So Devs... Can you rework moris?

Out of the 3K hours I have in this game I don’t know what else to say other than moris are unfun to go against, most of the killers 1 hook Mori and tunnel, it boosts killers egos through the roof, it either makes a match super short or super long. Not to mention this Subject is probably one of the most complained/most talked about on these forums other than keys and the occasional Decisive Strike.

Comments

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris

    I agree, fix both moris and keys, neither have good counters. Both of them have a few problems

    Problems with keys:

    • Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
    • One key can allow multiple people to escape, especially when down to the last 2.
    • Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.

    Problems with moris:

    • Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
    • Removing even 1 survivor from the game early generally means a loss for the whole team.
    • There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"

    How to fix keys:

    • Make it so keys are no longer able to be found in the trial
    • Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
    • Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
    • Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
    • Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)

    How to fix moris:

    • Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
    • Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
    • Green mori allows 1 kill
    • Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
    • When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)

    This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.

    This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.

    Thank you for finally proposing the solution that keys and moris deserve. I now see that since keys have contested moris thus far, that they are not worthy of the privileges normally given to items, such as transferring them between survivors and finding them in chests. And of course you added the fact that keys don't leave the hatch open and a hatch opening animation, both of which proposed by myself in the past and I am glad to see articulated so well here. The mori change is fun and encourages players on both sides to try harder instead of give up or slack off. Brilliant work.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491191#Comment_1491191

    🦀🦀🦀

    Although it may not be feasible it would be nice if there was as little warning as possible when the time comes so there aren't several weeks of mori/key hell.

    Don't worry I will use all my moris as soon as I can and I hope my fellows killers will do the same

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491191#Comment_1491191

    You need to change them both at the same time. If you don't want the community to be at each others throats then that's what needs to happen.

    The one thing the community seems to be united on is that both are equally game breaking.

    Why would the devs care about the petty squabbling between "factions" on the forums? I think the devs should make changes at their own convenience because I trust that the devs will eventually keep their promises and make everybody happy, requesting ridiculous things like always changing both sides at the same time is just going to slow down their progress.

  • @Peanits said:

    Moris are on the list to be changed at some point, but I can't any details or dates just yet.

    (Before any asks, yes, keys are too. That's not what this thread is about.)

    @Peanits

    LMAO The fact that you had to point out that this thread isn't about keys is hilarious. 😂

    People always seem to do this when someone brings up moris as if there is a lack of threads about keys.

  • @Babyyy_Boyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490855#Comment_1490855

    Rework keys yes, but nerf SWF no. Let’s be real most killers bring moris for SWF groups but IMO it’s stupid. (I main killer btw) you shouldn’t bring a an ebony Mori to be a a-hope to a group of friends that want to survive together.

    I agree. Targeting specific types of players with game mechanics generally considered to be unfair is not constructive and is definitely immature.

  • @clem1710 said:

    I'm tired of reading crybaby survivors complain and asking for killers nerfs. Most survivor sided forums ever

    How is this related to the thread? Do you want moris changed? If not, please explain your position and we can have a civil discussion.

  • Moris shouldn't be modified.

    Most of survivors are toxic bully SWF doing rushgen and completing the game in 5 minutes. Nerfing mori is like to debuff killers more and more, in a game that is already clearly survivor sided.Maybe let's remove noed ,the hooks and why not let's delete all weapons of the killers so we chase survivors by launching stones ,while they escape with that lame decisive strike 😂😂

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris

    I agree, fix both moris and keys, neither have good counters. Both of them have a few problems

    Problems with keys:

    • Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
    • One key can allow multiple people to escape, especially when down to the last 2.
    • Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.

    Problems with moris:

    • Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
    • Removing even 1 survivor from the game early generally means a loss for the whole team.
    • There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"

    How to fix keys:

    • Make it so keys are no longer able to be found in the trial
    • Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
    • Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
    • Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
    • Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)

    How to fix moris:

    • Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
    • Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
    • Green mori allows 1 kill
    • Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
    • When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)

    This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.

    This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.

    This are some amazing ideas, and I would love to see them implemented. Too bad devs probably wouldnt use these ideas.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491978#Comment_1491978

    How is this related to the thread? Do you want moris changed? If not, please explain your position and we can have a civil discussion.

