Some very few changes in source code with important impact in the game ;)

I would like to see either "OoO and mori reworks" ... or at least some constraints when people decide to use it

Perk OoO : if you decide to play with your friends, you can't equip OoO perk. This perk was designed to make some challenge or boldness play, not to tell your friends where the killer is during the whole game (like a semi-permanent kindred without any counter-play from the killer side). This just sounds so wrong and stupid.

Mori Offering : if you decide to bring a green/pink mori, you can't equip Pop perk. From my experience, removing 1 player early in the game = autopilot win as soon as the killer is not trash and uses pop perk. At this stage, there is very few differences between green and pink offerings. If you don't rework moris in the short term, this would be a nice change.

These very small changes (both in spirit and code source manipulation) would be good to fix two of the most annoying/toxic issues with the game in its current state.

Comments

  • Two addition small things to reduce toxicity on both sides:

    When second to last survivor DC from the game, hatch only opens after 10-15 seconds (e.g. time to complete regular sacrifice). Typical behavior when you play against SWF team and you may kill all of them.

    From the survivor point of view: when the killer slugs the second to last survivor to get his precious 4k, the downed survivor should have ability to activate "fast bleed-out" feature (e.g. 1min bleed-out timer instead of regular 4min one). All players would know that fast timer has been triggered without any possibility to extend the game: "first player who finds hatch gets it" as intended by devs. In such case, the killer would quickly put the downed survivor on the hook for a last BBQ chance ... instead of doing this anyway after 3min55s bleed-out !