Keys Discussion (Stay Wholesome Please)
First: People escaping with a key is intended and cool and fun and clutch and can be awesome at times. At others, it can be a bit frustrating.
Example 1: As a non-tunneling killer, I try to 3hook everyone. So lets say they have 4 gens done, 1 dead, and 3 on death hook. This is an interesting spot for a killer. 3 gens on the field and 3 survivors means he cannot efficiently pressure them all. Hit and run, kicking, avoiding bad chases, etc. is a tough time for a killer. But it is also indicative of a GREAT game. Where the survivors are SO close to winning but so is the killer. Keys can take this balanced game and turn it into a 3 escape
Example 2: A game where the survivors did poorly and only got 3 gens on but have lost 2 people already. This is a good spot for a killer. 1 to chase and as long as you down them before 3 gens get completed by a single person (80 seconds each) they are probably going to wind up with a 3k or a 4k depending on hatch. Keys take this well played killer game from an easy 3k or 4k and can turn it into a 2k if the second person just follows the guy with the key until they find hatch. (this leaves a red rank killer with a depip by the way).
This creates a bit of a pickle as one item can DRASTICALLY change the way the game is played and the outcome. Similar to old Mori, the killer just had to do their job for a bit and could remove multiple people. Ebony Mori was broken strong. But keys are doing something similar here. It also seems to encourage tunneling from killers to ensure the above doesnt happen... An unfun way of playing and an unfun thing to play against as survivors as well.
So! Here are my 2 ideas.
For both ideas: Increase the charges on broken keys to make them viable for aura reading.
Idea 1: Dull & Skeleton keys are removed from survivor inventory (refunded BPs) and these are ONLY lootable in game. No longer an item that can be brought in. You can run builds for them like Plunderer's and Appraisal and use the looted key the same way they are now. BUT it will remove the guaranteed escapes of a key/map combo with SWFs and bring in a bit more RNG. And at least one survivor will be looting lots of chests and not doing gens until they find their key.
OR
Idea 2: Dull & Skeleton keys are 1man use. You close the door behind you.
Pretty simple. If everyone brings a purple or pink key, they can all get out. The SWF strat still exists here too as well, as 3 people with keys and one with a map can still all escape. Map locates it, keys all jump out, last guy is the last guy so the hatch opens since he is the last remaining, and he just jumps through too. But that takes a lot more items to pull off. Draining the supply of keys a bit. It also means the team isn't running Key, Map, toolbox, medkit… they ALL have to have keys and loot for their other items if they need them.
So in both ideas, SWF can STILL do the hatch/map combo and do some crazy cool plays. Its just a lot more inconsistent. Which, in my opinion, would be something killers couldn't complain about. Like deliverance, its a gamble.
It is also worth pointing out that keys currently completely counter certain killer builds. NOED, Bloodwarden, No Way Out, Remember Me, Fire Up, Bitter Murmur for example.
What do you guys think?
Comments
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I disagree with making the green key only for one man escapes. It is a green item, meaning it is a rare item which means that it is a fairly common item and makes a huge impact on the match you are in for selfish escapes. So now survivors have an item that is common and is used for only one escape. This could lead to many survivors using their keys to escape and easily gather abundances of keys as well.
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Green keys don't let escapes happen. I didn't suggest to change that. Broken keys are green, I only suggested increasing their charges for aura reading. Dull and Skeleton (purple and pink) are the only 2 that allow escapes.
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oops, I for some reason read "dull keys" and thought of broken ones. lol sry.
I guess those are pretty good changes to keys then, it would force people to run a key instead of one guy bringing a key and everyone else medkits.
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I like the first Idea, but would make some changes to it:
-Give the broken key some actual usage not attached to addons.
-Using a key to open a hatch breaks it permanently, awarding a broken key to the escapee's inventory.
-Make 1 skeleton key per match spawn in a chest. This key is blocked by the entity and only released after at least one survivor is dead.
-The killer can break a blocked key permanently by stomping on it.
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I don't mind keys so much. It agree sometimes it can be frustrating when you work hard to set yourself up well and it's all for not because one person uses a key and 2 or 3 people escape. I just posted some numbers from a little experiment I did yesterday. I only had 1 hatch escape in 25 red rank games and it wasn't from a key. There were 3 keys brought that could have been used to open the hatch but I was able to kill them before they could use it. So from my experience, keys and especially key escapes are pretty rare.
I suggest to leave keys the same, but I would change how hatch works. As survivor I like that if my team just utterly fails there is still a way for me to possible get out. I also like the tension that hatch race brings when playing killer. Maybe it should be that only 1 survivor can escape through the hatch in a match. If someone brings a key and uses it, only they can leave and it doesn't open at the end.
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To be honest I think hey escapes are completely game breaking. There is no counter to it. So many times it has got to a 3 gen situation and I think, ok maybe I can make a slight comeback he.... nope apparently gens don't matter
How is it fair that survivors can just end the game early if they are doing well. When a killer does well the last survivor still gets a 50/50 chance to escape through hatch despite being wrecked all game. A key escape is the equivalent of the last remaining survivor being instantly sacrificed.
Just another example of the game being designed for the survivors to escape
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