    No need for a civil discussion when the only argument of OP is "moris are unfun to play against" and then the devs say "ok no problem we'll nerf them". Dbd forums in a nutshell

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492094#Comment_1492094

    No need for a civil discussion when the only argument of OP is "moris are unfun to play against" and then the devs say "ok no problem we'll nerf them". Dbd forums in a nutshell

    Tbf, moris have been a topic of discussion for years. Pointing out that moris are unfun to play against is a simple way of introducing the topic, and the devs were aware of the community enough to know that moris and keys are a very hot topic and have been for a long time, hence their readiness to offer their position on the topic. Perhaps you are correct in suggesting that there is no room for further discussion.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492219#Comment_1492219

    Tbf, moris have been a topic of discussion for years. Pointing out that moris are unfun to play against is a simple way of introducing the topic, and the devs were aware of the community enough to know that moris and keys are a very hot topic and have been for a long time, hence their readiness to offer their position on the topic. Perhaps you are correct in suggesting that there is no room for further discussion.

    Yeah I know that my killer opinion would not be listened

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490542#Comment_1490542

    Most survivor biased ######### I've seen. Most of the times, keys are already used when 4 gens are done.

    I dunno I play killer mostly, but I do play survivor as well. I was suggesting that keys could only be used near the end of the trial - I should have said for one survivor only, an oversight on my part.

  • Yeah Ebany Mori literally takes about 60% of the killers objective out of a match. Could you imagine if survivors had an offering that made all gens only take 32 seconds. Mori is the dumbest thing in the game. I am not going to spend another penny on dbd until Mori's are at least reworked slightly.

  • @CrowFoxy said:

    Mori only working on death hook would make them another basically useless offering. There are better ways to change them than that.

    i mean. Most offering are useless or dont have a significant effect on gameplay. Coins just remove or add chests, which dont really do much unless you get lucky and find a key. But that isnt the coin offerings being op, thats a key being op. The oak offerings? they dont do anything. and BP offerings dont do much either.

    Why should moris, an offering, be something that greatly changes the flow of the game in the killer's favor?

    Giving the mori the ability to turn the tides of the match would only be fair if survivors had an ultra rare offering that made them immune to moris. or an ultra rare offering that spawned more pallets.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491243#Comment_1491243

    Why would the devs care about the petty squabbling between "factions" on the forums? I think the devs should make changes at their own convenience because I trust that the devs will eventually keep their promises and make everybody happy, requesting ridiculous things like always changing both sides at the same time is just going to slow down their progress.

    I'm just saying this because it makes sense. They normally can't make changes to both sides because there isn't much the community can agree on being equal.

    However 9/10 of the community agree that both keys and moris are equal. The fact that Peanits mentioned keys are also being looked at is a sign to me they know this.

    It isn't slowing down progress asking for keys and moris to be nerfed at the same time. It's just common sense. If they waited 3 months or even a month and a half between these nerfs your just asking for trouble.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492066#Comment_1492066

    I'm just saying this because it makes sense. They normally can't make changes to both sides because there isn't much the community can agree on being equal.

    However 9/10 of the community agree that both keys and moris are equal. The fact that Peanits mentioned keys are also being looked at is a sign to me they know this.

    It isn't slowing down progress asking for keys and moris to be nerfed at the same time. It's just common sense. If they waited 3 months or even a month and a half between these nerfs your just asking for trouble.

    Mori and keys are not the same. Imagine a surv finishing a gen, and automatically he escape. This is the same as a mori.

  • i think it should be 2 people on deathook befor you can mori

  • Bummer if they are reworking them, neither keys or moris bother me at all. In fact I like both of them.

    They do what they are supposed to do, unbalance the game in one direction or the other. Mori used to be usable without hooking, now its usable after one hook guess the next thing will be usable after 2 hooks, how long until people complain then about how they get tunneled down after second hook.

    I guess the counter will be keys can only be used once exit gates are powered? But then we'll all be whining that survivors don't even have to open the gates to escape. Guess I'll have to use up my moris and keys while I can and go on a slaughter/escape fest.

  • @pseudechis said:

    Bummer if they are reworking them, neither keys or moris bother me at all. In fact I like both of them.

    They do what they are supposed to do, unbalance the game in one direction or the other. Mori used to be usable without hooking, now its usable after one hook guess the next thing will be usable after 2 hooks, how long until people complain then about how they get tunneled down after second hook.

    I guess the counter will be keys can only be used once exit gates are powered? But then we'll all be whining that survivors don't even have to open the gates to escape. Guess I'll have to use up my moris and keys while I can and go on a slaughter/escape fest.

