Emsilyy3
Emsilyy3
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1815316#Comment_1815316
me either.. Oni, Spirit, Legion all have GREAT mori's :) only really bland ones are wraith and trapper..... not a fan of blight's though
Totally not a spirit main with devour what...?? I LOVE her mori!
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@Chechia said:
https://forum.deadbydaylight.com/en/discussion/comment/1815320#Comment_1815320
Ah I am very sorry. I didn't read the other replies, just wanted to add my person opinion :)
I just realised I sounded like such a bi* ** ! I wasn’t meant to come across that way lol, but yeah I get you. It’s just so hard to reply to so many responses and when I have to repeat myself it’s like ohhhh whyyy..
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1815267#Comment_1815267
I would love for those challenges to dissapear, they are such a pain in the bum.
That said i feel the key change will be a bit more complex then what i said. Based on what they said
Yayyy I’m happy I could agree and see your side! I love hearing other people’s arguments..
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1815242#Comment_1815242
I have answered this many times in different posts.
Only because the devs won't remove pity escape i would change the key like this.
Keys will not spawn in a bloodweb anymore and can only found in a chest during a match if you're lucky.
Whenever the hatch spawns you can escape if you have a key otherwise it will stay close no matter if you are the last remaining survivor.
Pressing the escape button will allow you to open the hatch after a X amount of "difficult" skill checks.
Failing a skill check or aborting the animation will force your key to be broken.
You will be allowed to keep the broken key if you escape as well as your key when going trough the gates.
Now my initial thought was first to make any key a 2 time usable item after which it will disappear from your inventory.
How ever I'm aware that that might not be possible so making it a 1 time use item would be better.
That is whenever you escape trough the hatch, you keep it by escaping trough the gates.
That would make keys way more balanced cause it forces you to think before going for the initial escape.
The killer might be close at which you will be forced to abandon the animation.
But the killer has to keep track of the gates and the hatch.
That would be my change, and personally I think it will be a good change too
Your point about difficult skill checks and having your key break is a totally one sided mechanic though. Then think about backwards skillchecks with doctor, skill check shortening perks. Very silly thought tbh.
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@Chechia said:
My personal problem is that it allows the whole team to escape. I don't care how many people are left. Even if it used in endgame it can be very gamechanging depending on the spawn location of the hatch.
Doing gens is the most easiest thing in the game and in Red ranks one hook normaly equals 2-3 gens. It's very easy for survivors to get to the point where they can use their key, especially in a SWF. And the more people the killer kills and the better he is doing the more dangerous it gets for him. Even Mori's were better designed then the current hatch mechanic. The killer suffers for playing well. Doesn't make any sense at all.
You’ve basically repeated what someone else has said, so I really cba to type it all again, but yes they need to rework the idea. Basically.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1815272#Comment_1815272
actually killers have had mori challenges in the rift before. where you had to kill survivors by your hand. It is not in this rift but there is one where that is needed ALSO there was the kill everyone in the same match, because this is not easy and mori's came in very useful for that challenge but the worst part is all the dcs from seeing the hidden offering.
I don’t see the point of dcing. I love a good mori, makes the games more fun lol
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1815238#Comment_1815238
Okay, if you want to mention tunneling and slugging, you can. But I never mentioned it. In general people are going to be biased towards whatever role they favor. That's human nature.
I'm not a dev, I don't get paid to come up with how they should fix their game. Nor should they necessarily listen to the ideas of their players, anyway. Personally, I think it would be reasonable if only the survivor holding the key could use it to escape. However, there's a challenge requiring all four survivors to escape through the hatch, so that becomes problematic. Maybe a key only allows one survivor to escape unless all five gens are done, in which case then the key works as it does now keeping the hatch open for a period time.
I don't want keys gone. I love finding keys in chests. I almost never get to use them, unfortunately, because I'm a killer-magnet, not a hatch-magnet. But still, I enjoy finding keys.
I like that mechanic idea of how keys can be used. I’d vote for that :)
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1815228#Comment_1815228
You get a third option for the end game + the benefits of key addons.
Isnt the only achievment the 4man hatch escape? It wouldnt change.
You can still use a key as last survivor when the killer closes the hatch.
