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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Please revert all map and key changes

Rudjohns
Rudjohns Member Posts: 2,814

Bring back what they used to be, with the same add-ons

The new charge system is not good. We don't have control over our own item. If you want maps and keys to be more used, then you should just buff the add-ons. Increase range, increase charges. Keys instantly open a chest is the only actual good change in my opinion. That could easily be an add-n, for the price of costing 25% or 33% of its charge. Broken Keys needed a buff to 30 seconds basekit (it was 10 seconds). Pretty sure nobody is using maps for the "Windows of Oportunity" effect. If someone want to see pallets and vaults, they would bring the actual perk, and instead of a map, they would bring a flashlight to help in chases.

And by reverting the charge system you can basically revert the Franklin's Demise nerf as well. It's a win win situation for everybody.

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Comments

  • SoGo
    SoGo Member Posts: 4,255

    Ok, I will likely be in the minority here, but I actually think that the charge changes are a significant upgrade.

    Sure, feathering the Maps/Keys made it last way longer, but with Maps you had so much stuff on the screen you had to hold it down a bit to actually see where everything is.

    Plus, Crystal Bead did NOT work well with feathering too. Now, you can see everything way more clearly.

    Plus, you rarely need that many uses.

    The only add-on for which this is detrimental is Blood Amber, as that was genuinely good when you were tapping the key instead of just holding it.

  • fussy
    fussy Member Posts: 2,099

    Completely agree. I didn't play enough with maps yet, but keys are cool now. Zero clue since when obvious buff become a "nerf".

  • SoGo
    SoGo Member Posts: 4,255

    Keys got improved on every front except Blood Amber, which was undeniably a relic from the time everything was allowed to be strong. But, Keys are now viable.

    Maps got improvements in function, getting Crystal Bead and Glass Bead basekit is good, but now track way less stuff. That is the only real nerf. But, tbh, most of the stuff (Hatch, Hooks, Killer Belongings) was not needed anyway.

    Oh and the removal of Empathy from event maps.

  • BrightWolf
    BrightWolf Member Posts: 602

    I agree, while I'm not against new things being added to the game, because how else can you avoid stantaion? I do think these changes need to be taken back to the drawing board and re-evaluated again. In a vacuum, they're fine, I suppose, but everything else if just too darn annoying. Especially the nerf to Franklin's, which has made the only counter to strong items completely useless.

    In what world should a survivor be allowed to infinitely blind the killer without their item loosing charges? Has Cote forgotten his infamous Hag match?

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Old maps needed the hooks to be removed, thats all. They should only reveal gens, totems, chests and exit gates

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,508

    Something which seems to happen fairly often with the devs is that they'll look at something and consider a change to make it better - which is good - but then ratger than smaller suggestions they then go all out and completely overcook it.

    Sometines, they just need to keep things simple. Pyramid Head is an example of that; his only problem was the add-ons, and they just focused on that. Now, he's a diverse and enjoyable killer to both experiment with and face.

    With the maps and keys, I feel it was to do the same - make some more interesting add-ons and retire those which don't offer much. Keep it simple, such as leave maps as is, but then have add-ons which do unique things like the Glass Bead, or an add-on which reveals all vaults and pallets. It's overcooked.

  • wilnunez
    wilnunez Member Posts: 25

    I disagree with OP. Before this update, Maps and Keys were literally worthless and it was pretty much always better to bring a med-kit / flashlight / toolbox. If you brought a Broken Key without any add-ons (or found one in a Chest) it did literally nothing. Similarly, if you brought a regular Map without add-ons (or found one in a Chest) all it did was.. show you generators. Plus, having to "track" objectives on a Map was a confusing mechanic for newer players. The only reason you'd bring a Key before this update was for the Blood Amber add-on, which turned it from worthless to extremely good at the cost of a singular purple add-on. Similarly, green Maps were hardly ever worth bringing over the pink Rainbow Maps due to just how much more they tracked.

    Now, Maps and Keys are excellent beginner player tools. Instead of telling every new survivor player to save up and immediately purchase Kate Denson for Windows of Opportunity, they can now just spend some bloodpoints and bring a Map instead to see the resources around them whenever they want. Instead of players having to level up Dwight immediately for Bond to see their teammates near them, they can just bring a Key and figure out where their team is on their own.

    Additionally, the previous Map "Red Twine" add-on (which tracked all Killer's belongings) used to show you props such as Trapper's traps. Absolutely unnecessary nerf to an already bad killer. This rework got rid of that add-on and gave us the purple Sharpened Flint add-on instead to show only Totems.

