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AChaoticKiller

AChaoticKiller

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AChaoticKiller
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  • @Mandy said:

    We've not given a date as to when a change will be made to keys.

    Oh well, i know you guys don't have the authority to give out that kind of info hopefully we can get an answer in the next Q&A.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805765#Comment_1805765

    If they're on death hook anyway thats not even remotely busted

    then you sir have no experience in high level play, killing a survivor even slightly earlier changes the game and can turn a loss into a win.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805734#Comment_1805734

    This is an entirely distant concept from what we are talking here

    you went off topic, this is about mori's not DS.

    I simply included DS to point out how mori's would be busted if baskit since DS is used to stop tunneling and mori's by pass it.

    this never was about DS.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805646#Comment_1805646

    Ds should have a give and a take..plus lockers still exist..ds is used for its shielding properties , not just for tunneling..I should know, I don't run it hardly at all anymore

    Doesn't matter, lockers existed when mori's could mori of 1st hook but you don't see people defending mori's from just that.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805029#Comment_1805029

    The list of of things to do is what you can do in theory. In theory i can live til i am 125, in reality i most likely die by the time i am 80-90. Most of the points is useless if my teammates are incompetent and cant read my mind. I cant forces players to do gens with me. I cant force players to kick victor if i go down as injured person.

    I can go through entire list but i dont care enough to do so. Majority of them is extremely situational tho.

    there are only 2 in a half (for sticking in pairs) on that list that relies on your team, while i do describe situations those are all things you can do as a solo and in practice easy to pull off.

    you just couldn't point that out and dismissed it all. If it's the issue of healing that isn't some 200 IQ thing staying healed is something very easy to pull off just go up to a teammate and wave 9/10 times they heal you. No theories are used their unless your saying you can't rely on your team to heal then you surely brought your own means to heal then right? in which case it's not hard to stay healed and all the things in that list are reliable in a standard game.

    the camping, killer location, and things you can do against them while situational are not uncommon in fact a few can be used in nearly every match. such as stunning charlotte, going into a locker, or doing a gen in front of charlotte, and what you do in instances of victor camping.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805606#Comment_1805606

    That is incorrect..it doesn't change how many downs it takes to kill

    why do you think DS is so popular?

    it's because killers tunnel when possible and that perk prevents it. your basically asking for players to be allowed to tunnel without worrying about anything that would hinder it when a survivor is on death hook which btw is usually how mori's are used and why they are hated.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805606#Comment_1805606

    That is incorrect..it doesn't change how many downs it takes to kill

    it reduces the amount of chances you have to save and buffs tunneling

    downs are not the problem it's the interaction with other in game mechanics.

  • No, are you trying to suggest that killers should be able to tunnel more freely?

    that literally reduces all instances of saves from the killers grasp or chance to wiggle out by a third and that isn't what the game needs.

  • I mean it makes it even less useful since it activates less but i would rather that than potentially give high rarity items to survivors.

    honestly even if the rarity decreased this perk would still suck simply because it doesn't really fit in any build or character. It's a weak wildcard that potentially gets you a single down at basement or helps you finish games you already won, at the same time it can provide useless info in the middle of the match that you can't act on since the gen pressure is too great.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805442#Comment_1805442

    it only ignore those ONCE and only AFTER THEY COULD HAVE ALREADY GONE OFF.

    Its in all honesty dishonest to consider it a counter to DS if DS has to have a full possible activation time go through before it "Counters" it.

    Same applies to the rest.

    As for time killer's time is logically worth 4 times(1 v 4 the one's time is worth more) as much as a survivors and a lot of game can come down to 5 seconds between denying the last generator poping and downing the survivor team or the generator going off and them escaping.

    they can only be activated in 3 instances and that's if those conditions are meet. if they only have two chances to use it that is a hell of a lot better than 3 especially when it's rare for players to use it off first hook since the killer has other options. Most DS users use it on the 2nd or last hook.