    Why should an offering or item completely swing the balance of the game?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris

    I agree, fix both moris and keys, neither have good counters. Both of them have a few problems

    Problems with keys:

    • Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
    • One key can allow multiple people to escape, especially when down to the last 2.
    • Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.

    Problems with moris:

    • Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
    • Removing even 1 survivor from the game early generally means a loss for the whole team.
    • There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"

    How to fix keys:

    • Make it so keys are no longer able to be found in the trial
    • Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
    • Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
    • Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
    • Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)

    How to fix moris:

    • Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
    • Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
    • Green mori allows 1 kill
    • Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
    • When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)

    This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.

    This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.

    While I think the mori rework is a little convoluted this is the best fix I have heard or read for both Key's & mori's. Good job!

  • @Nicholas said:

    Imo most people cancel the match to avoid them. I do think they are looking into them but idr exactly where it was stated.

    I do this ngl ...Since I can reopen the game before the others even get the "match is cancelled" message, it makes no difference to me.

    And to further point that survivor queues are a lot faster now too (and killer isn't), I'll happily send a killer back to their 8 minute queue.

    Nerf mories to 2nd hook, then I'll stop doing this.

  • @clem1710 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491953#Comment_1491953

    Don't worry I will use all my moris as soon as I can and I hope my fellows killers will do the same

    I've got over 100 ebonies on some killers, I don't think I'm gonna do that.

  • @vogit10102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492455#Comment_1492455

    Mori and keys are not the same. Imagine a surv finishing a gen, and automatically he escape. This is the same as a mori.

    Imagine not completing a gen, killer closes hatch and guards both doors.. yet you still escape lol that's called a key.

    Look in all seriousness they are both busted. Both are free wins and escapes. Both are rewarding you for not fully completing your objective.

    I'd say the only difference is that as killer you need to hook survivors so you may never have a chance to use your mori. However if a key was brought into the match as long as the killer doesn't have Franklin's or the key has an on death add-on then you have an opportunity to use it. Also keys can be looted, which is extremely easy with plunders.

    They are both equally broken and give huge advantages that shouldn't exist in this game. They honestly are the only thing I see as truely broken in this game.

  • How about after the first gen, ebony mori's are powered by gens. So every gen that gets done they get one mori. Getting 4 mori kills now requires them all to be done.


  • There's nothing wrong with moris and there's nothing wrong with keys.


    The problem is the devs direction are all over the place. The game is built up like it's a survivial game where you got to plan and get away from the killer but there is virtually nothing on the maps besides loops and pallets considerably reducing fear as meta-game run around the same object style comes out on top.


    The blood web is set up to get more items and addons but the number of items and addons haven't been added too for a long time so really after a certain point all you are doing is stacking and rarity has little impact-as survivor-. More so now that survivors don't lose an item at zero charge. Which is fine but it further reduces the horror trope of strict resources and having to use what you can or YOU personally will go without something you spent points or looted.


    Offerings are the same. They're meant to be a hidden ace in the hole that changes the outcome of the match in some way but almost all offerings for killers are utterly worthless and not worth taking. This is amplified by point booster offerings and their common occurence which has turned that precious single slot into a meta-more blood point grind tool. This means the only offerings you got that are worth a damn...that have any real effect for you as killer are moris....or blood point boosters. What...you gonna play a shroud of seperation so your targets can split up and gen pressure while you have to chase one?...nope.


    The game is meant to have all these sort of hidden choices: from addons, to other players, to builds, to hidden killers and even not exactly knowing what type of item the killer is looking at until they feel its effect. Yet SWF directly contradict this set up because you can prep and know exactly who is going to run what, coordinate and understand who is what, why and get how they play while in NORMAL matches.


    The game is directionally all over the place and almost none of these issues are resolved or even really addressed by the devs. It's one of the reason SWF is a toxic mine field from both sides whenever anyone mentions it.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491191#Comment_1491191

    Does that include tombstones ? I hope not, they have enough counterplay & downsides as it is.

