What's your idea about Mori & Key

Since every players bought alot of Red Mori & Purple/Red Key. So remove them will be impossible.

  • Yellow Mori: Able to Kill 1 after the Gate is Powered. If that Survivor hooked once.
  • Green Mori: Able to Kill 1 when there is 1 Gen left. If that Survivor hooked once.
  • Red Mori: Able to Killer 1 when there is 2 Gen left. If the Survivors hooked once. Become Purple Mori


  • Green key: 30sec of use.
  • Purple key: 5sec or use. Able to open the hatch (10sec), hatch closed right after a Survivor jumps in. Trigger EGC.
  • Red key: 30sec or use. Able to open the hatch (10sec), hatch closed right after a Survivor jumps in. Trigger EGC.

What's your idea on fixing them to make these balanced?

Comments

  • Cypress Mori: Fine as is.

    Ivory Mori: Must hook each survivor once to mori one survivor.

    Ebony MorI: Must hook each survivor once to Mori any survivors. Unlimited use.

    Green Key: Fine as is

    Purple Key: Can only open the hatch when all 5 gens are complete. Takes 10 seconds to open the hatch.

    Red Key: Can open the hatch as soon as it spawns. Takes 10 seconds to open the hatch.

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    I won't get into the argument between keys/mori in terms of balance as I honestly think any item that simply negates core mechanics of the game is unhealthy.

  • My idea is to let them be as they are, and begin to thread the game as, well, a game, instead of worrying about outcames that only happens once in a while.

  • I dont Think anything is wrong with Mori. I think the frequency they spawn in the blood web is the problem. They should be super rare but I find one or two red Mori per blood web. Its funny cause it seems like the green ones are super rare as I never get those.

  • My first change to keys would be a change to how the hatch spawns.

    Currently the hatch spawns/is visible when 1 more gen is done than the number of survivors that are still alive in the trial

    Example: 3 Survivors are left and need to complete 4 gens before the hatch spawns.

    This system allowed situation where games ended faster then they should have.

    My idea is,let the hatch only spawn when all gens are finished or only one survivor is left.

    Furthermore:

    -Green keys get 20 seconds of use and purple keys get 25 seconds.

    -Green keys can now open the hatch

    -Every key has an aura reading ability of 32m (The same like the token Addons)

    -Scratched Perl Rarity changed from yellow to brown

    -Scratched Perl increases the aura reading ability by 4m,Eroded Token by 8m and Gold Token by 12m.(Those Addons can also increase the aura reading range of the Blood Amber Addon)

    With these changes the key can still serve as a strong item with it's aura reading ability it will help you to locate your teammates (or the killer with the Blood Amber Addon) to plan your next steps more easily and also enables you to escape through the hatch after the killer managed to close it without ending games faster then they should have.


    Moris (Red and green one) are only usable when:

    -The survivor got hooked twice before,

    Reached the struggle state,

    Or after every survivor was hooked at least one time

    Maybe get more points in the sacrifice category after you moried someone.