Yes but the challenges would still need to be changed. I don’t see killers getting challenges for moris lmao (within the rift).
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1815235#Comment_1815235
Oh I'd agree those challenges should be removed. But there is no question that key's shorten the game. It also adds an insane amount of pressure on killers to prioritize key carriers and even with the Franklins nerf you'd essentially have to stand on a key for a minute and a half to guarantee it's out of the game. Try to put yourself in a killers shoes. Would it be fair if there was a perk for survivors that prevented the killer from being able to mori you(prenerf) but it meant you had to be useless for a minute and a half?
I play as killer and luckily for me I’ve never had the issue with keys, hence why I’m curious hehe..
and yes they do shorten it, which technically means if moris have been changed then keys have to be too. But within reason, if moris can no longer prematurely end the game then I do agree keys shouldn’t be able to. Spawn for last survivor and 4/5 gens. Can’t decide which tbh..
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1815173#Comment_1815173
in order for hatch to spawn, a certain ratio between remaining generators and alive survivors must be met.
in short, there must be one more gen repaired than people alive.
this means that each time the killer kills someone, it gets easier for the remaining survivors to escape. which means the killer is actively being punished for killing someone, while the remaining survivors get rewarded for letting their friend(s) die.
and due to the games current balance (given that it is indeed a trial with both sides being relatively equal in skill level), unless you hardtunnel someone, you should start killing people around the 3 to 4 repaired gens mark - which in return means that a single kill can mean defeat for the killer - and dont say repairing gens was a hard task.
keys not only cut the games they are in short, they also actively reward failure on the survivor side and punish success on the killer side.
additionally keys widen the gap between solo and SWF groups, as with solo players getting a coordinated key escape is almost impossible (the key guy just ends up dooming everyone else by starting EGC), while coordinated SWFs will just hardcore genrush, then scan the map with 3 or 4 ppl at the same time and then all meet up at hatch to make their group escape.
especially the later is an issue that is hardly going to be fixable, unless we force everyone to bring their own key to make their escape (and even that wouldnt fully get rid of it).
so in conclusion: keys are unhealthy for this game as they actively reward survivor failure and additionally widen the gap between solo and SWF teams.
if i was in charge of a key change, id do the following:
- an interruptable hatch open animation (dunno if thats gotta be 10 seconds, but it should be long enough so the survivor cant just jump into hatch mid chase / in the killers face)
- keys will only allow the key holder to escape with them, however i'd introduce two new add ons (one very rare and one ultra rare) that would allow for the other 3 to escape aswell (VR = +1 escapee, UR = +2 escapees). this would ensure that the player bringing the key can not keep holding on to it by bringing add ons for keeping their item uppon death / usage
- keys are no longer lootable from chests
- removal of dull keys
- rework of the hatch spawn mechanic to only make it available once the exits are powered / only one survivor is left alive.
See I don’t actually mind any of those ideas. Except if hatch is spawning when all gens or last survivor is alive. Then hatch challenges within the rift shouldn’t be a thing since the killers don’t have mori ones
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1815185#Comment_1815185
Usually the first gens fly like no bussiness. The last couple of ones are the ones where it counts.
That you have to finish 3-4 gens is the easy part of the match
I don't see how it's stupid. If you are unlucky with exit gates you are pretty much doomed when the killer closes the hatch. The key circumvents that
Ofcourse when you are in swf that isn't as usefull but for solo's who don't have reliable teammates and end up in the 1v1 hatch situation often this would still be picked often
I’d happily have your idea, if hatch challenges were removed from survivor challenges since there are no killer mori challenges except for daily ones.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/213103/how-are-keys-unbalanced
The unbalanced part of a key is that when the survivors F up their own game like 3 gen themselves, and the killer is pressuring them very well.
All it takes is 1 survivor to die so the other 3 can escape without any effert whatsoever, all it takes is 1 press of the button and they're gone.
They messed up so badly that they shouldn't escape in the first place, yet they get just another free escape.
Yes you can say "oh just use franklins when you see a key" 🤔
How logic it sounds, you have no idea how flawed that is.
How many survivors show their key in the lobby?
Answer: just a hand full of survivors will do that.
