Bringing a key is a threat. Until when?
Once in a while when i bring a key, the killer decides to use the most annoying killer and perks.
The killer already decides that I'm toxic or planning to hide all match.
They are tunneling me no matter what, makes me feel like I'm playing against them all by myself.
I'm tired of this happening every time i have a key.
Why do they not play with a different mentality?
Comments
-
lol right, shouldn't put the answer in the title. Actually I see it more of a threat as a survivor. My teammate is banking on me to die, so I won't unhook that person then take the key when they die
4 -
Entered a lobby as Michael Myers. Wasn't planning on using any addons or anything special, just a normal game. Notice there's a key. AND a map.
Welp, tombstone piece it is
1 -
I mean, what change needs to be made for the key to stop being a "threat"?
0 -
No one likes a freeloader.
Keys will stop being a threat when they stop serving as freerides for survivors who don't do anything and/or only care about themselves.
0 -
well if it wasn't a threat it wouldn't be very good.... maybe can find them in game only, or make it take a few skill checks or make it like picking a lock in Fallout. There's been a few threads on different key ideas
1 -
Easy. Remove keys from the bloodweb and make it so you only find them in chests. If they find a key through plunderer or something, good for them but if you bring a key into my lobby prepare to get tunneled and hit with Franklins.
1 -
As a survivor when I see a key I think "oh great this guys going to do the bare minimum of the objective than leave us to die". That's been my key experience more often than not.
As killer I just focus you in any situation where I see multiple players.
4 -
I would say two changes need to happen:
1: Keys only need to let one survivor out and then disable the hatch (even if its 1v1) unless the gates are powered or someone uses a key again. That way it isn't a mega insane alteration to the victory condition but you being super selfish and making it near certain everyone else dies.
2: Killers need to care WAY less about hatch escapes points and pip wise. This is actually a really negative aspect of the game overall that has other ramifications (end game slugging, for example) because the killer's objective is all survivor based, and someone escaping can legitimately take you from a pip to below even a black pip just because of devout and malicious losses. If the killer got to treat you like you were hooked an extra time (max three) and left injured that would do a LOT to make them sweat it less: now its NICE to get the last survivor, its not NECESSARY, and the key is not as dramatic an alteration to the killer's win condition that makes victory near impossible. You should be like 'shucks' and not 'I need to make dramatic alterations to the way I play to ensure this does not happen.' Same as Moris.
1 -
Learned from mistakes. I don't take a key in the lobby but only through chests and trying my luck from there.
1 -
I have a better idea.
Make it so keys don't open hatch when it was closed by the killer AND when exit gates aren't powered.
Bingo, two most frustrating and problematic keys scenarios are gone, we can even buff keys addons to make them aura reading items with a bonus of alternative escape.
No more problems since keys would just provide an alternative way of escaping in certain cases when exit gates are a bad option.
1