Finishing Mori developer update - initial thoughts
The new developer update today outlines the new Finishing Mori system and other changes. Just going through it and giving some quick off the cuff thoughts.
Last Standing
When all other Survivors are dead, dying, hooked, or have escaped, you become the Last Standing. Both your and the Killer’s senses are heightened, granting you a wider field of view. Rescuing a Survivor will end the Last Standing phase. But being downed as the final Survivor, on the other hand, will trigger the Finishing Mori.
When the last Survivor is downed, the trial will draw to a climactic end. Both the Survivor and Killer will be moved to a preset point on the map, free of any obstructions that may get in the way, and the Killer’s Mori animation will begin. Any Survivors still in the trial will be killed by The Entity and treated like a sacrifice.
The wider field of view is an unexpected change, could be interesting visually though. I'll have to actually see it in action but I'm guessing it'll look a bit like Shadowborn (or like Super-Shadowborn if you have that perk maybe). 🤷♂️
An unusual side effect here is it's possible for someone on first hook to be instantly killed if the last survivor is downed. That's usually what happens anyway, but it does mean there's no chance of a last second self-unhook.
Either way I'm looking forward to this change since mori animations are fun and it will hopefully slightly speed up the endgame when the killer is winning a bit as well.
Hope Is Not Lost
With this new system in place, leaving Survivors on the ground (A.K.A. ‘Slugging’) may seem more appealing, opening the possibility of ending the match early. But the Survivors aren’t going to give up without a fight: After being left on the ground for 45 seconds, Survivors will now gain the ability to pick themselves up without the need of any Perks. This time is affected by recovery speed effects.
This is a pretty major change! Not only does this make the niche strategy of slugging all four survivors simultaneously more difficult, but it also just generally speaking means slugging a single survivor for additional pressure is a bit less effective because the other survivors will have no incentive to go revive them but can just stay on the gens. It still can be worth slugging a survivor for pressure if there's a better, higher priority target to chase instead but the pressure is lessened since there's not much need for other survivors to actually revive dying survivors any more. They can just work gens and eventually the person stands up on their own (assuming they haven't hit the 4 minute bleed out maximum on the timer from being slugged seven or eight or nine times.)
Perk Updates
With both the Mori and the ability to pick yourself up now part of the base kit, a handful of Perks that grant these abilities will need adjustments. Therefore:
The ability to pick yourself up has been removed from Unbreakable, Soul Guard, No Mither, and Boon: Exponential, as this is now part of the base kit.
The ability to Mori Survivors has been removed from Rancor and Hex: Devour Hope, as this is now part of the base kit.
In addition, some of these perks will have changes made for the PTB. However, since this is an early preview, the in-game descriptions have not yet been updated. These are:
Unbreakable: Now increases dying self-recovery speed by 80/90/100%.
Rancor: Once all generators are powered, the Obsession’s aura is revealed for 5 seconds, and they are permanently inflicted with the Exposed Status Effect.
Hex: Devour Hope: Once 5 tokens have been earned, any Survivor placed on a hook is instantly sacrificed.
As always, we’ll be keeping a close eye on your feedback for any of the affected perks.
- So it sounds like Unbreakable lets you stand up after about 23 seconds since the 45 seconds is affected by recovery speed bonuses? It'll be interesting to see if people continue running this perk or not since it's no longer actually needed to pick yourself up after being slugged but that recovery time reduction is pretty significant now.
- Rancor sounds much worse than before. The major benefit of Rancor was it allows the killer to actually kill the Obsession in the endgame, full stop, regardless of their hook states. With this change it's just the Exposed status and honestly having Exposed on a single survivor only in the endgame and only if there's actually still an Obsession in play sounds like not a great perk effect.
- Devour Hope killing survivors instantly on hooks is ok balance wise, it's not all that much different from doing the moris on them in terms of time spent. (Most moris take about as long to play out as carrying someone to a hook in the first place.) It's a minor nerf in that Moris are immune to flashlight and pallet saves and Decisive Strike but that's not too big a deal really. I think Devour Hope will still be popular among people who like the current version because most of its value is from the Exposed hits starting at 3 tokens anyway and that isn't changing.
Memento Mori Offerings
With the Finishing Mori being triggered automatically when the last Survivor is downed, Memento Mori Offerings no longer have any use and will also receive an update. These offerings will now award a bounty of Bloodpoints based on the number of Survivors killed if you earn a Finishing Mori.
Cypress Memento Mori: Gain 8,000 Bloodpoints if at least 2 Survivors are killed and the match ends in a Finishing Mori.
Ivory Memento Mori: Gain 12,000 Bloodpoints if at least 3 Survivors are killed and the match ends in a Finishing Mori.
Ebony Memento Mori: Gain 20,000 Bloodpoints if at least 4 Survivors are killed and the match ends in a Finishing Mori.
Much like the Perk changes listed above, please keep in mind that these Offering changes will not be released without the Finishing Mori system.
Extra bloodpoints in offerings is always nice. 🙂 It's interesting that the mori offerings now range from easiest to do with the smallest reward to hardest to do with the greatest reward.