Every other survivor will switch last sec to a survivor with a key.
Sure now you can say "just equip franklins when a survivor doesn't press ready"
Yet there's another flaw there.
Most of the time they are just switching outfits, switching perks or are just afk.
So you just switched out a perk you wanted to counter a item that isn't used anyway.
Keys, mori and hatch are just stupid pitty/coward mechanic.
I’m seeing people’s ideas, but how would you personally make them more balanced?
i also want this in responses instead of “they’re unbalanced “
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1815049#Comment_1815049
Okay, I'm not trying to sound harsh, I understand the desire to compare aspects of the game, but.... don't change the topic. This is about keys. Nothing was ever said about tunneling or slugging. There are enough us vs them arguments when it comes to killers and survivor all over these forums. We're talking about keys.
I read farther down the thread and see you talking about removing keys. What? You never mentioned removing keys in your original post. You asked why are keys unbalanced, people are responding. I don't think keys should be removed; they just need to be reworked. Moris just got changed, keys should also get some attention so that they don't end the entire match prematurely just when a killer actually becomes dangerous.
It is quite confusing for you to ask about why keys are unbalanced and then assume everyone responding wants them removed completely from the game. Sure, some people want keys removed entirely, there are always a small amount of people wanting anything. But most people who find keys unbalanced just want them reworked.
I’ve never said about removing keys myself so don’t twist people’s arguments and words. I’ve clearly said that I’ve seen threads about people wanting them gone, and I’m curious to know why. A rework is perfect, but some people’s ideas are just too one sided. I agree they need a re work, yes, but what I’m also asking for is structured ideas as to what can happen.
Also, I can mention the slugging-tunnelling because I’m tired of double standards in people’s posts. It’s stupid.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1815178#Comment_1815178
I saw. Any suggestion that continues to allow the key to be used on the hatch I will disagree with. Survivors shouldn't have a 'get out of jail free' item in the game. Mori's had their utility gutted, it's only fair survivors get the same.
If they made chests difficult to open and key's were used to quickly open them I'd agree with that. But hatch as a mechanic is already a freebie for survivors, they shouldn't be given anything more that contributes to that.
We can agree to disagree, they need a change, but they are not broken.
Harder to find in chests, 80% rarer in the bloodweb, and perhaps change the mechanic of purple keys. But making keys the same as moris and completely ridding them of “prematurely ending the game” then means that there should no longer be challenges such as “ escape through the hatch “ and things like that as it’s hard enough to find 70% of the time.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1815140#Comment_1815140
You could read my answer to your posts, too.
Like i said your argument with moris would mean that you dont allow key escapes before the gens are powered. Moris cannot shorten the game anymore, same treatment for keys.
And pink keys are easier to get then purple keys.
So, all 5 gens have to be powered for hatch to spawn at all? Seems a little one sided. And would thus make achievements/ challenges to do with hatch much harder, but hmm would add a challenging side I suppose..
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815035#Comment_1815035
They still had one gen left. Had I not played like I did, three of them would have been able to waltz right on out as soon as they wanted to. Instead, my hand gets forced and I have to slug one of them with the hopes that the other three are going to be altruistic (which in this case they were).
EDIT: Actually, I must have taken one of them out before this because if there is one gen left, the hatch wouldn't have appeared. Adjusting my post accordingly (so changing the fours to three). I just recall slugging once they got to One Gen but I must have killed one of them in the process.
Had they not been altruistic or had I not been able to find one of them to down before they all got to the hatch, I'd have had three people skip their way right out of the trail without having to finish their objective or worry about me stopping them. I got lucky I found one of them away from the hatch area and I got lucky that the two people didn't just cut their loss and leave like they probably should have...
And I’m saying that sucks, but what changed do you propose to the key/hatch to make it balanced?
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@ukenicky said:
I just want to be able to use keys for aura reading more idc about escaping through hatch.
I like the idea of greatly increasing Broken and Dull Key's Aura Read duration and making it so that only Skeleton Key can open the hatch and then whatever Behavior's plan is to nerf hatch.
I just want aura read keys without being called every name in the book lol.
