashbang.)

    And it could be a Flashbang or something else like a Tripwire, a Brand New Part (not the Add-on, but it'd function about the same), or something else you can make up.

    Then the difference between a Dull Key & Skeleton Key is that a Dull Key can only do this once, and the Skeleton Key 2 or 3 times.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315982#Comment_2315982

    Hmm, perhaps with addons that guarantee a specific item out of the chest too:

    addon that guarantees a Med-kit, Toolbox, etc. (Consumed after the effect occurs, can't get 3 Med-kits from a Skeleton Key)

    The Add-on to guarantee a certain Item sure sounds cool, but i'm sticking to Trial-only Items, so no Items that you can buy on the Bloodweb.

    The idea is to grant the Key holder access to new mechanics for the Survivor to use.

    The obvious issue is that there's only the Flashbang right now, but yeah.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315997#Comment_2315997

    hmm. Having an Item source other unique items seems rather restrictive and completely dependent on having that item in the first place.

    Yes, like how you need to have the Perk Flashbang on to gain access to the Flashbang.

    Except Keys would give access to more than just Flashbang, and like you said the Add-ons could then choose the specific Item for you.

    Plus the Skeleton Key can spawn 2-3 of them, and perhaps there'd be an Add-on to add yet another charge or 2 to your Key for even more Items.

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2316011#Comment_2316011

    My concern is more about the presumably unique and interesting mechanics being relegated behind a consumable item. (BP investment with RNG + more BP investment for a select pick).

    Now, if this also came with Perks that supplies these items as well, similarly to Flashbang, consider my concerns assuaged.

    Oh they would.

    Not only would i like that to be part of my idea (thank you very much for your contribution 😜), but if we imagine for a moment that this idea of mine was in the game right now, SURELY there would be a Tripwire Perk, Brand New Part Perk, etc.

    All completely balanced of course! 😅

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