    Also if those 5 seconds are so precious then basically playing any other killer than PH is pretty bad huh since you can't even interact with the guy you downed. Stop being biased mori's are still useful and considering those 5 seconds until a gen is done you probably spent them doing something else and even if you did go and stop that gen you can go back and mori the unhooked.

    extreme unlikely but possible situations can't be used here. In the extra time it takes to mori you differently are not stopping a gen from getting done and if you can you would be close enough and smart enough to deal with it before you mori.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805477#Comment_1805477

    More about this and less about "Free wins" which mori's do not guarantee

    If your a good killer a mori is a guaranteed win the second you decide so unless it is way too late.

    I can count all the times i lost when using a ebony mori in all my time in dbd on one hand. sure i don't use them often but the hundred or so times i have i can only recall about 1 time i lost from just playing bad and i'll be generous and triple that for you, not enough? even if you lose 10% of the games you use a mori that still falls into almost every time you win so calling it guaranteed isn't unreasonable.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805453#Comment_1805453

    Well we can agree to disagree I guess , but I just know anytime I run Hag items or not I run Franklin's as a just in case for last second switching or keys found in game

    Unless i see like all survivors with items i never use franklins on my hag, i like to be optimal. I understand not all survivors are like i describe im just saying that a key is as broken as it's user or user's (in swf) make it. you can play safe by last second switching and drop it off somewhere safe or be dumb and equip it before you join a match so the killer can put on franklins.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805428#Comment_1805428

    But how do you know they have Franklin's until someone is already hit with it? If I ran the hag and Franklin's I could literally negate every key in the trial by simply trapping the items when I knock them out but I have nothing like that to negate the old Mori is my point, now Moris are equally balanced with a key

    you just don't have the key on you? or in swf cases your told they have franklins.

    smart survivors don't hold onto keys until they know if franklins is in the trial and that is if they didn't last second switch as it's pretty uncommon to face a killer using franklins if they see no keys or FL's are brought to the game and last second switching can't be reacted to by switching perks, if the killer is prepared good on them but that is rare.

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805200#Comment_1805200

    PH's final judgement takes half to only a third of the time of a normal mori for it to be viable.

    If it was a full mori duration it would be actively detrimental as just hooking the survivor would be faster.

    Aka there's a good reason why he has 2 mories one for game play(Final Punishment) and one for style(Mori)

    Ummmm did you not see all the things it counters?

    doesn't matter how fast they are at worst you lost a few seconds, what at best 5 seconds lost? still worth it to ignore DS, FL's, ect. a few extra seconds doesn't make it THAT much worse then final judgement to where they are useless or weak.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805377#Comment_1805377

    Yea but Franklin's can totally remove it from the game and survivors don't have a perk that stops Moris because they completed an objective, at least the killers have a solid counter to a key while survivors that are camped and one hook Mori'd don't stand a fighting chance and can't even use DS to save themselves unless it's in a locker which the devs have already said they are going to address at some point

    yeah i agree however if the killer has franklins they drop the key to prevent it from being consumed. it's more of a semi counter that again depends on who you vs.

    Like i said it just depends on who you vs, even in the case of mori vs key the survivors can escape with 1 or 2.

  • No, survivors just run around to negate it.

    he should instead down them after being on them for too long and that time IMO should be 30 seconds.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805238#Comment_1805238

    Yea a free escape after all the gens are done and you've already lost the trial, the hatch doesn't spawn unless survivors are dead already or you've lost the game anyway, for keys to be broken like old Moris I would be able to hop out the hatch after one gen , that's the equivalent of tunneling straight off hook with a Mori

    No keys are problematic even in games you would win as killer, good survivors who realize a key is in the game will basically win since 2 or 3 can easily escape.

    survivors that are even decent get at least 2 gens done, most of the time 3 gens get done which makes it spawn for 2 survivors. However it's also not unreasonable to get to the 4th gen which is usually when someone is on death hook, if a survivor dies at that point the killer has to protect gens and the other 3 can simply play stealthy until they find hatch.

