Mori Derank Protection

Please bring something like Mori Derank Protection that gives protection against deranking when Killer brings Mori and kills right after unhooking. It is not fun at all playing Survivor and derank because some Killer gets mad and brings Mori and Kill right after getting unhooked or just like to give suffer on Survivors for fun.

Comments

  • I mean generally speaking you also depip as the killer so everyone gets to derank!

  • @Jdsgames said:

    I mean generally speaking you also depip as the killer so everyone gets to derank!

    Well if the killer wants to derank, good for him.

    But others want to keep progressing, so dc is totally fine.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/608948#Comment_608948

    Well if the killer wants to derank, good for him.

    But others want to keep progressing, so dc is totally fine.

    Not really, Disconnects are a poor-sportsman ship. You ruin your chance for the team, and deny points for no reason. At this point Ultra Rare and Very Rare addons and offerings for killer should be made common. Spike those DC rates to the point they would actually be punished. Sucks when you spend what 14K roughly for some addons that are one time use and you can't even use em.

  • Moris should just be visual effects after the second hook, honestly. I also see no reason why there's a red killer offering and no red survivor offering. Make an offering that spawns the hatch after one gen is complete no matter how many are alive and see how annoyed killers will be.

    In fact, I should go suggest that. See how many people get up in arms because survivors would have the opportunity to escape in the same way a killer can get a 4k.

  • @Atrushan88 said:

    Moris should just be visual effects after the third hook, honestly. I also see no reason why there's a red killer offering and no red survivor offering. Make an offering that spawns the hatch after one gen is complete no matter how many are alive and see how annoyed killers will be.

    In fact, I should go suggest that. See how many people get up in arms because survivors would have the opportunity to escape in the same way a killer can get a 4k.

    Keys are the survivor equivalent of a Mori. The ability to escape with one or two gens still up is no different than the killer getting a kill after downing you two times instead of three.

    If we’re using your logic, perhaps killers should complain that they deserve an opportunity to get a free kill if no one has been sacrificed by the time the exit gates are open. I mean, survivors get a free mercy hatch. So it would only be fair, right?

  • @Apackawolves said:

    https://forum.deadbydaylight.com/en/discussion/comment/609612#Comment_609612

    Keys are the survivor equivalent of a Mori. The ability to escape with one or two gens still up is no different than the killer getting a kill after downing you two times instead of three.

    If we’re using your logic, perhaps killers should complain that they deserve an opportunity to get a free kill if no one has been sacrificed by the time the exit gates are open. I mean, survivors get a free mercy hatch. So it would only be fair, right?

    True. Keys are the equivalent of a mori. What's more is that survivors have addons to the keys where they aren't consumed upon use.

    Killers typically won't derank with a mori. They will black pip most likely. This is assuming the mori is an ebony and they use it after the first hook on all survivors. If you only mori one survivor with an ivory and sacrifice the rest you'll probably pip up unless you were camping the whole game.

  • @Steve0333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/609758#Comment_609758

    True. Keys are the equivalent of a mori. What's more is that survivors have addons to the keys where they aren't consumed upon use.

    Killers typically won't derank with a mori. They will black pip most likely. This is assuming the mori is an ebony and they use it after the first hook on all survivors. If you only mori one survivor with an ivory and sacrifice the rest you'll probably pip up unless you were camping the whole game.

    Personally, I think a 4K should be an automatic +1 under any circumstances. Same with escaping for survivor. Since those are your primary objectives. The scoring system is kind of build in a way that can sometimes punish you for having too good of a game, while disregarding the fact that you’ve played so well that there is little or no need to do any secondary objectives.

  • Tunneling off hook for with ebony mori probably makes for the most boring game possible.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/609602#Comment_609602

    Not really, Disconnects are a poor-sportsman ship. You ruin your chance for the team, and deny points for no reason. At this point Ultra Rare and Very Rare addons and offerings for killer should be made common. Spike those DC rates to the point they would actually be punished. Sucks when you spend what 14K roughly for some addons that are one time use and you can't even use em.

    What chance? having a way to impede the survs to have a fair game is poor sportmanship, and no, moris are pretty common, a couple weeks ago I played 2 times vs the same killer and he used it both games.

    So after that Im gonna DC every time someone is using stuff that nobody asked, I say learn to play and if all 4 escape get better.

