What are your ideas for the map & key item rebalancing coming in phase 2?

In the quality of life roadmap in the phase 2 section, the devs mentioned they will be doing a map & key item rebalancing sometime from July - December. Since it will be a while until we see what these changes will consist of. What are your predictions/ideas for the balance for these items? I personally have no idea what to do with these items to make them compete with the other items like medkits or toolboxes since those pretty much run the game currently.

Tagged: Survivors

Comments

  • Maps could be repurposed to be more team oriented. There already exists an addon that allows to create pillars of light, so I'd like them to go more into that route. With that I mean, that the item could allow for the holder to mark certain objects on the map for the whole team. Could help a lot in soloq.

    Keys are a lot trickier, as they are directly tied to the hatch and have been a big problem in the past. I personally hope that they redesign the hatch mechanic as it almost always creates a boring scenario for both sides instead of a climactic ending to the trial. They could however also tie the idea of the key to chests, making them drop way better items when opened with a key. One thing I absolutely do not want to see is then being reverted to their busted state.

  • Changes to Maps;

    • Rainbow Map reduced rarity from Ultra Rare to Rare. Map reduced rarity from Rare to Common
    • Rainbow Map will have 60 Charges (was 20 Charges). Map will have 40 Charges (was 20 Charges).
    • Increased basekit tracking capabilities. Yellow Wire will be basekit. Black Silk Cord will be basekit.
    • Add-ons re-balanced and redesigned to be more new player friendly (and addon that tracks a specific object will be reduced to Common rarity).
    • More addons added.

    Changes to Keys;

    • All Keys have Gold Token basekit.
    • Broken Key will have 30 charges (was 10 Charges). Dull Key will have 20 Charges (was 5 Charges). Skeleton Key will have 60 Charges (was 30 Charges).
    • Blood Amber will be nerfed to correspond with the basekit changes. Charge Consumption will be increased to 4 C/S (was 2 C/S). Range will be decreased to 18 meters (was 32 meters).
    • More addons added.

    Alternative Ideas;

    • Both items involve Aura Reading so BHVR could probably combine the functionality of the Maps and Keys into a single item rather than having them split into two different items.

    These are all the changes that I think (or hope) BHVR will make.

  • They're already good items. They're add-on dependent, and some add-on combos which are allowed are stupid (because they don't do anything, i.e. 2 duration add-ons w/ no effect). But I'm afraid of what might happen if the devs want these items to be on the same level as toolboxes and medkits. Survivors already don't need that's stuff to win, and again, maps and keys are fine, if not a tad niche.

  • @danielmaster87 said:

    They're already good items. They're add-on dependent, and some add-on combos which are allowed are stupid (because they don't do anything, i.e. 2 duration add-ons w/ no effect). But I'm afraid of what might happen if the devs want these items to be on the same level as toolboxes and medkits. Survivors already don't need that's stuff to win, and again, maps and keys are fine, if not a tad niche.

    They're not good items, they're bad items with at most two good addons. The only time I see anyone use a key is for hatch challenges, sometimes rarely with Blood Amber to read killer aura which is admittedly quite strong. And I don't even remember the last time I saw someone use a map. The green map is just a terrible version of the iri map, which already isn't a very great item on its own. The only thing either map is useful for is bringing the purple addon that lets teammates also see tracked items, and also bring Detectives Hunch. That's pretty good info for the team, but again super niche.

    I made a thread long ago about combining them into one item type, though I doubt that will happen, but that's my main idea. Both the items provide info/aura read, so I figured it could work, would be less clutter in the bloodweb too. If they don't, they had better make them more accessible and useful at lower rarities, perhaps add a brown and yellow version of them, and make the addons way more interesting and useful. The fact that regular Map and Broken Key start at green rarity despite being entirely useless to almost useless on their own is just sad when you could use a brown medkit and get way better value instead.

  • IMO Maps should focus on environmental Aura Reads and Keys should focus on Player Aura Reads (with the added bonus of opening the Hatch, but this is barely useful nowadays).

    And with that I hope that they retire a lot of stuff when it comes to Maps and Keys and combine other things. E.g. there is no need for a Green Map and therefore no need for any of the Add Ons which add Aura Read to the green map. They can all be removed. When it comes to Keys, duplicates of Add Ons can be removed, e.g. you dont need a Survivor Aura Read for 24m and for 48m.

    I just hope they go for Aura Reads with those, improve existing Add Ons and remove a bunch of the useless Add Ons. The Survivor Bloodweb is already cluttered with so many different things, getting rid of a few of those would be great.

  • keys should let you open the door instantly in a 1v1 😈


    or

    chests are now locked and you need a key to open them 😈


    or


    why not both 😈

  • These are my ideas on how they could be reworked:

    @SoGo said:

    I decided to make a set of changes for the Keys and Maps, as well as their add-ons. Keep in mind that new add-ons are marked like this: *[Insert name].