    For vs'ing a bunch of decent survivors mori's are stronger, but against good survivors or decent swf's keys are stronger. it's a situational thing that depends on who you play against. Both of them basically seal the game for their side, even tunneling a key user out doesn't change the fact that the key is in the trial and still usable.

  • @SasukeKun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805225#Comment_1805225

    Also you're wrong, Mori's Are NOT a free win, you have to balance it with hooking and hits to get a better score. I liked to punish people tho, if you cleared right away thats like 15k maybe

    they are a free win, the second too much pressure is on you you just kill someone.

    Also the fact that you could kill off hook alone is enough to make them a free win, whether you do so or not doesn't matter.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805217#Comment_1805217

    I feel your position assumes the killer is bad (can’t win a chase).

    Also good killers will eventually get the survivor but that chase will last too long and result in a bad ratio of hooks to gens which means you lack end game pressure to keep survivors off the final gens.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805217#Comment_1805217

    I feel your position assumes the killer is bad (can’t win a chase).

    Dude go play a few games as wraith, leave your power and see how many chases you win and don't worry about losing.

    Without a power you can't end chases quickly against good survivors and don't just play one play a few so you have a better data set. I know i can get decent amount but i more than likely won't win simply because not having a power is absurd.

    edit: as the twins if survivors keep taking off victor you will obviously use them so your not in the situation of being a pure m1 killer. being wraith without a power gives you the best experience.

  • I honestly don't care for this nerf since i never used mori's and when i did it was when they were on death hook.

    a strong nerf is better than letting a game breaking thing stay in the game.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805155#Comment_1805155

    If the killer is losing chases, they probably deserve to lose. Hooking one of those three remaining non-Vic’d survivors commits one of the two remaining to altruism. Leaving the killer to chase the altruistic survivor or the gen survivor. It quickly snowballs in favor of the killer. I know this because I’ve played it.

    It creates a lot of pressure and I’d recommend survivors remove Victor as soon as safely possible.

    that's assuming the survivor isn't good, killers win chases with their power and survivor mistakes, if you don't have a power and the survivor isn't making hit threatening mistakes you're not getting them quickly.

    Even the best killers can be looped by survivors who are good and paying attention and predicting your moves, when no power comes into play the survivor controls the chase.

  • @thefallenloser said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805055#Comment_1805055

    I think tokens-per-hook would be much more fitting. Up to 12 tokens (technically 11 actual uses) and you can obtain them at a quicker pace than generator based tokens.

    won't be good competitively, if it's per gen no matter how good the survivors are your getting tokens and if they aren't doing gens that means your winning.

    Per hook rely on the survivors being bad, even a group of good group of solo's can get gens done faster than you kill them unless you have been perfect at stopping them in critical moments.

  • mori's don't need an extra effect, i understand that compared to their past version they are way stronger but nerfed mori is still strong.

    would you call PH's final judgement weak? No it allows you to kill survivors regardless of DS, flashlights, or body blocks. that is current mori's.

    not everything needs to be super strong in fact i support the nerf as something is better than nothing, mori's were just too strong and a lot of other idea's had flaws that were exploitable or not fair per individual.

    Besides if the nerf was this severe imagine what will happen to keys, from the mod responses it is very likely that it will now take time to open hatch since they mentioned long animations.

  • @Steel_Eyed said:

    https://forum.deadbydaylight.com/en/discussion/comment/1805077#Comment_1805077

    Hey man, it’s not three survivors on gens while you chase a good looper. Also I take in content from streamers as well (learned a lot from them too) but don’t base my opinions entirely on theirs.

    the problem is that good looper won't go down quickly, if they know your doing this they can play extra safe so they can waste more of your time and even if only 2 survivors are doing gens that is enough to make you lose.