    Tombstone Myers has even less counter-play than ebony mori. Myers could effectively not chase you for entire game, in fact he could play the game normally as T2 and then he find you just once and its boom 99 T3->Instant kill. I don't think they will weaken Judith Tombstone because they have a acheivement called Evil Incarnate that requires them to keep Infinity EV3 and Judith Tombstone in the game, but I do think that Purple tombstone eventually will be removed from his add-on list or at least severely weakened to like only work on 3rd hook. Its same with Ebony Mori and Ivory mori really, Its really super easy to fix, just make on 3rd hook. Its very bullshit mechanic at the moment and I don't it mori has ever been "well designed" in entire lifespan of DBD. Like at one point, it literally worked on first hook. The only reason why Mori exist in the form that they do right now is because SWF is either just as broken or more broken than this offering and whats super ironic about it is that people use this offering with other really strong killer add-on(Like Iridescent head) to purposely be toxic. Its same with using keys in middle of the match. Its very ironic when survivors say "GG EZ" when they escape with a key. Its like... you didn't outplay me, you just used a bullshit item that instantly wins the match for you. Keys and Mori are hollow victories and I do not think that either side will mind if they're completely gutted for sake of better game quality.

    I think killer strength should be depicted in their Ultra-rare add-on selection if they need more power to win a match rather than a offering such as this one. I would rather face strong killer add-on than face Ebony mori as survivor. At least when your facing iri heads, the huntress has to actual hit shots and know how to play huntress where as stuff like mori are practically skill less in all regards and in my opinion has no place in the game.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490881#Comment_1490881

    on the other hand, not all killers hook-tunnel and mori survivors.

    By your argument, moris are fine then?

    No...... because Moris are always OP and unfun.

    SWF groups can be total trash and easy games. In fact, I'd argue most of them are

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491191#Comment_1491191

    Are they on the same priority? do you want to change moris before keys, or the other way around?

    Jesus christ this guy is fishing for outrage

  • Does anyone remember when Instant Healing was going to be nerfed? All survivors spent them without regard to game balance.

    I am almost certain that this will be repeated but now on the killer side. 👀

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491252#Comment_1491252

    Tombstone Myers has even less counter-play than ebony mori. Myers could effectively not chase you for entire game, in fact he could play the game normally as T2 and then he find you just once and its boom 99 T3->Instant kill. I don't think they will weaken Judith Tombstone because they have a acheivement called Evil Incarnate that requires them to keep Infinity EV3 and Judith Tombstone in the game, but I do think that Purple tombstone eventually will be removed from his add-on list or at least severely weakened to like only work on 3rd hook. Its same with Ebony Mori and Ivory mori really, Its really super easy to fix, just make on 3rd hook. Its very bullshit mechanic at the moment and I don't it mori has ever been "well designed" in entire lifespan of DBD. Like at one point, it literally worked on first hook. The only reason why Mori exist in the form that they do right now is because SWF is either just as broken or more broken than this offering and whats super ironic about it is that people use this offering with other really strong killer add-on(Like Iridescent head) to purposely be toxic. Its same with using keys in middle of the match. Its very ironic when survivors say "GG EZ" when they escape with a key. Its like... you didn't outplay me, you just used a bullshit item that instantly wins the match for you. Keys and Mori are hollow victories and I do not think that either side will mind if they're completely gutted for sake of better game quality.

    I think killer strength should be depicted in their Ultra-rare add-on selection if they need more power to win a match rather than a offering such as this one. I would rather face strong killer add-on than face Ebony mori as survivor. At least when your facing iri heads, the huntress has to actual hit shots and know how to play huntress where as stuff like mori are practically skill less in all regards and in my opinion has no place in the game.

    I'd like to raise an objection on Tombstone.


    Tombstone has more counterplay than an Ebony Mori.


    If you hide in a locker Myers can't tombstone you (Which I want changed, but only for the full Judith's Tombstone. Keep it for Tombstone Piece though.)


    If Tombstone Myers is running Judith's + Tuft, (Which 90% of Tombstone Myers run) he needs to stalk 3 and a half survivors completely to hit EW3. Even one survivor hiding will prevent him from getting enough stalk to hit EW3. There's also a severe movement speed penalty with Judith's, which requires Play With Your Food and an easily accessible obsession to farm stacks off of.

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491191#Comment_1491191

    Are they on the same priority? do you want to change moris before keys, or the other way around?

    Don't ask that question, we'll never actually get to a result.

    Every, every, mori/key thread is constantly responded with "CAN'T FIX ONE UNTIL WE FIX THE OTHER FIRST, END OF DISCUSSION LALALA"

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1492626#Comment_1492626

    Why should an offering or item completely swing the balance of the game?

    why shouldn't it?

