Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
A key nerf isn't what we need, we need to rework the hatch
Nerfing a key to open the hatch slower or open it with skill checks wont solve the main problem keys currently bring to the game, leaving the game earlier. Like old moris, keys were a survivor counterpart that let you end games early. The only way to balance keys like moris is to adjust the hatch’s spawn values. What do I mean by this? Its a relatively easy fix actually, easier than nerfing keys. The hatch will only spawn visibly at 5 gens complete across the board REGARDLESS OF THE REMAINING SURVIVORS. The only time this will be an exception is when there is 1 survivor left standing. This will solve the problem where survivors can leave the game earlier, and keys won’t need a nerf! And again, it’s an easier adjustment then reworking keys as a whole.
Comments
-
I've seen many people suggest this but considering how long it's been taking for keys to get nerfed, my speculation is the devs are gonna nerf them harder than moris.
6 -
Why not both? Why not only allow the hatch to appear after 5 gens are completed and nerf keys to where they take 15 seconds to unlock the hatch and only be usable for the key holder.
7 -
What about teams who kill themselves just to let the last survivor escape no matter how well they do in match?
any suggestions for that?
1 -
The last part probably can't happen because of that one achievement.
1 -
people are gonna be having a hard time doing that once the new struggle thing comes out with skill checks. Like survivors won't be able to take themselves on hook right away.
1 -
I think they should make it so only 1 person can escape through the hatch in a match. If someone brings or plunders a key and uses it while with other survivors still alive it screws over the others. If multiple people have a key, first come first serve. Once it's down to 1 survivor, end game just automatically starts.
2 -
Or they can just remove the hatch from the game
5 -
Remove keys from the game. THAT is the rework.
1 -
no if there's one survivor remaining chances are they're just gonna hide and no one has the time and patience for it.
0 -
I would rather they fix the issue of a killer having to slug for hatch if they want to actually do anything about it.
This makes a situation of boring gameplay for both sides; to the point killers often just let survivors escape cause it's not worth bothering over; and survivors become entitled and think they are entitled to the killer not doing that which is equally nonsense.
Also of course, nerf keys, they are busted as hell.
1 -
Once 1 survivor is left the gates will be powered and egc will start
0 -
now that I would probably be on board with.
0 -
Mori + Key/Hatch fixes that i always talk about:
Fix moris:
- Make yellow mori basekit, it doesn't matter too much gameplay wise, and makes the game a bit more fun and moris a somewhat more common thing for games that killers completely win.
- Ebony mori allows 2 kills and at the start of the trial the generator furthest from the killer is automatically completed.
- Green mori allows 1 kill
- Moris now work on a token system. Every time you get a hook, you gain 1 token. Everytime a generator is completed, you lose 1 token. Spend 3 tokens to mori a survivor.
Keys:
- Make it so there is an unlocking animation for the hatch (think horror movies where the person fumbles with their car keys) for 10-15 seconds.
- Keys now only allow 1 survivor to escape, then it immediately closes.
- Once the hatch has been closed, it cannot open again for 60 seconds for any reason.
- Once the last generator has been repaired, or the hatch is automatically opened, the killer unlocks the "break hatch" action. Breaking the hatch, closes it, and renders it unusable for the rest of the trial.
- Buff franklin's to have the timer tick down if an item is on the ground (this makes it so good survivors can't just hide a key somewhere on the map as soon as they know franklins is in play)
0 -
Is it not possible to remove or change it?
0 -
honestly I'm not sure.
0 -
Gate spawns would have to be looked at or it would also pretty much be up to chance.
0 -
gate spawns kind of do need addressing.
0 -
Achievements can be changed as long as they are no longer possible.
0 -
hatch not having an unlock animation is just a huge game design flaw.
survivors instantly open hatch WHILE in chase? that's not fair at all.
3 -
I agree with the change.
However, they need to make the hatch be something given to whoever gets to it first. So, if a survivor is already standing on the hatch, waiting for it to open, the killer shouldn't get priority to close it if they weren't the first to arrive there.
0 -
There are two many matches at high rank that are won during endgame because the killer is able to pull through. Keys working like that will still feel like getting robbed in those scenarios.
But its an agreeable enough change. The key changes are necessary too imo.
0 -
I'll agree to that, if it is balanced by complete removal of the Mori.
Still in?
0 -
Gates should always spawn on the opposite side of the map and once 1 survivor is left killer becomes undetectable
0 -
Yes.
0 -
We need to rework 1v2 situation. Especially when both survivors are hiding and not doing gens.
0 -
Remove the hatch from the game. It ruins this game.
1 -
In addition they need to fix immersive gameplay when all remaining survivors refuse to do gens. Happened quite often when there is only 2 survivors left.
1 -
I can't wait for whatever the key rework is so people can stop throwing around the most ridiculous ideas.
What I hope for is keys to be viable aura reading items without killers being extremely upset at them being used and hatch having more strict spawn condition + unlock animation ot limitation on how many people can leave through it.
I just can't see them removing hatch
0 -
I like this change but the "Break hatch" action shouldn't make it unusable for the rest of the trial It can be used when there is 1 survivor left in the trial
0 -
It makes hatch more fair. If the killer finds it first, then that's it, the killer found it first, survivor still gets a chance to open the gates. This means that survivors can't go in and get a lucky key or the killer having to defend a 3rd objective. If you are getting to the point where you are the last survivor, you don't deserve the hatch, the hatch is something you get lucky with sometimes.
0 -
Then if you make it take 14s to open the hatch, they need to make it so killer needs 15-20s to close it whihc would make 0 sense. Else it would be unbalanced.
0 -
How common are hatch escapes, really? In all the time I've sunk into the game, there've probably been less than 10 hatch escapes, and all but one were last survivor standing.
The problem with a lot of the suggestions being made is that they encourage really bad or really unfun play. Hatch only spawns at five gens done? Two survivors left that still need to do two gens are just gonna hide forever. Break the hatch? Last survivor standing will just hide forever. Only one person can get out of the hatch? Survivors will do what they can to beat each other to the hatch, and will jump out immediately as opposed to helping others get to the hatch.
Is the current situation really so bad that this needs to be addressed? The current hatch spawn circumstances really weigh player skill out. Either the survivors are nearly done anyway, or the killer has already practically won, and then there's a slim chance that the hatch becomes a play.
1