    Your best situation against good survivors is you find them all and halt their pressure which is situational, the more likely situation is they splitted up and 2 gens got done as or after you chased a single survivor. At worst they are really good and know how to play against a m1 killer which leads to more gens getting done and if you drop the chase you wasted your own time.

  • most versions of mori's could be exploited, at least this one is more fair per individual.

    like "hook all survivors before you can mori" a single survivor just plays safe when they see the offering icon, hell most solo's play that way anyway and in fast games you might not even see all of the survivors until the end.

    Another mori which i liked was after X time all hooked survivors are mori-able. I think that this is on the same level as the current change but the issue is the what the time should be. If the survivors are good and gen rushing it might activate too late, if it's a solo group and they are doing decent but not winning that mori might just make it so they never had a chance.

    Also any idea that was too in depth or made mori's basekit didn't even have a chance to be considered since it should be simple/basic while staying a offering.

  • @Steel_Eyed said:

    I prefer the survivors take Victor hostage. I never recall him. If I recognize they are doing this I let the Vic’d survivor rat out his teammates with his killer instinct and chase the ones that can do actions. If you know how much a dead survivor harms a team, and they ghost themselves, it’s a major advantage to the killer.

    2 players on gens as you spend over a minute chasing a single survivor that is good at looping while the one with victor just stays at a loop away from the others and preforms saves.

    you turn yourself into a m1 killer without a power for one survivor to be semi disabled, if the survivors are good you will lose.

    edit: this was literally proven in the ptb even good streamers said that the trade off wasn't worth it.

  • I would rather them just give us more tokens per gen that would be better than a cooldown imo that would be more balanced.

    no one likes cool downs, and if it's too long it wont feel like it's worth using. I would rather have 2 tokens per gen so i can use them both in a chase.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804975#Comment_1804975

    If you read all my comments you will see that I already said that.

    I gave you a list of things to do against him which isn't limited to swf anyone can pull it off as well as addressed your concerns with reasonable arguments of counterplay that doesn't need a swf to pull off and simply because a killer is strong if the survivors are injured doesn't mean that it's unbalanced. If i missed something im sorry but i don't think he needs a nerf and the nerf you proposed was extremely unreasonable and would make this killer the worst in the game no matter what the devs did to them.

    Healing is a simple counter anyone can pull off, he is punishable because when he downs a survivor you can crush him which is why you stick in pairs if someone is injured. that isn't swf level coordination that is something a solo can do hell i've been doing it. If other survivors are holding you back that will happen at first since people don't know what to do against this killer and that will change over time.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804927#Comment_1804927

    If i could choose survivors i play with i wouldnt have too much of a problem with it. As is i cannot choose non sucky survivors.

    I am saying that victor is too strong vs team thats injured. On top of it the killer can camp with no punishment.

    I'm just saying if you look at that list a lot of them is actually counterplay that you alone can pull off, most of them simply need you to be healthy which is easy with healing perks, medkits, or other survivors healing you which they should prioritize as that is one of the best counters to victor.

    A killer being too strong because survivors are injured is on the survivors, they should be healing and sticking in pairs which is something you can do even as a solo. if there is reasonable counterplay which there is then there is no need for a nerf.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804866#Comment_1804866

    Most of them involve communication. You cant communicate with randoms. So the only counters to victor is being healthy. Taking Victor hostage takes away the risk of you being attacked by Victor after you crush him.

    you don't need to coms to do these things, simply staying near a survivor is enough. The only thing you need is for the survivors your with to not suck.

    are seriously trying to say victor is too strong? he is only strong if you let him be, once survivors get better against him this killer will suck.

  • If a survivor thinks you have a mori and it's a swf they might have one survivor play stealthy, some solo's try to avoid the killer all together.

    Having it on 2nd stand makes this only dependant on how well you are playing and gets rid of the risk of a survivor taking away your mori by never taking any chances.

