Regarding Keys

How do you all feel about the idea of Key add-ons getting buffed? I feel like I rarely see keys get used since the nerf and when I do it's solely for the Hatch challenges. I think buffing the aura reading effects and charges would be an interesting idea.

Comments

  • How do you all feel about the idea of Key add-ons getting buffed?

    I don't think the add-ons need buffed, I just think Keys themselves need a complete rework. Give them entirely new functionality or something. They're an anachronism from old Dead by Daylight that don't see any meaningful use in the current game.

  • @OnryosTapeRentals said:

    How do you all feel about the idea of Key add-ons getting buffed?

    I don't think the add-ons need buffed, I just think Keys themselves need a complete rework. Give them entirely new functionality or something. They're an anachronism from old Dead by Daylight that don't see any meaningful use in the current game.

    maybe insta-open a chest with them and it guarentee's a rare item with add-ons? 🤔

  • Keys are useless, and Maps are also disappointing. Both need to be reworked:

    @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.


  • They need a charges buff there’s no reason to use any channeling add ons on other keys

    skeleton key is the only good one

  • Honestly, I think they should delete keys. The survivor bloodweb is cluttered enough as it is and I think buffing the aura reading until it's viable would be too strong. Also, the hatch mechanic is criticized enough that survivors not being able to escape through it after it got closed wouldn't be a terrible loss.

    (and they should delete maps as well, they were only useful to find the hatch or against specific killer powers and neither of those things are relevant anymore)

  • @Annso_x said:

    Honestly, I think they should delete keys. The survivor bloodweb is cluttered enough as it is and I think buffing the aura reading until it's viable would be too strong. Also, the hatch mechanic is criticized enough that survivors not being able to escape through it after it got closed wouldn't be a terrible loss.

    (and they should delete maps as well, they were only useful to find the hatch or against specific killer powers and neither of those things are relevant anymore)

    I disagree about maps. They’re great to pair with Detective’s Hunch especially when it comes to finding totems. I would still rework them but not just do away with them outright.

  • hmm... good question!

    from a killer's perspective, i don't really see keys used too often for either aura reading or opening the hatch nowadays. i'm not really too sure how they could be changed otherwise to make them more appealing or have a different effect

    the only thing i can think of is them possibly producing certain status effects when using add-ons for them. something to add variance. i don't really see any perks that make the survivor apply status effects to a killer directly. i'm thinking in terms of something like the halloween trick-or-treat pumpkins for example, when you broke them and they applied either haste or hindered.


    it'd be interesting if they did something like... "decrease killer's movement speed for 'X' amount of seconds but blocks windows for you for 'X' amount of seconds", "decrease killer's visibility but exhausts you", etc.

    i think that sort of thing would make chases really interesting and interactive.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475636#Comment_3475636

    I disagree about maps. They’re great to pair with Detective’s Hunch especially when it comes to finding totems. I would still rework them but not just do away with them outright.

    Fair enough, there's plenty of totem perks so I never use maps to find them, but also I have a serious tendency to not use any item ever lol.

    I think they should delete keys and give their aura reading effect to maps because finding gens & totems with the current maps' restrictions isn't worth it in my opinion.

  • There should be different types of chest in game and keys should instantly open chest or speed up opening them.

    We literally have a padlock we pry off of a chest to open chest currently why can we not open them with keys?

  • @Seraphor said:

    Keys are useless, and Maps are also disappointing. Both need to be reworked:

    https://forums.bhvr.com/dead-by-daylight/discussion/341168/rework-keys-and-maps-combine-them

    Maps have a use though, mainly to help locate totems, but I agree once you learn totem spawns they're much less useful. Wouldn't mind a buff, even if it's just a range or charge buff.

    Keys though are only really useful for hatch archives or archives where you need to escape. Bring a key and a blueprint offering so you know where hatch spawns and wait till your teammates die. It's a very toxic playstyle but it's the closest thing to a 'guaranteed' escape there really is. If you're bringing a key outside of those specific archives then you're literally going into a game expecting to lose.

    I wouldn't mind a buff or rework to both but they do at least have some niche uses, just can't compare to toolboxes and medkits that will always get use almost every single game.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475613#Comment_3475613

    Maps have a use though, mainly to help locate totems, but I agree once you learn totem spawns they're much less useful. Wouldn't mind a buff, even if it's just a range or charge buff.

    Keys though are only really useful for hatch archives or archives where you need to escape. Bring a key and a blueprint offering so you know where hatch spawns and wait till your teammates die. It's a very toxic playstyle but it's the closest thing to a 'guaranteed' escape there really is. If you're bringing a key outside of those specific archives then you're literally going into a game expecting to lose.

    I wouldn't mind a buff or rework to both but they do at least have some niche uses, just can't compare to toolboxes and medkits that will always get use almost every single game.

    I kinda feel like certain map add-ons if anything just need to be changed, I always hate seeing Black Silk Cord & Yellow Wire in my Bloodwebs because I know I'll never use them. 😅

  • @Dustin said:

    There should be different types of chest in game and keys should instantly open chest or speed up opening them.

    We literally have a padlock we pry off of a chest to open chest currently why can we not open them with keys?


    I would like to see maps and keys made more useful. Currently they are too rare and too nuanced to be worth taking. I like the key unlock suggestion a lot. My changes would be:

    Maps (rename to journels/field notes?):

    • Buff: Increases hex totem cleansing speed by percentage based on rarity.
    • Buff: Increases boon totem blessing speed by percentage based on rarity.
    • Change: Add yellow tier to improve availability.

    Keys:

    • Buff: Keys increase unlock speed of chests by percentage based on rarity
    • Buff: Keys no longer take up an item slot, and can be carried at the same time as an item. Makes newly acquired items temporary items (like flashbangs) unless the key is dropped first.
    • Change: Broken key renamed "Bent Key" and moved to yellow tier. Can only open chests/hatch a single time, then breaks.
    • Change: Add rusty key as new green tier to increase availability. Rusty key can open chests/hatch, but breaks after 2 uses.

    Making maps more directly useful on Survivor time, actually makes them worth considering, especially if you're running a boon build. Making keys a Scavenger items means you're gambling on what you'll get in the trial, but you'll have a little extra utility from multiple items.

  • It would be better if behaviour removes keys and maps entirely, as they are barely useful and all they do is fill the bloodweb with addons you'll never use.

  • I wish they gave you a bond effect while in use and add ons would be able to extend the range and duration.

  • @Star99er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475580#Comment_3475580

    maybe insta-open a chest with them and it guarentee's a rare item with add-ons? 🤔

    And the rare item is... ANOTHER KEY!!! Lol

  • Honestly, just make keys aura read chests, speed up or instantly open chests and their addons increase the chance or guarantee addons of that quality.

  • they could take the add-on on key called blood amber and put it in the base-kit of the key. The default radius could be 8 meters and add-on increases it to 16 meters. The effect works like wedding ring. I just think that they're scared to make the key strong because the complaints killers would have in regards to wall-hacks around loops.

    The other purpose of the key was to skip to the end game using the hatch but skipping gens for killer was another major criticism of the key. The intention was to break stalemate 3 gens but the survivor would likely never know when they should bring the key to break the stalemate 3 gen as they cannot predict that in advance. such a functionality should be considered in the base game instead of an item.

  • The aura effects are already very strong. I think the main problem with keys now is that you have to sacrifice reliable self-healing in order to use them since they nuked CoH. Keys never were all that common even back then btw.