http://dbd.game/killswitch
Now that this PTB is scrapped, please consider scrapping the previous PTB as well
Revert keys and bring back its old add-ons
Revert maps and bring back its old add-ons
Revert Streetwise
Revert Franklin's Demise
Remove map offerings
Remove fog vials
Comments
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Can we also scrap Ghoul while we're at it?
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God please give me old Streetwise back
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I'd rather not lose the version of keys that are actually worth using, personally.
I'd also sooner see the rest of those things adjusted over reverted, and while I understand the impulse behind removing map offerings, I'd rather see a big dedicated overhaul to offerings - they're honestly not even the least useful offerings in the bloodweb, as they stand.
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its easy to buff the older version of keys
These new ones are absolute trash-1 -
Imagine if they rework medkits to, instead of increasing healing speed, they give "empathy", "emphatic connection" among other minor things
They rework toolboxes but instead of increasing repairing speed they now just decrease skillchecks frequency, increase normal skill check size, show the aura of the gen to teammates etc
They rework flashlight but instead of blinding the killer now they create beams of light that show your location to your teammates
Thats how people feel with the new maps and keys
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Keys, no.
Maps just need some old functions readded.
Streetwise half yes. The new effect is nice, but I liked the old one too.
Franklins yes, but revert it to the version that caused a chunk of progress to be lost right away.
Map Offerings will likely never get removed because of map achievements.
And Fog Vials could be really fun if not for the overtly big nerfs.
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I have to say I disagree strongly.
I don't see an angle one could take on new keys where they'd be anything other than substantially better, other than the Blood Amber being admittedly a little overnerfed.
Opening hatch, they're exactly the same.
Tracking teammates, they're substantially stronger.
Chest builds, they now have a purpose they didn't have before that's honestly pretty alright.Keys were noticeably improved across the board, and I couldn't be happier. I always liked them as teammate-tracking items but they were never good enough to warrant actually using, unlike now.
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The new charge system is terrible and it needs to be reversed
Nobody used keys to track teammates. There are perks that can do that (Bond, Empathy, etc)
Keys were only used for 2 purposes: open hatch (which means rat survivors), and Blood Amber (which is basically dead)The buff that keys needed:
Track teammates basekit
Broken Keys lasting for 30 seconds
Ring showing aura of Obsession and vice-versaNobody likes the new charge system. I wonder why medkits, toolboxes and flashlights don't have them, hmm…
And of course, because of the new charge system, Streetwise and Franklin's Demise are dead
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New charge system sucks. They need to revert back to old system and then they can revert Streetwise and Franklin's Demise
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Nobody used keys to track teammates because they were bad at it.
That's always been their biggest obvious use case: Track players, to contrast maps tracking objects.
The old keys actually had okay numbers for tracking teammates if you leaned in: Referencing the old wiki, the Skeleton Key with the Gold Token addon gave you 48m of aura reading on teammates for a potential total of 30 seconds. Okay numbers, but requires an iridescent item and a green addon.
Contrast that to new keys. Bringing a Skeleton Key now, with no additional addon support, gives you 64m of teammate aura reading for a potential total of 60 seconds. Right off the bat, those are significantly better numbers.
Additionally, the new key system has passive use, meaning you can pop the key and gain the effect while doing other actions instead of having to micromanage, and means the likelihood of wasting any charges is substantially lower.
On top of that, the Skeleton Key is now a blue item, not an iridescent, and no longer requires any addons to function in this regard so it's much cheaper to access.
On top of that, because it no longer requires addons to function, it means a key you get from a chest actually does something worthwhile, which while only mildly relevant to the overall strength of the item definitely means it occupies a much healthier space within the game.There's no way around the fact that keys got substantially better at their actual job overall. They also got a new job as well, which is nice; I've used the new keys for chest builds and while it's never going to be meta, it's just strong enough to mess around with for fun without feeling like you're throwing. Actually an area where new Streetwise shines, funnily enough.