  • Because they usually don't. Because it's frustrating.

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  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris

    I agree, fix both moris and keys, neither have good counters. Both of them have a few problems

    Problems with keys:

    • Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
    • One key can allow multiple people to escape, especially when down to the last 2.
    • Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.

    Problems with moris:

    • Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
    • Removing even 1 survivor from the game early generally means a loss for the whole team.
    • There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"

    How to fix keys:

    • Make it so keys are no longer able to be found in the trial
    • Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
    • Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
    • Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
    • Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)

    How to fix moris:

    • Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
    • Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
    • Green mori allows 1 kill
    • Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
    • When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)

    This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.

    This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.

    It's almost hard to think someone came up with an idea to help rather than just complaining. Nice work man.

    However, if keys can't be found, then you'll only get 4-5 per blood web, which I don't think is enough. With the 1 person per key, I think keys would be much more balanced and not need any significant changes.

    In terms of moris, I like the token system, but with a tweak. I think it would be better if each mori only allowed one kill but only after something like 7/5/3 tokens (after survivor has still been hooked at least once of course). It would remove the desire for killer to tunnel one guy AND not put someone at risk of getting early mori'd due too awful teammates.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris

    I agree, fix both moris and keys, neither have good counters. Both of them have a few problems

    Problems with keys:

    • Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
    • One key can allow multiple people to escape, especially when down to the last 2.
    • Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.

    Problems with moris:

    • Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
    • Removing even 1 survivor from the game early generally means a loss for the whole team.
    • There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"

    How to fix keys:

    • Make it so keys are no longer able to be found in the trial
    • Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
    • Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
    • Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
    • Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)

    How to fix moris:

    • Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
    • Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
    • Green mori allows 1 kill
    • Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
    • When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)

    This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.

    This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.

    Nah I think green Mori - being able to kill one survivor by your own hand is perfectly fine to equal a key. Ebony is kind of excessive. There is already enough of the kill all survivors by your own hand built into perks and abilities. Survivors need a movement nerf. That’s one thing they do need. As far as moris. Just remove the ebony. The key isn’t even as big of deal because most of the time you don’t even get to use it. Ebony Mori’s get used every time you bring one. It’s almost impossible not to get 3 Mori’s at least with ebony Mori’s.

  • Survivors 360ing you is quite ridiculous. I’m sorry but I don’t feel like breaking my analog stick trying to hit a survivor. The ebony Mori’s and keys I would be perfectly okay with eliminating both entirely.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris

    I agree, fix both moris and keys, neither have good counters. Both of them have a few problems

    Problems with keys:

    • Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
    • One key can allow multiple people to escape, especially when down to the last 2.
    • Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.

    Problems with moris:

    • Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
    • Removing even 1 survivor from the game early generally means a loss for the whole team.
    • There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"

    How to fix keys:

    • Make it so keys are no longer able to be found in the trial
    • Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
    • Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
    • Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
    • Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)

    How to fix moris:

    • Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
    • Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
    • Green mori allows 1 kill
    • Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
    • When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)

    This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.

    This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.

    Moris I agree with fixing, especially with how Micheal can just grab you when you're in full health and kill you fast. But keys??? No. I especially don't agree with the idea of having the hatch be on a cool down of 60 secs since that's way too much game time taken away and every second in the game counts. I also don't agree with having a short charge on the hatch since 9 times out of 10, the killer is literally right behind you as you run to the hatch. You're making suggestions that will make the killers OP. The game will lose players if the devs do this bs tbh.

  • @Splinterverse said:

    They just nerfed keys with the Franklin's buff. So they best be doing something with moris real soon!

    The first response to this thread had some good ideas, but here a few I've had over the years:

    • Make moris only work if you are on death hook
    • Make moris only work if another survivor was hooked between your first and second hooks (this prevents tunneling)
    • Release a counter to the mori (a perk, an item or something)

    If and only if they have changed moris, they can then address keys:

    • Escape keys can't be found in chests OR they can only be found in chests when 1 survivor remains
    • Escape keys only allow the key holder to escape
    • Alongside any changes, the dull key needs to have a different model than the escape keys OR be changed into an entirely different item such as a pocket watch or something.

    I'm sorry but the idea of you have to bring in x perk to counter it shouldn't really be a thing.

    You can't say they counted it with Franklin's and then suggest Bassline counters for mori.

    Franklin's demise should be an extra punishment for items in general it shouldn't be seen as the sole way balance keys.