  • @Jejune said:

    Only if you nerf victor...

    Currently the best way to play against her is to keep victor hostage.

    why nerf him there is counter play, A LOT OF IT.

    @AChaoticKiller said:

    Let me just say this, everything here is not just from what I have heard or seen, I have been playing KYF and going against the twins at least once a day. Everything here is simply what i find that works against the twins or gives you an advantage and yes i took the hotfix into account. Hope this helps some of you guys!

    • Prioritizing healing your team, victor isn’t very threatening when all he can do is put a survivor in an injured state with oblivious. If you keep up with healing he can’t apply pressure well and when they switch to Charlotte the killer has to go all the way to your location to continue the chase.
    • Don’t take off victor especially if at least half your team which includes you is injured, instead get away from where you got hit and your team and go do saves if someone is hooked. Keep your eyes open and avoid the direction victor came from as Charlotte probably will come from there. The best area to stand by at is near a gen no one is on at a pallet. Without victor she has no power for at least 50 seconds (Include the time it takes for victor to regenerate).
    • Stick together in pairs especially if a survivor is injured, if victor misses a pounce or downs the injured survivor make sure to crush him as he is stunned then heal the survivor. Taking a hit for the injured survivor is an option but it’s better to let them get downed if you have a healing perk active and can pick them up before the killer reaches you. Wglf is a god tier perk at this.
    • Use lockers even when victor can hold you in lockers unless charlotte is near you she can’t punish you for it. This simply puts a stick in the killer's pressure and Charlotte has to go all the way to you and get a hit, down, or grab which is better then getting downed by victor then him going over to latch onto another survivor. Unless you know Charlotte is too far from you, don't go into a locker unless you're injured. (victor can hold you in for 10 seconds AND charlotte is slowed from “waking up”, from a post i believe she will get you if you are around 34 meters near her.
    • Get good at crushing victor if victor misses a pounce he is crushable for 3 seconds. If victor misses from a short range or on top of you don’t go for him unless he hits an object and is close enough to crush him. If he misses and he landed next to you, obviously crush him.
    • Don’t be afraid to do a gen charlotte is on when she is controlling victor, just pay attention to her and when she is being controlled run. You will gain plenty of distance due to her long slow down even with addons to speed up her recovery. Also if you are near victor and Charlotte is switched to you can run and crush victor before she can switch back if you are close enough usually it’s if you can still hear the shrinks of victor during the switch.
    • If Charlotte blocks a pallet, if she can be stunned, consider doing it. it will force her out of her power but only do it if you're injured and at risk of getting downed. If you get hit by victor and you are healthy just run and gain as much distance as possible. Don’t bother taking off victor it will stun you and isn’t necessary since you can still use vaults/pallets. If you take him off which you shouldn't she will just send him after you again.
    • If you REALLY want to just avoid getting hit by victor you can drop a pallet and stay on the opposite side crouched against the tallest part of the pallet, this makes it so he can’t hit you unless it’s a perfect pounce as in he basically lands on you or however that requires more distance than normal so if you see a victor trying to do that simply move away from the pallet and when he gets close go back to crouching. Obviously crush him if he fails. I find that this works some of the time like a 60/40 chance but not all the time, don't use this too often.
    • If you and multiple survivors are on a gen that is almost done and victor shows up don’t stop repairing it. Whoever gets hit by victor needs to get away from the gen to a safer area as charlotte has to stop the gen but she probably won't be able to since she is more than likely 30+ meters away. If victor downs a survivor repairing the gen with you crush him and finish the gen before trying to heal the survivor. One hook is not equal to one gen, focus on what's more important.
    • If the killer camps, saves are still possible to pull off unless it is in the basement. The twins are good at this if you let victor have the power to do so, keep yourself healthy, don’t take off victor, let your team do gens. There is no winning unless victor is camping the survivor but if Charlotte is camping you can make it so they either commit to the camp or leave since you're holding onto victor.
    • If victor is camping (not at basement) don’t go in injured, let a healthy survivor do the save and wait until victor latches onto you otherwise he will down the unhooked survivor. If you have WGLF let that happen and just crush victor and heal the survivor. The best thing to do is circle the hooked survivor or other object and try to get him to miss this also wastes time and you might crush him, victor can’t switch back to charlotte near hooked survivors use this to waste the killers time.


