Disparity in strong items.
So I just wrote a detailed explanation of this event that got me thinking about the disparity between two of the arguably most polarizing items left in the game, but then my phone started bugging out and deleted it all so here's the TLDR, if you want more detail, I'll provide of asked, but to summarise:
I was at one gen, 3 gen strat, one dead, one on final, two occupied. One occ. Opens hatch after other saves hooked surv, then both exit behind.
Now, to the point, at the victory screen I saw I received Brutal killer (mind you, this is 8 hooks in, in snowball position) and I was 4th place in points received.
This got me thinking, The item that ends a survivor game earlier, Keys, work to the benefit of the survivor in almost all instances. You are more likely to double pip, and at the very least will black pip, if you use a key in the match.
But the item used by killers to bring an early end to the trial, Mori's, will more often than not lead to negative results. You will almost never double pip if you use a Mori, and it's a struggle to even pip at all with it. Using an Ebony Mori is almost asking to depip even if in many cases it guarantees a 4K.
Now at first look, this almost makes sense, as Mori's can be used early of the killer camps/"tunnels" to lead to a snowball very quickly, while keys can only be used when the hatch conditions are meet. But the problem is, now it is far to often that gens get completed very fast more games than not, with most maps being big enough to where certain killers won't make it to the gen in time before it's mostly done. And as we start to see better survivor play, we see the need for slug and 3 gen tactics, which means sometimes we aren't meeting the conditions of our Mori soon enough for the snowball to matter. Again, this issue compounds the Key problem, as getting gens down to 1 gen while only one survivor is actually dead (which going by the design balance in mind, is fairly faithful to what they are going for) is easier than ever.
I'm simply looking to address this issue, see what the community thinks about it, does something seem off about my logic? If so let me know. To my eyes, this is just another over looked issue that wasn't as much of one until the power vacuum left by ruin made it more apparent. Anyways thanks for reading
Comments
If you leave too early or kill too early you will not pip
I always thought it at least odd that getting out through hatch awarded 7k points while you only get 5k for leaving thought the gate, even though hatch is the easier option.
Yea that is weird...it'd be like if killers got more bps for doing a mori than a hook and sacrifice.
But the problem in my eyes as I said is that the survivor goal for escaping early can only really happen when their has either been enough kills on the killers part (survivors should have plenty of points from gens and running the killer/saving by this point if they're decent) Or if enough gens are done ( meaning they mostly got points).
The one who uses the key gets points for opening the hatch and everyone gets 1000 for hatch escape.
It's almost impossible to depip with hatch escape
Using a key doesnt end the game much quicker than using moris. Moris are much worse in this comparison.
Yea, it's just so constricting in killer side. You are punished in points AND emblem. At the very least for key you get a decent amount of points.
Yes pipping as survivor is definitely way too easy.
It depends on what point the killer can use the Mori though. It takes at least two full chase's to get a Mori. It's not hard to imagine at least 2 gens are done by then, although to be fair if you Mori the guy with a key it zeros out I guess
Items are inherently broken by design. It's too ingrained in the game to really be fixed entirely now, but over time it's getting better and better as they nerf them basically.