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Key and Mori Reworks :)

Okay, a bit controversial topic but here we are. Both Keys and Moris are stupid for their own reasons. However reworking them without touching the core concept is possibly the ideal situation. Which is what i'm trying to do. Hopefully i do achieve this goal with these reworks but we'll see :)


-- THE KEYS --

General Changes:

Hatch Mechanic:

  • Upon using The Key on The Hatch, Survivor enters a 2s animation of opening the hatch.
  • The survivor can be grabbed during the opening animation but cannot be grabbed during the hatch escape animation.
  • The Killer cannot close The Hatch during the hatch escape animation.

The change here allows survivors to quickly escape like they do with current keys while also still giving a chance to the killer to prevent the survivor from escaping in front of them. Since the time it takes to open the hatch is 2s, if youre healthy you can risk baiting the killer into M1 to grab, like during the unhooking, and then escape while the killer is recovering from the hit.

Broken Key:

  • 60 Charges. When the hatch has spawned, drain The Key at the rate of 1 ch/s.
  • Once the charges reach 0, consume The Key.
  • Tremendously (+2s) increases the time it takes to open The Hatch.
  • Can be used to open The Hatch. Doing so consumes The Key.

Dull Key:

  • 120 Charges. When the hatch has spawned, drain The Key at the rate of 1 ch/s.
  • Once the charges reach 0, consume The Key.
  • Can be used to open The Hatch. Doing so consumes The Key.

Skeleton Key:

  • 90 Charges. When the hatch has spawned, drain The Key at the rate of 1 ch/s.
  • Once the charges reach 0, consume The Key.
  • Slightly (-0.5s) decreases the time it takes to open The Hatch.
  • Can be used to open The Hatch. Doing so consumes The Key.

Part of what makes Keys annoying is their persistence in the game. You can Franklin's you can tunnel but then someone else can just pick up The Key leaving you with the same problem. Making them go on a timer will limit survivors' opportunities to get the hatch while still leaving them with an escape card if they're fast enough.

Add-on changes:


COMMON:


Prayer Rope:

  • Adds 10 Charges to The Key.

Scratched Pearl:

  • While The Key is draining, reveal the auras of all survivors to you.
  • Slightly (+0.25 ch/s) increases the consumption rate of The Key.


UNCOMMON:


Prayer Beads:

  • Adds 20 Charges to The Key.

Shattered Pearl (New):

  • While The Key is draining, reveal your aura to all other survivors.
  • Slightly (+0.25 ch/s) increases the consumption rate of The Key.

-- Eroded Token (Removed) --


RARE:


Prayer Cross (New):

  • Moderately (+33.34%) increases the charges of The Key.
  • Slightly (+0.25 ch/s) increases the consumption rate of The Key.
  • Instead of draining when the hatch is spawned, The Key is draining whenever you're injured.
  • While The Key is draining, passively heal you at 50% (32s to fully heal) of the normal Healing speed.
  • The Healing speed is unaffected by the perks, addons or status effects.

Shining Pearl (New):

  • While The Key is draining, reveal the auras of all Generators, Survivors and Killer Belongnings to you.
  • Considerably (+0.75 ch/s) increases the consumption rate of The Key.

-- Gold Token (Removed) --


Very Rare:


Weaved Ring:

  • Slightly (-16.67%) decrease the charges of The Key.
  • While The Key is draining, the add-on is active.
  • While the add-on is active:
    • Do not lose The Key upon death.
  • The Key is unaffected by The Killer's perks.
  • (Leaving The Trial will consume this addon.)

Milky Glass:

  • Slightly (-16.67%) decrease the charges of The Key.
  • When The Key would be consumed, the add-on activates.
  • While the add-on is active:
    • The Key cannot be consumed by The Entity.
  • (Leaving The Trial will consume this addon.)

Unique Wedding Ring:

  • Reveals the Obsession's aura.
  • Tremendously (-100%) decreases the odds of becoming the Obsession.

ULTRA RARE:


Blood Amber:

  • While The Key is being consumed, reveal The Killer's aura to you.
  • Tremendously (+1 ch/s) increases the consumption rate of The Key.


-- THE MEMENTO MORIS --


General Changes:

Base Kit Mori:

  • The Killer is granted an ability to kill a Survivor by their own hand if the other Survivors are in Struggle Phase, Sacrifice Phase or if there's only 1 Survivor in the trial. This Survivor will be referred to as the Outsider.
  • If the Outsider has Torment Status Effect, The Executioner can perform the Final Judgement no matter the Hook Stage of the Outsider.

