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new update for keys
dear devs and community.
with the new hatch mechanic i think it's now time that we change keys to provide a new function.
so how about it?
are we finally ready to change keys? here's my suggestion:
keys no longer open hatch, but instead instantly open chests and increase item rarity based on key rarity. add-ons can be used to determine what kind of item is found when using a key.
new perk:
plan B - allows the player to perform a lengthy and noisy forced opening of the hatch after it's been closed. progression is reset if the player cancels the action.
Comments
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I like the idea for Plan B, but wouldn't it be smoother to add that onto Left Behind instead of making it a new perk?
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Regarding how keys work with hatches, I think that part should remain the same, but make it so that all keys do that, not just the purple and red ones. Making them speed up chest opening (not make it instant) is a good idea IMHO, along with allowing addons that can boost the chance (or possibly guarantee) of certain items. Then you could give the keys 1/2/3 charges. This allows for strategizing on whether one wants to save a charge for the possibility of using it on the hatch or go for the chests instead.
Get rid of the "time burning" effects of the current addons and either nerf their effects commensurately or replace them altogether.
Make Keys Great Again! (tongue in cheek)
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i posted about adding it onto left behind years ago. but it got a lot of flack so i figured just make it a new perk.
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broken keys (the green ones) currently are just key rings for aura channeling. they don't open hatch at all.
purple keys (called dull keys) are used for opening hatch only as their charge time for auras is significantly less than green keys.
red keys are for both.
i don't necessarily dislike your version. anything is better than the current version, but thematically here's my version
green (broken key) - auras
purple (old key) - unlocks 1 chest. reverts to broken key after use
red (skeleton key) - unlocks 1 chest or hatch. reverts to broken key after use.
if a perk gets added to allow opening of the hatch then... i don't think keys should open hatch anymore. in this scenario the iridescent key would need a new function. to which i suggest making it like the iridescent map with all auras or making it like ace in the hole (higher rarity items spawn in the chest)
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I'd personally make them lean more into the aura aspect of them and instead turn them into amulets
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maybe amulets could just be their own item and keys no longer be about auras. that'd be cool.
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At that point just delete keys
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sure 🤷🏻♂️
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I completely agree, you need to make sure that the yellow key (new) gives 1 charge, green 2 charges, purple 3 charges, red 4 charges. And a person would have the choice to open a hatch or chest instantly / skill check for instant opening / accelerated opening in 100% /you can choose from this I like all 3 ideas.
As for the auras, you need to transfer them to the map, then at least some sense will appear in it.
Improvements per key will be approximately /you can see the chest within a radius of 6 meters, the item being pulled out will receive 1/2 improvement, the quality of the improvements, the quality of the item, the item itself. Well, maybe an aura on the hatch, but I doubt that it should be on the key.
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at least we all agree that something should be done. keys are pretty terrible right now.
for reference - maps have 2 version. green and red. green comes with 1 tracked generator, is for generators, totems, and chests, and you can combine addons to see other things like hatch, gates, killer belongings etc.. red has all add-ons automatically applied and tracks 3 items randomly. basically red maps just allow you to use other addons that enhance range or provide the ability to mark and such.
keys add-ons show survivors, the killer, and who's the obsession. but pretty pointless to know who the obsession is now since it's clearly indicated on the left side of the screen.
perks - plunderer's instinct shows up chests and allows the player to get a higher rarity item. pharmacy grants a medkit on first pull - it's quinten's perk. bill's perk left behind grants vision on hatch when near it after it spawns. plunderers instinct reveals nearby totems and such and works with a map. there's a flashlight perk for chests similar to pharmacy, etc.
and there are offering blueprints that show the basement.
so much overlap, but keys are completely useless in the face of bond and end game collapse
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