  • foxofthestars
    foxofthestars Member Posts: 174

    I agree with the map statement. Nerfing map offerings was ridiculous. I get the same rotation of maps now and it's tiresome. Today I got Bargo , midwich , Lery's and Dead sands. 🤦😐

  • thrawn3054
    thrawn3054 Member Posts: 6,357

    I think the charge change was a good move tbh. Like you said you had to hold the button for a while anyway. Imo they should have left the tracking abilities the maps had alone and added the windows effect on top.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    The "WoO" effect of the new map could easily be a new add-on for the old maps

    They are terrible now. It didn't need a rework, just a buff.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    It would be a good move, if the items had like 10 charges by default. 6 charges is way too little.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,500

    Nah, I love the key rework. They're actually useful now and I'm finding myself infinitely more likely to bring them into a trial.

    Maps do need work, though, specifically on the aura reading for props with the beam. It needs to be a longer range and reveal more stuff.

  • wilnunez
    wilnunez Member Posts: 25

    I think simply adding this as an add-on would further exacerbate the issue BHVR seems to be trying to avoid, which is that survivor items in DBD tend to have many useless add-ons and only one or two strong ones that define the item. This would've just been another Blood Amber add-on situation where everyone would only run Maps just to run that add-on with it.

    Why do you write off the Maps as terrible? What did they do before that Maps now can't do better?

  • Rudjohns
    Rudjohns Member Posts: 2,814
  • Rudjohns
    Rudjohns Member Posts: 2,814
    edited August 4

    It doesnt need to be added as a new add-on, just a buff to an existing add-on

    What maps did before? Consistently showing auras of gens, totems and chests. Range increase with add-ons and Open Handed, an add-on to show the aura to all survivors. The fact that you could just tap for 0.2 seconds and still see everything. The fact that the auras would stay in the map and would show to you across all map.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,500

    They maintain all of their original functionality in terms of being able to open the hatch, and have the ability to find teammates which is incredibly helpful for gauging where a chase is taking place, or where to go to heal an injured survivor (or be healed).

    The fast unlock is a little more niche, but it's good in a pinch to maybe find a medkit. Far more useful for providing items to your teammates incredibly quickly, which is useful in itself, just not directly to you. It also opens up interesting synergy with perks like Ace in the Hole, Specialist, Moment of Glory or the new Apocalyptic Ingenuity.

    Hatch opening they're exactly the same essentially, which is good. Being able to keep the key after you escape is very nice as well.

    They're basically the same item as they were before, but with a bunch of added functionality added on top. Getting bumped down in rarity means you can realistically run one every game now, so I'm getting way more Hatch escapes, on top of just having a useful info-giving item alongside it.

    They're perfect for getting crucial info on demand, and have the hatch escape for those SHTF situations.

    I'm genuinely not sure how people can think the key rework is a nerf. They made two+ addons basekit, added the chest functionality, and greatly increased the maximum duration of aura reading (Dull Key went from 5 seconds to 45 seconds, Skeleton Key went from 30 seconds to 60 seconds, Broken Key went from 10 seconds to 48 seconds).

  • Rudjohns
    Rudjohns Member Posts: 2,814
  • ReverseVelocity
    ReverseVelocity Member Posts: 5,500

    Only with an addon, and it required at least a rare item as well.

    They're far cheaper, and better at what they do.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Sure, thats why I am advocating for the buffs, not a complete rework

    Keys and maps needed a buff. What they did are completely new items that are not enticing to use anymore

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,500

    What is the issue you have with the Key rework exactly? They maintain their identity from before.

    I agree Maps were changed in a way that kind of lost their identity and they need tweaks to restore that, but Key functionality is basically the same, but better in almost every way.

  • Rudjohns
    Rudjohns Member Posts: 2,814
    edited August 4

    You dont choose for how long you want to use the item. Old keys you would just tap for a second or two and still get the desired value, and the key would last for a long time.
    Very limited uses (max of 6) unless you waste add-on slot for a pitiful 1 extra
    Blood Amber was 10x better before. Now you can only use up to 5 times and you can only see the killer's aura for 2 seconds, and they see yours too, so whats the point?
    You can't use Built To Last anymore (not sure about this one tbh)

    And indirectly, Streetwise and Franklin' Demise were change because of the new charge system. Streetwise was a good perk for a few builds, it didn't need a rework. The rework could have been a new perk. And I don't really need to explain about Franklins.

    Keys should have stayed exactly the same, only a few buffs were needed:

    The survivor's auras effect being added to all keys basekit, with no minimum range
    The Broken Key lasting for 30 seconds instead of 10 seconds
    The add-ons that would reveal survivor's auras could have been reworked to "instant open a chest" (the only actual nice addition)
    The wedding ring could reveal yours and the obsession's auras to each other, like how it is now

    And thats pretty much fine for the buffs.

    I'm gonna give a wild guess BHVR doesn't want survivors to have "wall hacks" running an Iri key with blood amber, streetwise and built to last. That's why Blood Amber is gutted to the ground right now, but who knows.