  • @PotatoSurv119 ...It's Michael F'n Myers...that's what he does...

  • I would argue that map offerings can and do change the outcome of a match regularly. So do toolboxes with brand new parts in the hands of survivors who know how and when to use them. Even flashlights can change the balance completly. (especially vs hag for example, not even needed to blind). So, do you want them all removed too?

    Or don´t you agree they change the balance as well (i would agree that they don´t change it as drasticly as moris, but they still do.)

  • Why complain about moris when you can just dodge the loading screen if you hate moris so much. I like the way moris are and see no problem with them however it is the way a killer uses moris that upsets others because most killers mori off 1st hook instead of 2nd. In my opinion, it is more rewarding for the killer to do the latter and gives an acceptable match for survivors.

  • I personally think a green mori is fair. I have never been in a match where I found a green mori to be unfair. It can be a huge game changer sure, but it isn't BS like an ebony is. Keys on the other hand, fck those man they are never fair at any point, outside of the green ones.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490597#Comment_1490597

    I'm sorry but the idea of you have to bring in x perk to counter it shouldn't really be a thing.

    You can't say they counted it with Franklin's and then suggest Bassline counters for mori.

    Franklin's demise should be an extra punishment for items in general it shouldn't be seen as the sole way balance keys.

    Obviously, that would be the least desirable of my suggestions, but I'd prefer that to nothing. At this point, I'm throwing every idea I have out there because moris need to be addressed yesterday.

  • @seki23 said:

    moris are fine because keys and 4 man exists.

    Can you read the post before mindlessly comment? Thanks.

  • Moris and keys should just be removed from the game. Simple

  • @Babyyy_Boyy said:

    Out of the 3K hours I have in this game I don’t know what else to say other than moris are unfun to go against, most of the killers 1 hook Mori and tunnel, it boosts killers egos through the roof, it either makes a match super short or super long. Not to mention this Subject is probably one of the most complained/most talked about on these forums other than keys and the occasional Decisive Strike.

    If moris get reworked then sfw should be disabled. This is the single best add-on to punish toxic sfw players, and they absolutely deserve it.

  • @Babyyy_Boyy said:

    Out of the 3K hours I have in this game I don’t know what else to say other than moris are unfun to go against, most of the killers 1 hook Mori and tunnel, it boosts killers egos through the roof, it either makes a match super short or super long. Not to mention this Subject is probably one of the most complained/most talked about on these forums other than keys and the occasional Decisive Strike.

    Agreed. I think you should be allowed to be killed if you're dead on hook. I run Mori on killer if I think the survivors are sweats, and I mostly never use it.

  • @PotatoSurv119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490230#Comment_1490230

    Moris I agree with fixing, especially with how Micheal can just grab you when you're in full health and kill you fast. But keys??? No. I especially don't agree with the idea of having the hatch be on a cool down of 60 secs since that's way too much game time taken away and every second in the game counts. I also don't agree with having a short charge on the hatch since 9 times out of 10, the killer is literally right behind you as you run to the hatch. You're making suggestions that will make the killers OP. The game will lose players if the devs do this bs tbh.

    You are letting your bias show. If you think moris are bad because they take away part of a killers objective and let them kill someone too quickly. Then keys are also a problem.

  • @Splinterverse said:

    They just nerfed keys with the Franklin's buff. So they best be doing something with moris real soon!

    The first response to this thread had some good ideas, but here a few I've had over the years:

    • Make moris only work if you are on death hook
    • Make moris only work if another survivor was hooked between your first and second hooks (this prevents tunneling)
    • Release a counter to the mori (a perk, an item or something)

    If and only if they have changed moris, they can then address keys:

    • Escape keys can't be found in chests OR they can only be found in chests when 1 survivor remains
    • Escape keys only allow the key holder to escape
    • Alongside any changes, the dull key needs to have a different model than the escape keys OR be changed into an entirely different item such as a pocket watch or something.

    Idk if i would call the new franklins a nerf to keys. It still takes 90 seconds for an item to disappear. I have tried it out in red ranks ps4 and i think i have had 1 pink map be consumed so far. If you really expect franklins to work you have to waste a lot of time around the item to ensure no on gets it especially if any swf playing but then gens are just getting done. I don't really think i would call it a nerf to anything honestly. Also franklins only works on basic attacks. This perk is also base kit for a killer who uses an instadown chainsaw. How does that make sense lol?

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