New Mori System Suggestion

New Mori System should be based on self recovery percentages while in the dying state that are dictated by number of survivors currently in the dying state.

For example.

When 1 survivor is in the dying state they can self recover only to 25%.

When 2 survivors are in the dying state they can self recover only to 50%.

When 3 survivors are in the dying state they can fully recover as if they had unbreakable.

When 4th survivor enters the dying state all survivors are Mori'd.

Speed that survivors heal other survivors in the dying state should be increased.

Unbreakable bypasses the system one time allowing the survivor to fully recover as normal.

Comments

  • You do realize that this would make slugging god-tier as a playstyle, right? Killers who can down quickly would become unstoppable and most Survivors would probably DC the moment they see the killer setting this up.

    Is this system meant to only benefit the killer?

  • @HeehoRacketeer said:

    You do realize that this would make slugging god-tier as a playstyle, right? Killers who can down quickly would become unstoppable and most Survivors would probably DC the moment they see the killer setting this up.

    Is this system meant to only benefit the killer?

    there are a few ideas at play.

    1. preventing slugging as a playstyle [basekit unbreakable is part of the new mori system]
    2. preventing survivors from abusing basekit unbreakable as a playstyle
    3. creating an alternate win condition for the killer based on slugging

    how do you accomplish all 3? i think the current system the devs are floating accomplishes #1 but opens the door to #2 and makes #3 incredibly unlikely from ever occurring.

    i think my system accomplishes all 3 and can be greatly modified simply by [as suggested] increasing survivor heal speed of other survivors in the dying state. the issue is that basekit unbreakable can be easily abused so it needs to have pre-requisites (3 survivors being down), and the win condition for the killer would be based entirely on whether or not they can down the 4th survivor in the time it takes survivors to self heal from 50%-100% once the 3rd survivor is downed. it would be an exciting system, extremely high risk/high reward but a possible option to end the game whereas in the current system it would likely only happen in the event a cannibal downs the entire team in a hallway.

  • @Forza said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317087#Comment_3317087

    there are a few ideas at play.

    1. preventing slugging as a playstyle [basekit unbreakable is part of the new mori system]
    2. preventing survivors from abusing basekit unbreakable as a playstyle
    3. creating an alternate win condition for the killer based on slugging

    how do you accomplish all 3? i think the current system the devs are floating accomplishes #1 but opens the door to #2 and makes #3 incredibly unlikely from ever occurring.

    i think my system accomplishes all 3 and can be greatly modified simply by [as suggested] increasing survivor heal speed of other survivors in the dying state. the issue is that basekit unbreakable can be easily abused so it needs to have pre-requisites (3 survivors being down), and the win condition for the killer would be based entirely on whether or not they can down the 4th survivor in the time it takes survivors to self heal from 50%-100% once the 3rd survivor is downed. it would be an exciting system, extremely high risk/high reward but a possible option to end the game whereas in the current system it would likely only happen in the event a cannibal downs the entire team in a hallway.

    You know they pretty much scrapped the whole final stand thing right?

  • I don’t like a survivor sourced personally ability being dependent on the status of other survivors in the Trial.

    Also it’s a bit anticlimactic for all Survivors to just be Killed by The Entity, and leaves the Killer not using their own Mori at all.

    And for a staged solo Mori from the Killer, the transition is jarring and actively removes agency from the player.