What's the plan for maps and keys ?

They got stale and barely used. A proper refresh is needed for these items.

Comments

  • Think maps should include all gens and chests as standard. Would make them desirable for newer players. They should remove the ability to see the killers belongings though. Not sure about keys, they ruined them with the hatch changes.

  • Keys :

    • Every chest is instantly unlocked when opening.
    • Lucky key makes you have less odds at being obsession and gives higher odds at better items.
    • The gates are opened 50% faster.

    Maps :

    • There is no usage amount, they give permanent effect for 12m radius. Can be increased with addons to 24 max.
    • They will always show the location of the hatch once available no matter how far away.
    • All gens are displayed at all times.

    I think this would make both viable in both low and high mmr.

  • Keys:

    Allow survivors to unlock doors on the map. These doors would be a new addition to each map. Each of these doors would allow the survivors access to specific loops or allow them to make some loops stronger. This could work particularly well on some main buildings. Nothin too crazy. Just a little extra edge.

    Maps are somewhat fine imho. Although they could be buffed to reveal auras of gens and chests on the entire map.

  • As someone who loves using maps, I welcome any buff to them. Personally I'd like to see them in my bloodweb more often. I get purple medkits more often than green maps, lol. I stopped using them a month ago to save up and see if a change in my usage will change how often they show up and I haven't notice a change, lol.

  • @FreddyVoorhees said:

    Keys :

    • Every chest is instantly unlocked when opening.
    • Lucky key makes you have less odds at being obsession and gives higher odds at better items.
    • The gates are opened 50% faster.

    Maps :

    • There is no usage amount, they give permanent effect for 12m radius. Can be increased with addons to 24 max.
    • They will always show the location of the hatch once available no matter how far away.
    • All gens are displayed at all times.

    I think this would make both viable in both low and high mmr.

    i like all these suggestions honestly

  • They can buff maps as much as they want, as long as they make it so you can't track Trapper's bear traps anymore.

    It's baffling to me that this is still in the game in the first place.

    Buff Trapper :'(

  • @FreddyVoorhees said:

    Keys :

    • Every chest is instantly unlocked when opening.
    • Lucky key makes you have less odds at being obsession and gives higher odds at better items.
    • The gates are opened 50% faster.

    Maps :

    • There is no usage amount, they give permanent effect for 12m radius. Can be increased with addons to 24 max.
    • They will always show the location of the hatch once available no matter how far away.
    • All gens are displayed at all times.

    I think this would make both viable in both low and high mmr.

    These are nice suggestions tbh.

    Maybe i'm pushing it but I think maps showing the aura of nearby vaults and pallets would be nice. You could extend the range of the effect with add-ons. Like toolboxes & medkits are very appealing because they're alternatives to perks, making maps an alternative to the most popular survivor perk would surely make them worth bringing over the other much more popular items, even if their effect is lesser than WoO and/or limited in time of use.

  • I love OP suggestions and hope they find their way into the game :)

  • i would change keys to no longer have mind-channeling and I would rework some of add-on of the key. at same time, I think key has potencial to be controversial item to play against for killer.

    For maps, I would just add two iri add-on for the map both of which consume the map. the first one cleanses all totems on the map and 2nd one allows you to place all boon perks effects on the nearest totem near you without equipping any perks. both of them burn the map.

  • hot take: they are fine. blood amber is slept on and bond on demand isn't even bad. they need to be iri though, and they are add on reliant (obvious for keys and maps need range). if hex perks were good, maps would be as well. maybe maps could use some basekit range buff on gen tracking.

  • My suggestion: combine them.

    I don't see why we have one item class for tracking the aura of chest/gens/exits/totems, and obe for tracking players/hatch.

    Just give us one class of item that cam track all auras depending on the type/add-ons used. Just as we have medkits that are better for healing others, or toolboxes that can be used for gens or hooks, one item that can track survivors/gens plus killer/objects depending on add ons.

    @Seraphor said:

    I've always found it odd that we have two classes of items that (now at least) only exist to track auras. So why couldn't these functions be combined into one item class that's used to track auras, using add-ons to determine what additional objectives are tracked?

    I've formed this idea on the basis of three issues I have with or regarding these items:

    1. Since the Hatch rework, Keys have become virtually useless for opening the Hatch, and still very rarely used for their aura tracking features. That aura tracking is very useful, but it doesn't appear to be good enough to get many players using them.
    2. Maps are also rarely seen, despite not being changed. Of course this is probably because they were previously used with Keys in a SWF to locate the hatch. As it turns out, their limited aura tracking isn't quite good enough to make up for this.
    3. This will seem unconnected but... basekit Kindred. It's requested over and over again as a bandaid fix for solo survivors to deal with camping. It's never going to happen, but these items could make up for it. We have medkits in place of healing perks, toolboxes in place of repair perks, and flashlights provide additional ways to stun. So why not have items that replace aura perks? Do these items already do that? Kinda. Do they do it effectively enough? No.

    So I've come up with a concept where instead of having Keys or Maps, we instead get Keyrings. We can attach various charms, and indeed keys onto these Keyrings, and they effectively serve as buffed Maps that could be used to open the hatch, if they have a functional key attached to them.

    https://us.v-cdn.net/6030815/uploads/DULKSWT7SJJN/keyrings1.png

    Please forgive the scuffed icons.

    The main addition here is that simply equipping the Keyrings will provide the survivor with one permanent basekit feature, the ability to see the auras of fellow survivors within a short distance. Effectively replicating Bond but slightly reduced. This is comparable to a Medkit replacing Selfcare.

    In addition, Keyrings can still be channelled, using up charges, to activate further aura tracking abilities. As default that includes survivors further away, and generators within that same short distance zone.

    https://us.v-cdn.net/6030815/uploads/L32R2JSLFYX5/keyrings2.png

    For common/uncommon add-ons, we get the general distance/charges upgrades, plus a few additional abilities. Some of these are simply existing Key or Map aura tracking abilities that I've integrated back into Keyrings, however the Eroded Token's new effect is entirely novel.

    The Eroded Token would allow you to see the aura of survivors who are within 16 metres of the killer, when using charges. This would serve as a sort of Kindred-lite, as if you start charging the Keyring and see a survivor appear further than 16/24 metres away from you, you can infer that the killer is close to them.

    https://us.v-cdn.net/6030815/uploads/TUYJMLA90CGF/keyrings3.png

    Then we get the rare and up add-ons.

    The Gold Token is straight up Kindred replication, although obviously limited by the charges of the Keyring.

    The Broken Key now sees a new lease of life, it's no longer useless, it can be used to track the Hatch, even while it's open, giving you as the last remaining survivor an edge over the killer in the race to the hatch.

    Attaching the Dull Key allows the Keyring to function just as the current Dull Key does, giving the ability to open a closed Hatch. Then the Skeleton Key combines both together, giving you the aura of and ability to open the Hatch.

    I think these changes, essentially combining the best parts of Maps and Keys into one, would make an item that may actually be as useful as a Medkit, Toolbox or Flashlight, and provide solo survivors with additional effective options to gathering info, that won't feel like a waste of a slot that using Kindred does for some.