I think it’s a great idea that can be expanded upon in the future if needed. And aura reading keys are literally limited time object which is so helpful.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1815053#Comment_1815053
Moris are technically removed, so with your argumentation it is ok to remove keys, too. Both were op bc they could shorten the game. Moris cannot do that anymore, keys should get the same treatment.
So no hatch escape with a key before all gens are powered.
If that’s gonna be the case then moris and keys might as well be completely removed.
So yes, in theory.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1815053#Comment_1815053
I don't want them removed.
What i would do is make them only usable in end game crisis.
They can be used as a backup when the killer closes the hatch and the 4 man escape achievment is still possible.
I still want them to have a use. Just not end the game prematurally
Yes but no.
youre saying about ending the game prematurely, yet in most of my games I’m with 3 man or a duo team, and we still have to do gens and stuff to get hatch to spawn.
I barely ever find keys in chests, but I think that could possibly be removed. But saying they can only be used when hatch is shut or when all gens are done seems a tad stupid. Do you have any other ideas??
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/213103/how-are-keys-unbalanced
The fact that keys can be found in chests midgame negates your argument. Secondly, it's unfair that only one side now has an item that can shorten the match in their favor. Give players a 'win', undeservedly. You could hide in a locker for most of the match and urban evade all of the map undetected and escape with key. You could be in a 3 gen situation with two other survivors and completely avoid finishing the match and everyone escape in hatch.
Read my other comment where I’ve included possible changes. You can’t be mad at a game mechanic and just be like “ broken, must be removed. “
I want solid suggestions of what people can do with the hatch or key mechanic to make it more balanced. Read my other comment to see possible ideas :)
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@Mister_xD said:
they actively punish the killer for doing well while simulaneously rewarding the survivors for doing poorly.
they are just unhealthy for this game.
But in order for the hatch to spawn, the survivors have to do the generators which is actually their main objective anyway? It’s a two way street. Look at my other comment about possible changes :)
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@bingbongboi90 said:
https://forum.deadbydaylight.com/en/discussion/213103/how-are-keys-unbalanced
I cant alter mine perks when the broken item Spawns in a chest so....
Just remove Keys from chest and then i am fine
That’s a pretty good idea. I think that they need to be rarer in the bloodweb too.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/213103/how-are-keys-unbalanced
fine, one survivor has a key, and brings the offering to place the hatch at the killer shack. now in the course of the game three gens get done (easy to do) the remaining 4 are in a tight area so it's easy for the killer to patrol the gens. and in the process one person is dead already and a second is in struggle. the key holder and the other will go to the shack and wait out the struggle and then blamo two get out without much work at all.
this is WHY the key and hatch mechanics are very unbalanced as was original and then the first nerf of moris which I will agree there was something needing to be done. I think that the mori change in and of itself was a good change but the fact that it was done and released because they could do so made the devs appear even more survivor sided than they were before. this is why I suggest they should have waited for that simple change to mori and state when the changes came out they waited to make it an even exchange because both killers and survivors agree that something needed to be done to BOTH of these items and thus they were following the wishes of the community at large.
thus with mori's taking a long time and if the killer goes to mori the second person, the other survivors finish that third gen they now have more time to get to the shack where they KNOW the hatch will spawn (offering used) and two gets out with a minimal of effort and the killer gets cucked on points as well as emblem progress because the game is immediately over. Do you now see why both are talked about in the same breath? How both mori's and keys are linked even though they are not totally equivalent? and thus keys are fairly unfair and mostly broken?
Keys are not broken, they’re nowhere near broken.
they need a small nerf, for moris you now have to get another hook.
look at my other comment with possible ideas.
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@Sluzzy said:
Buuuut...mori was nerfed so something on survivor side has to be nerfed too!
I don't remember the last time I saw a key being successfully used. Killers have a zillion tactics and perks to deal with keys but refuse to use them because they can't stop using Ruin and Undying and their other meta perks.
Agree but disagree, keys need a small nerf but they are nowhere near broken like some people claim
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@Alphasoul05 said:
https://forum.deadbydaylight.com/en/discussion/comment/1814650#Comment_1814650
BuT yOu NeEd To Do GenErAtOrS So ItS BaLaNcEd
I don’t need petty, unhelpful responses, if you’re doing that in my threads just leave, thanks. :)
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@KateDunson said:
An item that makes u win just because a certain number of gen/kill has been done can't be balanced.