  • they should have it so you instantly go back to charlotte and have full control right away instead of recovering from "waking up". Maybe even add 2 seconds if they want to have it so you see victor holding the locker.

    you should have full control right away when you hit a healthy survivor with victor as well, this will reward you for doing well.

  • TF you on mori's should be nerfed along with keys.

    a single offering shouldn't destroy survivors and honestly they are still useful since you can ignore DS if a survivor still has it.

    It basically makes all killers have PH's ability to tunnel off final hook and while it is worse than before its was nerfed this was necessary for the balance of the game.

  • Also yes i have been playing the twins a lot as well but not in KYF mostly public games. These things do hinder me when i get survivors who do them.

    The biggest reason I usually won games was from survivors not playing well combined with their lack of understanding how to play against this killer. even survivors who just did well objective wise but not against the new killer were still very hard to win against.

  • @BattleCast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804065#Comment_1804065

    https://forum.deadbydaylight.com/en/discussion/comment/1804086#Comment_1804086

    I’m not saying this perk would be better than whispers or BBQ I’m just saying in a scenario where there are survivors actively searching chests Hoarder would help you win. Probably not more than BBQ would help you win, but it would help you win. I never said Hoarder was better than the other options, but you don’t always have to run the meta. Running niche perks can be a lot of fun :)

    Looting chests is a waste of time. 10 seconds of doing nothing is wasting time even if it’s only 10 seconds. The only way searching a chest cannot be a waste of time is if you get an item that makes up for the 10 seconds of wasted time like a purple med kit or a commodious toolbox and you use the item.

    You have about a 7% chance to loot a key without Plunderers and a 14% chance with plunderers according to the wiki. It is still unlikely a survivor will loot a key with 5 chests in play, and it is even more unlikely that the key will see play within that game. I rarely ever find a key without Plunders.

    I mean i get your logic but simply using it's info to get a survivor doing nothing and getting there more than likely after they looted the chest is why this perk was never good in the first place. While your right they are wasting time looting it isn't much and the same is said for the info you get and acting on that info the majority of the time won't be worth it as putting pressure on survivors doing gens is the higher priority.

    Also the items they get will help them, the risk of them getting a key alone is enough to make this perk not worth running even if it is only a 7% chance which to me feels higher since i get them pretty often.

  • @Komi said:

    https://us.v-cdn.net/6030815/uploads/RGFQFFMAU6DV/fulliconfavors-cutcoin.png

    Run the Cut Coin and remove that part of the perk then.

    that indirectly nerfs the perk and doesn't solve why it sucks.

    simply going after a survivor basically doing nothing compared to getting a survivor off a gen is why this perk sucks, it isn't worth using it's info the majority of the time unless its at the basement.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803911#Comment_1803911

    How? The chances of finding a key when the killer is using this perk is normal, by that I mean that it is rare to find a key without Plunderer's Instinct.

    you have more chances to find it which increases the likelihood that you will find a key, also it's not that uncommon i usually find a key every 5 or so matches when their is only 3 chests and im not running any chest perks.

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1804179#Comment_1804179

    I think there will probably be an unlocking animation with the hatch that can be interrupted.

    Same, the hatch needs interaction so the killer can stop it. I hope it's similar to my idea regarding unlocking the hatch not the other changes i want.