In terms of the amounts of bloodpoints earned, it looks like they are slightly greater than the typical rewards for the corresponding bloodpoint offerings but, of course, also only work if you essentially win the game. For instance, most of the Yellow bloodpoint moris give 75% bonuses in a category, so if you win a match that's up to 7500 points if you hit the 10k cap. On the other hand you can lose the match and still get, say, 3000 or 4000 points from the offering. The yellow Memento Mori now gives a flat 8000 bonus, so it's more, but only if you actually win, if you lose you get nothing. I think the math probably works out so these are more or less on par on average over a lot of matches, and if you have a high winning percentage as killer then these mori offerings will be even better than the normal bloodpoint offerings.
Overall I'm looking forward to trying this out. Personally I never slug for 4 kills anyway so that part won't impact me as much as it might some players, but the lessened pressure from slugging single survivors to get into a new chase more quickly might hurt slightly (maybe). I won't really know until I actually try it out though.
Comments
Mori Offerings - I feel this is a significant nerf in terms of both BP and satisfaction. Yellow Mori is in competition with Pudding, which is worth maximum 40k BP. Green Mori is in competition with BPS, which give the lobby a max of 200k BP, and a personal max of 40k. When the Iridescent is only yielding 20k max, when you need to work hard and ensure a 4k (so now you also have to sweat harder and slug for 4k to not risk Hatch) it only yields you half the max potential of Pudding. That is a big losing proposition imo. The numbers need to be doubled minimum, but I would say tripled. That would make the Yellow Mori worth 24k (so the average minimum for Killer with Pudding), Green worth 32k (solid match without intentionally reaching BP caps), and Iri worth 60k (actually better than Pudding finally).
Pudding and Streamers are the exceptions, not the rule. The more common Yellow and Green offerings are 75% and 100% in a single category respectively.
Mori Offerings are also the exception, not the rule. They should be held to the same BP standard. Also as far as I am aware each Offering has an equal change amongst its rarity to show up. Yellow Devious shows up at the same rate as Yellow add-on #3 and Puddings and Moris.
They are being held to the same standard as most of the other offerings of the same rarity. Most of the Yellow bloodpoint offerings are 75% in a category (or a smaller bonus in three categories) for instance. The new Yellow mori offering gives a bigger net bonus than that assuming you get at least two kills and no bonus if you get 0-1 kill.
All Mori offerings require a Finisher Mori, which will make them more annoying to pull off. The BP offerings are largely effectiveness independent. For the Yellow Mori I need to kill one person, then the other 3 need to almost escape but I get one of them down but don't hook them. Even harder for the Green Mori since I need to slug one and force the other to go through the gates before the finisher goes off. The Iri will incentivize slugging for the 4k even more, but at least there is a basekit self-pickup to partially counter that. Technically you can overperform for the lower leveled Moris, but it basically tells you the match will unhealthily end in slugging.
That's not true about the slugging. For instance, I might have one person hooked on first stage, two survivors escape, and I down the fourth on their way to the exits. When that happens I get two kills because the one one hook instantly dies even though they're on first stage and the one I downed has no chance to escape the mori. No slugging needed in that scenario for example.
While your scenario is theoretically possible, the more probable outcome is a winning Killer needs to down the last 2 Survs at the same time, forcing slugging and searching for the Mori BP.
I don't know why you think that scenario is more probable. I get two kills pretty often exactly as I described, I never slug for the 4k personally.
I'm saying that situation required losing/drawing the match to begin with. You may not personally slug for 4k, but that will be the only way to get Mori BP when you are winning now. If you brought a Mori offering you will have to slug for X k to get the Mori value (or risk Hatch, but why would you risk Hatch when you brought the Mori offering for the BP bonus).
Again, that's not true. You do not have to "slug for X" to get the mori value, you just have to down the last survivor which just means beating them to the hatch if they're the last living survivor or finding them before the other survivor dies on hook if they're not. It happens pretty often.
Do you have to "X" - no, no one ever has to "X". Will it increase the times "X" occurs if "X" increases the probability of the desired outcome - yes. Just because you won't doesn't mean slugging for the final Mori between the last 2 in a winning match won't occur. People would prefer to minimize their odds of the survivor beating them to Hatch, and buying extra time to search for them through slugging the 2nd to last player will help them. Just because you won't do something doesn't mean others share your beliefs or sensibilities. We already have people slugging for 4k, and now they will have a greater reward for doing so. At least now the Survivors will be armed with that knowledge however, as they know the Killer brought a Mori and only gets paid when they Mori someone.
My problem with new Mori Offerings, is what if Survivors DC? The game doesn't technically count them as Dead or Hooked, especially when it doesn't count as a kill, by the adept Achievements.
I would prefer more changes to other perks, instead of perks that massive increase the speed of Recovery or perks that just make Survivors exposed or die on hook instantly.
The slugging change is nice, I am fine with 45 seconds; since when I play as killer; I can reliable down just one Survivor and just go after another and make haste. Not to mention, no more 4k slug games.