Then change keys, but look at my comment on the same thread. The one with 1-4 different ideas.
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@Zarathos said:
Very simple way to bypass franklins. Drop the key on the ground. Its is now impossible to make that key disappear. Put it in a position the killer wont spot and suddenly you have negated franklins.
Even then as killer spending a slot to overcome the key disadvantage is akin to running lightborn sure its nice when it works but you spent a perk slot to counter survivour items. A killer perk suite is already a nightmare to run your desired builds with 4 slots. Now your playing with 3 slots. Thats huge.
Next point franklins doesent work again because once you drop the item the killer needs to defend it to guarrantee its removal. Thats 90 seconds of gen time. I had a clown opponet where he franklins my toolbox and he just hung around the area. I directed my team to do gens far from the toolboxes position and we nailed out 3 gens just to stop my toolbox from being recovered after which the killer dced because ofc he did like you thought franklins countered my toolbox when really the perk trapped him into losing 3 gens.
I don't want keys nerfed i want hatch spawn to be nerfed so it spawns at all gens done or last survivour standing no other circumstances. This idea isnt a strict nerf for survivour as killers will now have no way of knowing the hatch location until the end game collapse start unless there are no gens left. A nerf to the key mechanic and a buff to the last survivour standing.
There are so many ways hatch messes with dbd. From survivours choseing to leave there team behind. Losing an intense game to a random hatch effectively ignoring the last 2 gens or 1 gen left. Or just exaspearating the swf advanatage further.
An animation change or unlocking action wont make a difference if anything it will make it worse as now the hatch is encouraging survivours to leave there allies behind.
Okay read my other comments about the keys and ways they can be changed. It’s in this same thread, let me know :)
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@EsotericBackwash said:
These are just my opinions.
You admitted gens go by fast in a normal game
How is a killer supposed to pressure on two or three gens at once in the middle of every chase. If It takes me like 20 to 30 seconds to down someone in a very strong part of the map, and there's a gen with two people on it and another gen with one person on it (god forbid all three survivors are on their own gen) there is no real way I can successfully stop gen progression. Even while I have someone on a hook, in a chase, and while someone tries to save. That leaves one on a gen, and with how long it takes to get to the second and third stage of a hook, the second person is probably committing to the gen. The best case scenario is to find the third person on the right gen to create pressure on the third person. So, if the survivors play correctly (Which doesn't seem very hard to do, especially in a well coordinated team on a fair map with meta perks) with aggro taken in a responsible manner, and taking into account slowdown perks from the killer it seems impossible to truly stop and put pressure on multiple survivors without the survivors making mistakes, when my gameplay should really be impacted on my skill to down survivors in a timely manner while they DON'T make mistakes.
And then add keys which completely subverts the objective. And the more pressure, or kills, a killer puts into the game, YOU get rewarded for that. Because the hatch comes from how many survivors are alive, PLUS the work survivors put into the game.
Then think about how moris got nerfed. Which make it so survivors are on death hook already, and depending on the mori and hook placement, it's faster to just hook someone to kill them. (IMO)
But getting rid of keys would mean getting rid of Moris for one.
- I personally think that you shouldn’t be able to get keys mid game from chests.
- There should be a timer for opening hatch, up to 10 seconds
- Only pink keys can open hatch, Purple ones be used for auras/add ons only.
- Or make all blood web keys like 80% rarer.
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they aren’t completely unbalanced though? Sure they need a little change, such as said above, go take a peak instead of repeating the same thing.
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@Bard said:
If you get an unlucky spawn, you can lose 3 gens for your first chase even if you end it within 30 seconds.
One more gen after that, and one sacrifice, and the other three get to win no matter how badly they ######### up the rest of the game.
Keys are bullshit because they let survivors circumvent their already easy win condition.
If you get a 3 gen, barely holding on but still very much in it, a key means you lose. Why? No reason. What can you do? Nothing, really, just hope they're ######### eniugh to get stomped.
Imagine if in the League/Dota world finals, somebody pulled out something that changed their win condition to "destroy one inhib/rax". That's what we're talking about here.