    @AChaoticKiller said:

    Hatch mechanic changes

    Hatch now takes 12 seconds to unlock with the dull key and skeleton key, when unlocking the hatch all players will hear it within 32 meters as a directional constant audio. The killer can grab a survivor unlocking the hatch and progress on unlocking the hatch does not save. The player that unlocks the hatch will not immediately escape through the hatch. Progress on opening the hatch does not affect keys however successfully opening the hatch will consume it.

    New key mechanic

    All keys can now quickly open chests at the cost of 10 seconds of use from the key, this animation takes 2 seconds.

    Key changes

    • Broken key is replaced with unique key, the unique key has a different look then the dull or skeleton key.
    • A deactivated key cannot open black locks.

    unique key: A small key crafted to unlock a specific type of lock, vibrating with power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 20 seconds of use
    • can be used to quickly open chests

    Dull key: A dull key that once held great power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 20 seconds of use
    • can be used to quickly open chests at the cost of the keys power.
    • Can be used to open black locks and is consumed when successful.
    • Deactivates upon getting interrupted or stopping the progress on opening the black lock.

    Skeleton key: A tarnished and crooked key, vibrating with ominous power. The keys power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the keys power into various effects.

    • 30 seconds of use.
    • can be used to quickly open a chest at the cost of the keys power.
    • Can be used to open black locks and is consumed when successful.

    Addons

    The following addons are unchanged; Weaved ring, milky glass, gold token, prayer beads, prayer rope, erode token.

    ultra rare addons;

    Ominous Locket: a small locket with a faded picture of someone's family, written in blood are the words "I'll make it back, no matter what" across the picture. The powerful feelings in it become your own when opening a black lock.

    • Decreases the time it takes to open a black lock by 4 seconds
    • when you start unlocking a black lock the killer is alerted to your location
    • You cannot stop the unlock interaction unless interrupted by the killer.
    • Once the black lock is opened you escape through the hatch.

    Very rare addons;

    Blood amber:

    • Reveals the killers aura when within a 32 meter range
    • reduces key usage by 10 seconds.

    Unique wedding ring:

    • reveals the obsessions aura to all survivors.
    • Decreases your chance to be the obsession.
    • Stacks.

    Rare addons;

    lock trinket: A small lock that is difficult to pry open, but not impossible. The key's power has no effect on it but instead conserves the keys power when used rashly.

    • When the key is used to open a chest, instead of losing some of the keys power this addon is consumed.

    paper note: A small note that is unreadable, focusing on it awakens unfamiliar memories. Can be attached to the key using its jump ring to channel the keys aura reading ability.

    • reveals item and chest aura's within 32 meters of you.

    Luck charm: a small wooden charm that has been carved from a branch with the word "Luck" engraved on it. The key's power has no effect on it directly, instead the charm channels it into something else.

    • greatly increases the chance for a higher rarity item when using the key to unlock a chest.
    • deactivates the key when the key unlocks a chest.

    uncommon addons;

    glass diamond earring: A cheap earring with see through glass diamonds. channeling the key's power though it makes you feel faint and disconnected.

    • when using the key your aura is hidden from all players.
    • decreases key usage by 10 seconds.

    Scratched pearl:

    • decreases the sound of opening the hatch by 8 meters

    Common addons;

    rusted lock: a small rusted lock easily opened with force, it can no longer accomplish its original purpose. The key's power doesn't affect it directly, instead it amplifies the sound of unlocking locks through this trinket.

    • when using the key to open a chest the killer receives a noise notification
    • you leave no scratch marks after opening a chest with a key for 5 seconds.

    Perk changes

    Left behind: decreases time it takes to open the hatch by 4 seconds with a key when your the last survivor alive.

    Ace in a hole, plunderer, and pharmacy now work when a key is used to open a chest.

    Hoarder: If a survivor tries to open a chest with a key instead that key gets deactivated.


