The Killing Strike (A Better Finishing Mori)

What is the Killing Strike?

The Killing Strike is an event that occurs whenever you put a Survivor into the Dying State with a basic attack or a special attack and cause them to die. This event transitions into an automatic Mori instead of the Survivor being left slugged to die.

How do you trigger the Killing Strike?

Survivor health while in the Dying State has been reworked in order to allow for this to occur. Whenever a Survivor is put into the Dying State, they automatically lose 12% of their total health each time.

Whenever the Survivor is put on the Hook, however, they automatically lose 33% of their total Dying State health. This also includes whenever the Survivor is attempting to transition into the second hook stage (a.k.a. killing themselves on hook), which incurs another 33%.

In order to trigger the Killing Strike, the last attack that you perform on a Survivor must put their Dying State health to 0%. This Killing Strike will not trigger if the Survivor dies naturally while on the ground.

Why Call it a Better Finishing Mori?

The reason that I describe it as a better Finishing Mori is because it would feel like a substantially more natural part of the game than the actual Finishing Mori we're currently testing on the PTB, and it grants the Killer the ability to actively kill all four Survivors without needing to sacrifice them.

The Killing Strike system incentivizes still going for the hooks and not slugging the Survivors for too long, as now you have even more of a reason to try and hook Survivors than ever before. It also incentivizes spreading hook pressure and targeting multiple Survivors in order to maximize profit.

The only problem this may have is that it may still incentivize tunneling a single Survivor, but where there's a will, there's always a way with these things. This is just a given that unfortunately cannot be solved without making tunneling the least viable option possible.

What About Hope is Not Lost?

The "Hope is Not Lost" mechanic, or base kit Unbreakable, is meant to be a mechanic that's supposed to completely counter the slugging seen with the Finisher Mori mechanic. This mechanic would actually mesh with the Killing Strike mechanic better since Survivors will be able to get out of the game much faster if they feel like they aren't having fun, and the Killer can't keep slugging you forever.

Although to ensure that the Killer still can't abuse the mechanic, I'd probably add a 5 second Endurance and Haste status effect for Survivors that feel targeted by the Killer.

Anything Else?

Well, if you do feel particularly targeted by the Killer, there is one more mechanic I'd like to state here while I've got the time: Death Bed. For Survivors that feel very discouraged when playing against a Killer or in a map they particularly don't like, this is for you.

Death Bed

Whenever a Survivor is put into the Dying State and is at less than 50% of their total health, the Survivor can wait 1 minute to activate a prompt known as "Give Up", which will cause The Entity to kill the Survivor automatically and eliminate them from the Trial.

This mechanic does not occur whenever the Killer picks the Survivor up within the allotted time and instead puts them on the hook or allows them to escape.

This will allow Survivors who feel like the match is lost to give up instead of trying to fight back against the Killer. Survivors that do this, however, will also be punished in only getting half of their total Bloodpoint earnings upon doing so. So you have a choice; either you stick it out and try to earn as much as you can and try to help your team, or you give up and lose as much as your team has.

Community Thoughts

What are your thoughts on this system?

  • Is this a better version of the Finisher Mori?
  • Is this a more natural version of the Finisher Mori?
  • How would you feel this would affect your game?
  • How do you feel about the Death Bed mechanic concept?

I'd personally love to know.

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