But the removal of keys as a whole which is what a lot of people want seems so drastic to me? I agree they should be nerfed.
- adding a timer, so 10 seconds to completely open the hatch.
- no timer but the person with the key can escape but it shuts straight after.
- change the mechanics of purple keys to be used for add on purposes only and only pink keys can be used to open hatch. ( this means making them rarer in the bloodweb also. )
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@Sonzaishinai said:
Honestly it's not the balance parts about keys that annoys me. when you get to the clutch part of a match when it usually get's to be the most fun the game just ends with keys. How powerfull they are honestly really doesn't matter. they are funbreakers.
Worst part is that they break fun for both sides. If i didn't want to deal with mori's i would just play killer.
With keys either way the game suddenly ends at the most fun part and usually as a survivor it means you got left behind and almost certainly are going to die.
Ending the match prematurally just isn't fun. it doesn't matter how powerfull it really is
I can understand that frustration, but would you say that they should make pink keys more rare, then change the purple keys to being 20 seconds but they can no longer open hatch and instead can be used as aura reading ones etc? Because removing keys completely wouldn’t be fair unless mori’s were removed as well really.
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@TragicSolitude said:
I played six survivor games today running Plunderer's and that new perk from Elodie, Appraisal. There were no extra chest offerings. I found four keys and a rainbow map. (I was running it to find flashlights so I could do the stupid blinding challenge without tipping the killer off. I found one flashlight in those six matches with all that chest-searching. One.)
Anyway, one key can get all four survivors out. As stated above, it's pretty easy for survivors to get three gens done. It's the fourth and fifth gens where the killer can apply more pressure. With a key, though, the survivors can bypass getting out of a three-gen. One death, and the other three skip out through the hatch, which absolutely screws the killer.
The devs themselves say the killer isn't really meant to stop the first three gens from getting done, the killer gets stronger when it's down to one or two gens, and yet there's an item in the game that lets survivors skip out at this very part. Makes perfect sense.
Now it all makes sense, you stole all the keys and that’s why I never find one.
But in all seriousness 3 gens means 2 survivors can escape. And 9/10 the killer has the chance of finding the hatch whilst patrolling generators? They still have to do gens to get to that point. If people are saying 3 gens are easy then make gem speeds longer by 15 seconds, or killers need to run Franklin’s.
Theres such a double standard for this game. If a survivor gets tunnelled or slugged then they have to use ds or ub, so if killers are so butthurt about keys, why can’t they just bring Franklin’s?
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@tippy2k2 said:
My game yesterday was a great example
In the lobby, no keys. At the one second mark, two survivors switch to keys and they have the offering that tells them the hatch is in the main building. We go to the preschool level.
People act like getting 3 gens popped off is impossible but it's not until the end that killers can realistically defend gens (when there are only a handful left). There's literally nothing I could do cause I know exactly where that hatch is but I can either stand there and defend it (letting the gens get done) or I can defend the gens (letting everyone walk out via Hatch at their leisure).
The only reason I was able to actually do well is it was clear this was a SWF so they were overly altrustic when I started slugging once the hatch spawned. I forced them to choose to leave a man behind or just leave via the hatch with 3 instead and they insisted on getting their downed person saved. But then of course somehow I'M the ######### for slugging when they pulled their little lobby stunt :D
But keys aren’t unbalanced though? If it’s a swf team then they have to do all gens for the hatch to spawn anyway? Therefore there’s plenty of time to outplay them, hook one, slug one etc. Nothing wrong with that..
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@ALostPuppy said:
They are *kinda* unbalanced, but imo the only thing that's unbalanced about them is the fact that they have no animation or time required to open the hatch so you can do it mid-chase. It's really cheap and annoying, but it's something that could be easily fixed (and it seems like they're going to fix it)
The actual requirements for the hatch to spawn and be used with a key I have no problems with. If survivors want to get any use out of a key they have to do gens, and they also have to be together and on the hatch to actually get out. And 9 times out of 10 the killer knows, even before the match starts, that a key is in play. Hell they can even influence where the key spawns with those new offerings.
I definitely agree that it should take a few seconds in order to open it as it would then be more balance instead of a cheap way.