0% Key Opens Hatch?
What sort of tomfoolery is this?! Here's the first change to keys......
Comments
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yes, keys do not require any charges in order to be able to open the hatch...the charges relate to the other benefits of the item just not the hatch opening.
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Good to know I always avoid using other add-ons with a key I intend to use on hatch but now I guess I can thanks for making this post!. =)
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Isnt it a great experience seeing a survivor teabagging at the hatch? Its so much fun the devs just needed to nerf franklins bc there was a slight chance you could counter that.
I know it was bc of the vaccine, but
1. There were other ways to solve that
2. You could easily make a quick nerf to keys like you did with moris
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Yeah kinda makes the "better franklins" useless huh?
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Devs when moris were nerfed: don´t worry, we´ll also address keys.
Devs when the community asks them 6+ months later about the key changes:
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I love how in the past months they didn't have problem to "quickly" nerf Mori and Franklins but they don't have time (or even worse and less fair don't want to) change keys in such a simple way to not be able to be USED (aka open) when they are EMPTY.
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yes........for some reason
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The funny thing is that they always say that they are changing keys more substantially and as such the change is taking (months)longer but I think I speak for a large amount of people when I say i'd be cool with a bandaid fix for now.
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What would that quick nerf be then? Moris were a simple number change, keys aren't that simple.
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They also could have just made franklins not effect the vaccine.
When you code you assign things unique values. So for example:
Medkit =x1
Toolbox=x2
Vaccine=x3
They probably have logic that reads to the effect :if survivor has item and killer has franklins then when killer hits with m1 drop item.
They could have changed that to: if survivor has item that is not x3 and killer has franklins then when killer hits with m1 drop item.
I took some very basic programming courses, im not skilled enough to code a game for sure but i understand enough to know that they didnt make this change because of the vaccines. Whats more likely is survivors hated the fact that their items would disappear. Ive heard even streamers complain about how it "feels bad" and they wont run franklins because "its mean." Even if the charges are gone they can at least get their item back now.
Im with you, the change was a bad one imo
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Just have the hatch only appear after all the gens are done. Also a simple number change
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That is my strategy vs key in lobby:
1) No addons
2) Use franklin
3) Hit person with key
4) DC immidiately
5) Have nice discussion in chat
Yes, this ruins match for 4 players, not only one. I hope at least few of them will blame the devs.
The key is to become so toxic that even teammates will avoid the key party.
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The sad thing it would be so damn easy.
Just change the hatch spawn condition to either all gens are done or 1 survivor left in the match.
But no,we have to wait until they rework moris and keys as a baseline mechanic which will easily take another 6+ months
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I had a gut feeling that they won´t do any key nerfs, when they introduced hatch offerings shortly after the mori nerf.
The Franklyns demise nerf only shows that its not a priority to punish survivors for playing bad. But instead to punish killers for playing good.
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Yeah it's a simple change to keys like the moris.
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It's so easy they're too embarrassed to do it after they've already taken so long.
Insted they'll wait another year or two when they have 3rd mori rework ready and release some minor key nerfs that won't solve the big issues they have anyway.
What a joy it is to watch them hard at work.
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It's so dumb.
There are a ton of really easy and good changes but BHVR hates simple solutions and overcomplicate stuff.
I hate how incredibly slow they are with changes
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Just lobby dodge, and if they last-second switch sit in a corner and let them play with themselves.
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1. One key lets only one person escape.
2. Hatch spawns only after 5 gens or 1 survivor left.
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Yh they wait for years and then they use the simple fix anyway. Like they did with iridescent head or moris.
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Wait so that means keys are the only item in the game that works without charges? Thats very weird
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Just make keys break when empty
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Can't do that. Gotta protect survivors items, even though they get to keep them if they escape whilst Killers lose every addon. Fair and balanced.
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Hey Mandy, has there been any updates one keys? Anything at all that you can tell the community? Even the smallest amount of information will help. We were told that were supposed to be looked into, but we haven't heard anything since. 😕
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I can't share anything that's not already public knowledge I'm afraid. We did say in our Anniversary Stream that the key rework would be with the Mori rework and I cannot offer any further information than that at this time I'm afraid.
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The update about keys is there is no update about keys.
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Just do a bandaid fix like you did with moris please.
It doesn't even change the future rework because you guessed it. You're reworking it!
Do we have to wait a year + for this like console optimization.
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How are keys not that simple?
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They COULD just disable keys, the way seasonal items/offerings are disabled. Just lock them from being used or acquired until the fix is in place.
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I've been calling it for a long time.
The devs love key's and there won't be any "major" change to it.
Probably only that you need 1 charge to instantly open the hatch.
But if they ever going to do a big change to key's then the first sign we will get from it will probably Q1 next year.
AND....... If we're luck we get the change implemented at the end of next year 😂
My feeling is they only say they'll be changing keys to keep everyone as quiet as possible
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if this was added this game would die imagine if every game you couldn’t lose iridescent head and belt image if you couldn’t lose scalped topknot or mother daughter ring this would suck
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Oh, yeah, they don't give a #########. That much is painfully evident.
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Keys are pretty gross. I don't understand why that isn't seen as a pressing issue when changing moris again, when they currently don't even do anything, is somehow super important.
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Oh, no, a llama hex?! That's rough; I feel for you.
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"a quick nerf to keys like they did with moris"
it took them 3 YEARS to up the hook requirement number by 1.
i know it was an extremely simple (and IMO boring & over the top) nerf, but it was most certainly not a quick one.
with other words, if the key update features any, even just slight, changes on the base item and its mechanics, i dont expect it within this decade.
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a nerf would be as simple as making it so keys can’t be used if there are less than a certain amount of charges so that at least the new franklin’s wouldn’t be completely useless
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Given how they nerfed Franklin's to no longer affect keys, it's pretty obvious that they're not being honest with us about any rework on keys. We keep hearing "it's being worked on" but we've heard that for a long time now. The Mori nerf was swift and simple and as many people in this thread have stated a good key fix would also be swift and simple: Hatch doesn't show until only 1 survivor left or all gens done and keys only allow escape for the keyholder.
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With quick i meant quick to implement.
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Why not just make sure that the hatch can be opened with a key has full charges?
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Keys allow multiple survivors to rush into the Hatch without finish the remain Generators.
Keys ignore madness Tier 3.
Keys ignore Franklins.
Multiple Keys can be used to open the hatch in the same match.
The closing hatch animation, put you out the hatch, so the second dude can instantally opens it again.
Closing the hatch after someone uses a Key starts the EGC even if there are multiple survivors still alive, #########, why if i want to stop a second dude to instantally jump, i allow a third to open the exit door?!
KILLING the Key user, only makes the Hatch to spawn faster, and other guy will grab the key again......
I don't think is that hard make the Hatch to ONLY spawn when the doors are powered. so the survivors had to finish the generators even if someone died.
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I don't think is that hard make the Hatch to ONLY spawn when the doors are powered. so the survivors had to finish the generators even if someone died.
It's not, no, but the problem isn't the hatch, it's the key. Note that nearly every single problematic situation you mentioned is about keys, not the hatch itself.
Now, that's not to say the hatch is a perfect mechanic, because it's not, but keys are the bigger issue at the moment, and I've yet to hear someone suggest a change to the hatch that would help it keep its (important, IMO) function without the current drawbacks.
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Thanks for at least answering, we all value transparency. 🙂
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