    Feedback is very welcome.

    General Map Changes:

    • Removed killer specific objects from the list of objects classified as Killer Belongings.
    • Removed the Yellow Wire and Black Silk Cord add-ons.

    Item Changes:

    Map (Rare):
    • Now, the map is also able to track the Hatch, Exit Gates and Killer Belongings
    • Decreased the amount of charges to 15.
    • Now, the map tracks 3 random objects at the start of the trial.

    Rainbow Map (Iridescent):
    • Increased the amount of charges to 25.
    • Increased the object tracking range to 10 meters.

    Add-on Changes:

    Retardant Jelly (Uncommon):
    • Extends the Map's duration by 10 seconds.

    *Yellow Strap (Uncommon):
    • Allows the map to track windows.

    Red Twine (Rare):
    • Allows the map to track pallets and breakable walls.
    • Increased the rarity from Uncommon to Rare.

    *Magnifying Glass (Rare):
    • Reduces the object tracking range to 6 meters. This effect trumphs all other add-ons.
    • By pressing the Active Ability Button, the object tracking range increases to 36 meters for 5 seconds, tracking objects automatically.
    Magnifying Glass has a 15 second cooldown.

    *Shard Pendant (Very Rare):
    • Spawns a Iridescent Glyph into the Trial. Once the Endgame Collapse starts, this Glyph can be interacted with and be seen when reading the Map. Interacting with it grants a reward of 30 Iridescent Shards to the player.
    • Allows the Map to track Iridescent Glyphs.

    *Glowing Ink (Iridescent):
    • Auras of objects tracked by the map linger for 3 seconds after reading the Map.
    • Increases the burning rate of the Map by 100%

    General Key Changes:

    • All keys are now able to open a chest instantly. This consumes all of the Key's charges and makes it vanish from the player's inventory.
    • Now, when using Mind Channel, auras of all Chests in a 32 m radius are revealed

    Item Changes:

    Fragile Key (former Broken Key):
    • Decreased the amount of charges to 10.
    • Now, it's able to open the Hatch, but it takes  double the time. It can also open a chest, but it takes 3,5 seconds.

    Dull Key:
    • Increased the amount of charges to 15.

    Add-on Changes:

    Eroded Token (Uncommon):
    • Now also decreases the Key's consumption rate by 20%

    Milky Glass (Uncommon):
    • When in an 8 meter radius of a survivor, you can create a link with them. You can only do this with a single survivor at a time. Creating a link also drains the Key's charges.
    • Survivors who are linked with you can see the auras revealed by channeling a Key.
    • Decreased the rarity from Very Rare to Uncommon.

    *Blank Key (Rare):
    • Unlocking a Chest or the Hatch consumes this add-on instead of the Key.

    *Lucky Charm (Rare):
    • Considerably increases the rarity of items in a chest unlocked by a Key.

    *Lockpick (Very Rare):
    • Unlocking a Chest or the Hatch drains 30% of the Key's charges instead of completely consuming the Key.

    Weaved Ring (Very Rare):
    • This add-on now activates when the Hatch spawns, making a faint shimmering sound which gets louder based on how close the player is to the Hatch

    Blood Amber (Iridescent):
    • Increased the rarity of this add-on to Ultra Rare/Iridescent

  • Remove all hatch interactions from keys and maps.

  • I'd love for the keys (especially the Broken) one to have some kind of function without add-ons...

  • I've made a couple posts about this in the past, but the short version is…

    The main issue with Maps is that while they have a clear use case - tracking static objects within the trial - they have huge gaps in actually being able to perform that use case at all. You have to run an addon to have them track pretty much anything you'd want to reveal - like totems, for example, the major object you'd obviously want revealed - and you have absolutely no way of making them track chests - the other big static object you'd obviously want to reveal - without a perk that also does that, thus making the info redundant.

    They also have an issue with sloppy tier increase effects. The Rainbow Map just has addons already baked into it, which leaves it gaining no effect from those addons if they were to be equipped.

    To fix both of these issues, I would say Maps should track generators, totems, and chests by default, the difference between the tiers should either be standardised number increases or a genuinely unique effect, and the addons should be given a fresh coat of paint.

    For Keys, things are messier because that item lacks a little in identity. If it were up to me, though, I'd lean in to Keys being the counterpart to Maps in that they track player positions where Maps track static objects.

    To achieve this, make the teammate-revealing addons basekit, and reshuffle around the addons to better lean in to revealing players. My pitch is to include addons for revealing survivors performing specific actions (IE, healing, or repairing) even when they're outside of the Key's default range, so you have a Bond item as well as the ability to track the position of the teammate you can already see is repairing via the hud.

    On top of that, probably just buff the charges and such as well for both items. They're a little underwhelming.