  • @Rizzo said:

    The mori change was easier to make, since it's basically just a change of a condition. I believe nerfing the keys requires animation changes and/or addon changes, that require much more time.

    animations are going to be needed huh, interesting :)

  • @Rattman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803986#Comment_1803986

    Searching is a huge waste of time, if someone among survs dedicated to it. Hoarder just makes it so that survs have more opportunities to search. Which is buff for survs.

    Not to mention, design of the perk is bad. it creates condition to make self viable by buffing other side. It's as if Clown was something like 100-105% movement speed and relied on his bottles to catch up.

    That survivor which is already not doing gens can now serve as a distraction with this perk, literally unless you catch a survivor getting the basement chest this perk helps the survivors in more ways than one.

  • @BattleCast said:

    https://forum.deadbydaylight.com/en/discussion/comment/1803937#Comment_1803937

    They’re wasting time and alerting me to their location. So in a scenario where all survivors are searching chests looking for a key Hoarder would have helped me win. Searching is a huge waste of time unless you get a key which rarely happens unless someone has Plunders. Even if they do have Plunders I’ll just kill them anyway because they are constantly telling me where they are.

    At that point you already won my question was how impactful was this perk? how did it help you win? You can't seriously tell me you would run this perk over others if it's info you want there are way better perks. whispers does what this perk does but better for cleaning up survivors.

    Also as said they loot chests during the trial not only when they are losing and because there are more chests that means more chances for a key you can't deny that a survivor can find a key before they are at a point where they need one. Also if you are going for survivors doing chests in the open unless you have already won your kinda dumb, getting survivors off gens is a higher priority, if your going for the guy looting chests the other 3 will get the gens done and you'll lose for not pressuring them.

    Also keys are not that hard to find, i get one in every few games like 1/5 and that's if im not using anything regarding chests and there is the normal amount of 3.

  • @Healthore77992 said:

    I mean, this is not right.. Only 10 seconds?:Did they take into consideration that it takes about 3-4 seconds to switch from Victor to Charlotte?

    omg i didn't consider that.

    why TF does charlotte even have that it's so annoying.

  • @BattleCast said:

    If the survivors are searching every single chest on the map looking for a key because I have Hoarder then I’ve already won.

    but did that perk help you win?

    And what survivors don't loot chests in between doing gens or right before they do a gen near a chest.

    the only good chest is the one at basement all others are in the open and going after that survivor isn't better than chasing survivors off gens.

  • LOL, i used them like that anyway XD

    Now they basically let you be PH with any killer sure it's a nerf but it lets you get past a survivor holding onto DS which makes it easier to kill a survivor.

  • It doesn't matter if the tiles above the basement has 2 options to use to put distance between you and the killer it takes enough time to get in or out of the basement that the killer can hit people and stop saves if nearby. the killer doesn't even have to be camping if you hook them and leave and return after they are unhooked most of the time you can still see scratch marks or even the survivor's that were just in there. It also lets you have multiple survivors hooked in one area which means a survivor you downed near basement who was trying to go for the save lets you hook them there too without giving the other survivors a good chance to do a save.

    certain killers also have a better advantage at basement then others like hag, trapper, the twins, and the other killers that have insta downs all have better pressure at basement that makes saves risky.

  • @Sec3Op41514 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1802740#Comment_1802740

    No patch notes. Checked everywhere in game and in the windows store no mention of this hot fix. Did you find somewhere says one is coming tomorrow??

    they said the hot fix would be in a week after the release of the twins, it should be tomorrow.

  • @Sec3Op41514 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1802730#Comment_1802730

    I have Uninstalled and reinstalled and everything. There is no record anywhere of a 4.4.1 release. 4.4.0 JUST released December 1st. One guy replied to me on Twitter saying its happened to him too. But 4.4.1 is not released for xbox what so ever and if it was you can't launch an Xbox game without having latest update installed.

    I just don't understand this. And I'm not in any beta program

    relax it will be resolved tomorrow when the hotfix(4.4.1) comes out.

    edit: does it have any patch notes?

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