I would be hesitant to say things like "Nobody likes [X]" when there are people directly saying they do in fact like [X]. It's not less of a criticism for you to just say you don't like it and make a case for why you feel that way.
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Everything sounds nicer…but it has the awful new charge system
Theres absolute no way you prefer that over the old one
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Of course I do?
Why wouldn't I prefer the stronger, easier to use, more effective system?
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Okay, would you like medkits, toolboxes and flashlights to have the same charge system as well?
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That would make no sense for their use case and wouldn't improve the item in any way, so no.
The items aren't all the same, some of them benefit from specific changes more than others do. I mean hell, how would you apply this charge system to medkits? It wouldn't make any sense.
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Yeah so that literally tells the items got worse
Thanks
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…No.
That change improved keys because of how that item functions. Larger overall uptime + less chance of wasting any charges + the ability to perform other actions while still reading auras is just an upgrade, it only make keys better.
That change… sorta could improve maps if that rework were better, but there are other problems there. Same general principle behind how that could help maps if they were a bit better designed overall.
The way medkits function, it's hard to imagine how you would even implement such a change without stopping the item from doing what it currently does. I genuinely can't comment on this one because there's no obvious coherent way you'd make this change.
For toolboxes you could do it - consume a charge to get repair speed - but that would just make the item's use case weaker, not stronger. There's no benefit to toolboxes working that way like there is for keys and potentially maps. It also wouldn't really work for sabotages, so there's another logistical concern there like there is with medkits.
Ditto the first part for flashlights - you could maybe do it, but why? What's the benefit? Keys are materially improved by this change for specific observable reasons, and those reasons don't apply to other items.Let me turn the question around on you - why do you think this new system makes keys worse? What's the material effect you think is harming keys?
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"less chance of wasting any charges"
You are literally spending 17% of the charges with a single use.
"the ability to perform other actions while still reading auras is just an upgrade"
Or you could bring Bond and another more useful item such as a toolbox, or a flashlight, since you care about seeing teammates auras
"why do you think this new system makes keys worse? What's the material effect you think is harming keys?"
It's not an on-demand use. Now it's very limited and I might waste my charge for nothing.
The problem is not only for keys but for maps as well. Same thing as above, not on-demand. I want to tap my map and see the aura of stuff within a single second. I want to show the aura of the stuff to my teammates. I want to see gens, totems and chests. As for the keys, I want to use Blood Amber more efficiently as well.You can ask as many keys/map lovers as you can, I promise you the vast majority don't like the changes. And if they say they do, they were never an user in the first place, probably just a player that were sick of finding useless green maps and green keys inside chests.
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The thing about that is, while you're spending 17% of your charges on one use, you have more uses and the chances of not seeing someone went down, not up.
Remember, a really hefty range increase and a ten-second linger were added alongside this change. There is less chance of you wasting your charge for nothing, that's part of what makes this system so much better for keys.
Genuinely, have you tried using these new keys across a few trials? The ability you have to track your teammates with them is so much higher than old keys it's insane. There ISN'T an appreciable risk of you wasting charges for nothing with new keys, certainly not more so than old keys.
Yes, you could bring Bond, but if you bring keys that frees up your perk slots for more useful effects. That's how it's supposed to work; the choices rival each other but use different loadout slots. Before, keys weren't worth the item slot for this purpose, and now they are.
I'm not going to argue about maps, I don't like that rework and I think the item should get its core use cases back. Keys, though, are not in the same boat: They got better, not worse.
I didn't use keys very much before, but that's not because I didn't care about them. They just weren't worth it without the Blood Amber. Now they are, so now I'm really pleased I don't need to invest nearly as much for a worthwhile effect + the effect I do get is significantly better. I am a map lover and I don't like that rework, though, to be clear.0 -
"I didn't use keys very much before"
Thats all I needed, thanks
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