    They're never going to compete with medkits and especially not with toolboxes in their current unbalanced state, but you can make them do their job a whole lot better and that's more than good enough imo.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891412#Comment_3891412

    They're not good items, they're bad items with at most two good addons. The only time I see anyone use a key is for hatch challenges, sometimes rarely with Blood Amber to read killer aura which is admittedly quite strong. And I don't even remember the last time I saw someone use a map. The green map is just a terrible version of the iri map, which already isn't a very great item on its own. The only thing either map is useful for is bringing the purple addon that lets teammates also see tracked items, and also bring Detectives Hunch. That's pretty good info for the team, but again super niche.

    I made a thread long ago about combining them into one item type, though I doubt that will happen, but that's my main idea. Both the items provide info/aura read, so I figured it could work, would be less clutter in the bloodweb too. If they don't, they had better make them more accessible and useful at lower rarities, perhaps add a brown and yellow version of them, and make the addons way more interesting and useful. The fact that regular Map and Broken Key start at green rarity despite being entirely useless to almost useless on their own is just sad when you could use a brown medkit and get way better value instead.

    The key addon with wall hacks on the killer is actually the best item in the game.

  • @danielmaster87 said:

    They're already good items. They're add-on dependent, and some add-on combos which are allowed are stupid (because they don't do anything, i.e. 2 duration add-ons w/ no effect). But I'm afraid of what might happen if the devs want these items to be on the same level as toolboxes and medkits. Survivors already don't need that's stuff to win, and again, maps and keys are fine, if not a tad niche.

    there is a reason why even ever people get a key or a map in a chest they get annoyed. The items suck. They should be on the level of a medkit which are not op anymore. Toolboxes are a different story as it depends

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891421#Comment_3891421

    The key addon with wall hacks on the killer is actually the best item in the game.

    medkit with a syringe is better

  • When they did the Medkit overall a while back and took the different rarity levels and made them much closer together in power, I thought that was going to be a trend for all items. The Iri version of maps and keys blow away the other options. My guess is that they will make these versions closer together in power.

    Probably also look at some of the addons.

    I'd like it to be more than that, I'm also in the camp that these should just be one item, but I doubt it will be anything groundbreaking.

  • @radiantHero23 said:

    Maps could be repurposed to be more team oriented. There already exists an addon that allows to create pillars of light, so I'd like them to go more into that route. With that I mean, that the item could allow for the holder to mark certain objects on the map for the whole team. Could help a lot in soloq.

    Keys are a lot trickier, as they are directly tied to the hatch and have been a big problem in the past. I personally hope that they redesign the hatch mechanic as it almost always creates a boring scenario for both sides instead of a climactic ending to the trial. They could however also tie the idea of the key to chests, making them drop way better items when opened with a key. One thing I absolutely do not want to see is then being reverted to their busted state.

    Yes, I agree I have no idea what the key changes are but do not bring back the old hatch mechanic.

    I say that as a survivor who played during old Haddonfield. I did not play killer back then, but I am sure that it was pretty depressing to have gens fly, the hatch spawns, and you have the survivors just jump in the hatch until the killer inevitably closes it.

    I just hope that they don't make keys useless, in my opinion. They're already pretty niche in use compared to other items like medkits and toolboxes.

  • medkit with syringe does not extend a chase nearly as a long as 20+ seconds of wallhacks will do.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891491#Comment_3891491

    medkit with syringe does not extend a chase nearly as a long as 20+ seconds of wallhacks will do.

    considering I’m seeing more people complain about syringes, yeah I would say getting a heal of and having 3 health states is better than 20 seconds of walk hacks

  • @iloveandhatethisgame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891568#Comment_3891568

    considering I’m seeing more people complain about syringes, yeah I would say getting a heal of and having 3 health states is better than 20 seconds of walk hacks

    Most people don't realize the power of the key, the other problem is the key requires you to have an iri key and 2 addons to get good usage, whereas the medkit only needs the syringe and a grey medkit, much easier to get.

  • @danielmaster87 said:

    They're already good items. They're add-on dependent, and some add-on combos which are allowed are stupid (because they don't do anything, i.e. 2 duration add-ons w/ no effect). But I'm afraid of what might happen if the devs want these items to be on the same level as toolboxes and medkits. Survivors already don't need that's stuff to win, and again, maps and keys are fine, if not a tad niche.

    Keys maybe. Blood Amber, Gold Token and Unique Wedding Ring (because it's passive) are all quite decent. Plus the added hatch opening, but barely anyone uses it for that.

    But Maps, no. Want to see gens? Deja Vu. Gates? You can see them when they are powered and that's usually enough time. Totems? The spawns are obvious anyway? Hatch? May be good for scumbag builds, but aside that... Maps are pretty bad, especially the green one.