Broken Key Rework

So everyone knows broken keys are pretty pointless...even with the current add-ons, it’s still fairly weak. To slightly buff it up, I think it would be interesting if it allowed you to open the hatch, but only under the following condition: the killer has already closed the hatch. So it wouldn’t be as strong as a regular pink/purple key, but it would be incredibly more useful. Thoughts?
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I dont think the key should be able to open the hatch, maybe it could have a buff to the aura reading timer since you kind of need to bring at least one timer increase to be able to use it, wasting an add on slot in the process.
Although there was a recent fix to the mind channeling and the map reading, so it only deplits the item charges when the bar is full and not while it is filling, it still fells a little underwhelming to only have 10 seconds of usage.
They key needs to be useful on its own, because it's fairly common to find it in a chest and when I do I feel like rage-quitting.
I like the idea that it can open the hatch under specific conditions. That the killer must have closed the hatch sounds like a good prerequisite, I would also add in that you need to have been hooked by the killer at least once -- idea is you slipped a hand into his pocket while you were being hooked to find a piece of the key and some super glue.
That added requirement makes it so that you can't get out by just hiding in lockers, you need to risk some blood.
Just remove it from the game altogether. It serves literally no purpose other than making the grind worse.
I like this idea!!
Your proposal is so convoluted and random I dont think it would ever be implemented.
I also think the key should do something on its own but I dont think opening the hatch is the right ideia.
Maybe just add a strongbox that always have an item of green or higher rarity, but it has to be opened with a green key. Maybe there could be also added a new item that can be found only in the mentioned strongbox.
how about ... survivors that hold the key are unable to trigger Hag's phantasms while walking/running.
I like this idea! Currently this is the most useless item in the game and really needs a buff in a way that makes it balanced...and having it be useful under new conditions (with the newly added content of egc) will help make this item viable
Here's my idea: Remove/rename the broken key. Replace it with the Utility Key (or maybe come up with a better name), and, in the process, open up the option of what keys can do. Aura abilities remain unchanged (maybe swap the utility key and dull key's durations for those since the utility key is more useful now)
So you'd have:
1) Utility Key: This is a small key looking like it's designed mostly for mechanical purposes rather than opening doors. This key can NOT open the hatch. Instead, it can be completely expended to do assorted other effects, for instance:
2) Dull Key: This key can ONLY open the hatch (and do the normal aura reading stuff).
3) Skeleton Key: This key, as the name implies, is magic and can open any lock, so duplicating the effects of the tiny key and dull key. As a bonus, perhaps, although it is completely expended on the Hatch, a use of the tiny key abilities simply consumes half of its charges (if they haven't been used for something else).
It's not a bad item, it's just useless without addons, that's why we're annoyed when we find one in a chest. With the right addons though, it can give you some 10-15 seconds of killer aura reading (VERY useful), or 20 seconds of a Bond effect with extended radius, practically granting you an extra perk. Now, some tweaking of the timer or some other attributes may be ok, but giving it the ability to open hatch? That's a crazy idea. There are already lots of purple and pink keys in survivors' possession, there's an increased chance lately to find one in a chest as well, and on top of all this, Plunderer's increases those chances even further.
No thanks. It's not like I want easy games, but I sure as hell don't want to see a bloody key in all of my games.
Actually it is a bad item.
It's useless without add-ons, and it's a piece of turd with add-ons.
@starpilotsix
Amanda has already got a pretty annoying enough to her traps taking it out of end game.
The traps themselves are very RNG heavy we did get a clear explanation on how exactly they work.
However the main problem is other than the nerf and the RNG is that the traps are just way too easy to remove. Basically doing standard skill checks with no difficulty towards them and there's no way to add any extra difficulty with huntress lullaby or anything like that ( you can use an unnerving presence but as I've said before that perk tends to make it easier to do skill checks if you're competent the only time it's difficult is against the doctor and that's just because of Madness)