Bloodpoint Score Events:

  • Killer Categories:
    • Added Late Kill Sacrifice score event which can be triggered by killing a Survivor by your own hand during the End Game Collapse. It grants 1250 Bloodpoints.
    • Added The Last Judgment Sacrifice score event which can be triggered by killing a Survivor by your own hand during the End Game Collapse using The Executioner's Final Judgement. It grants 1250 Bloodpoints.
    • Added The Deed is Done Sacrifice score event which can be triggered by killing the Outsider by your own hand during the End Game Collapse. It grants 750 Bloodpoints.
      • Stacks with Late Kill and The Last Judgement.


  • Survivor Categories:
    • Added Outsider Escaped Survival score event which can be triggered by escaping the trial as the Outsider. It grants 1000 Bloodpoints.
    • Added Outsider Dead Survival score event which can be triggered by dying to the killer in any way as the Outsider. It grants 750 Bloodpoints.
    • Added Tension Survival score event which can be triggering by surviving long enough to see one of the other survivors being killed by the hand of The Killer. It grants 300 Bloodpoints.

The changes here are targeted at making Mori more of a normal part of the game while also adding new score events to adjust the changes. Survivors are also compensated for losing a fellow survivor or managing to escape when they're the last one standing.

Offering Changes:

Rare - Ivory Memento Mori:

  • You become Obsessed with 1 survivor. Whenever a Survivor is rescued from the hook, they become The Obsession.
  • When the Exit Gates are powered, you're granted an ability to kill 1 survivor that has been hooked at least twice and isn't your Obsession.
  • (You can only be Obsessed with 1 survivor at a time).

Very Rare - Ebony Memento Mori:

  • You become Obsessed with 1 survivor. Whenever a Survivor is rescued from the hook, they become The Obsession.
  • When the Exit Gates are powered, you're granted an ability to kill any survivor that has been hooked at least twice and isn't your Obsession.
  • (You can only be Obsessed with 1 survivor at a time).

-- Cypress Memento Mori (Removed) --

These changes are focused on making Moris more of a comeback tool rather than an unfair addon that can delete players from the game early on. Obsession gimmick woul help solo queue players that spawned on their own confirm that its a mori and not a shroud. Obsession gimmick would also let killers create some obsession based builds that they can use if they know they can kill survivors fast enough.

Comments

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    The key change didn't really change much. Survivors will still get a free escape.

  • JakeHorror
    JakeHorror Member Posts: 24

    the change was targeted at the scenario where you A) chase the survivor and you both bumped into the hatch B) you close the hatch only for survivor to instantly open it again.

    Both Hatch change and Keys change make it so you can either push the survivor away from the hatch until the key expires or close it before they reach it and then play around the grab 2019 style.

    You would still be able to grab the survivor if you're fast enough or get baited into hitting them allowing them to escape. Yes Hatch is annoying but it is part of the game and making it take more time to open would make it extremely unreliable.

    But the point stands with these changes if you let survivor escape through the hatch you either didn't even know where they went or got baited into hit. It wouldn't be free but rather you'd have to be outplayed

  • I do agree that hatch does need some sort of animation, but 2s I think is too short.

    What if the hatch was treated more like a gen? Make it take 20 seconds to open with a key. It also makes a notification to the killer when the hatch is being worked on. Skill checks can also pop up when working on hatch. If you fail a skill check another sound notification will pop up for the killer and progress will be slowed, similar to working on a gen. Skill check swill not open hatch faster. Any perks that work on a gen will also work on hatch. (Examples: Red herring can be used on hatch; Pop can be used on the hatch, except in this case instead of regressing it will just reset the time to open back to 20 seconds; Etc. )

    I think doing this will add more to the game and make keys/hatch more interesting allowing more creative play. Survivors can fake opening the hatch to try to get the killer to check hatch force a mind game. Doing so is also a risk as now killer knows where hatch is because of the notification.

    __________________________________________________________________________________________________________________

    As for your mori suggestion.

    I do like the idea of adding an obsession. This will force killer to potentially play around DS even if their isn't one. I also like the idea of only allowing the killer to mori someone who's been hooked twice. I also think doing that drastic of a change to mori would nerf moris a little too much.

    I think a hybrid of your idea and the idea from this post: https://forum.deadbydaylight.com/en/discussion/comment/1765395#Comment_1765395, would be good as it still keeps moris powerful, but it doesn't incentivize killers to tunnel someone into a mori.