    A couple minutes ago I had a game vs a lazy clown he did nothing the whole game, as soon I opened the exit he used blood warden and noed, we manage to escape 3, and the other guy paid for the killer´s lame game.

    Did everything possible and didnt pip because there were almost no chases, rank system is dumb, unhook 3 gens open door and a little chase and nothing...

    Baby clown would probably get one pip doing nothing and hanging us at the end with noed and blood warden.

  • @Apackawolves said:

    https://forum.deadbydaylight.com/en/discussion/comment/609775#Comment_609775

    Personally, I think a 4K should be an automatic +1 under any circumstances. Same with escaping for survivor. Since those are your primary objectives. The scoring system is kind of build in a way that can sometimes punish you for having too good of a game, while disregarding the fact that you’ve played so well that there is little or no need to do any secondary objectives.

    4k without lame tactics and escaping should be +1.

    But survs should have incentives to help hooked guys to escape (in the form of bloodpoints), so the game doesnt become selfish and too pip based.

    Coop and dull totems doesnt do much really.

  • @Apackawolves They generally DO have something to get them hooks if they don't hook anybody before the exit gates are opened. It's called NOED, and I'm not complaining about NOED btw, just saying they do have something that helps them get kills after the exit gates are opened. Sure, it's a perk, but it's a good one, because most don't bother to do all 5 totems. The hatch also is not the same as an ebony. The hatch only appears after all gens are done with 4 survivors alive. How is that even CLOSE to an ebony mori? A killer has to be WINNING for a survivor to get out. An ebony basically guarantees a win for the killer. Keys turn around a game for one survivor(possibly 2 if you can manage to get another survivor to come with you), ebonies guarantee the game is in your favor before it's even started. I could argue that there should be a way to remove an ebony mori with your same logic btw, because I can use Franklin's as killer to remove a key.

  • @Atrushan88 said:

    Moris should just be visual effects after the third hook, honestly. I also see no reason why there's a red killer offering and no red survivor offering. Make an offering that spawns the hatch after one gen is complete no matter how many are alive and see how annoyed killers will be.

    In fact, I should go suggest that. See how many people get up in arms because survivors would have the opportunity to escape in the same way a killer can get a 4k.

    What would give survivors for a red offering? Ask yourself that question and think about seriously. What is it that survivors could be "rewarded" with when burning an ultra rare offering. If you're wanting equal fair then you'd get an offering that prevents you from dying either by the killers hands or dying at all. Now an offering to counter mori offerings is a interesting idea, but it isn't a sound idea. Mori kills aren't super common, but they are super hated by all survivors and a lot of killers have grown to dislike using moris as part of their tactical toolkit as it cripples your emblem score so severely even at cyprus and and ivory.

    If the idea is to balance the scales then you either need and ultra rare offering that lets you kill the killer or make it so you can't be killed. Now most asym games like DBD tend to run into huge problems if survivors killing the killer or becoming immune to death is implemented. Friday The 13th is the only game where killing the killer has functionally been balanced as it takes so much setup. It's a true team effort, but this game that would be balance shattering.

    Now, you could make an ultra rare offering that keeps survivors from depipping flat out. No matter what, if burned they can only stay where they are or go up. That would solve some of the issues, but then create another where killers will want the same type of pip protection offering.

    Mori kills only being animations that happen on third hook is a non starter. The animation isn't a pre-rendered fmv. It happens in real time in engine using the models in their exactly conditions. If someone is hooked the game would then have to make the killer take them off the hook and go through the whole sequence. That is a huge time waste for both sides, with consequences for only one. That's actually worse than not having them at all.

  • @ReikoMori To make offerings equal in power to moris(not that I really want one, I just want killers to NOT have one that alters their gameplay requirements so much that it's a free 3k+ hatch or 4k), it'd be something that requires as little as the killer requires to get 4 kills. After one generator, the hatch spawns for green, for red, after one generator is completed, the hatch spawns and is open. Imagine if an offering like that existed and how pissed killers would be about it, and you can understand why survivors hate moris.

    As for your "Mori kills only being animations that happens on the third hook" thing, I meant if you're at the point where if you're going to be hooked, you will die instantly, you can be killed by hand with the Mori animation. Making Moris ONLY cool animations and nothing else. I meant after the second hook, but said 3rd instead because I meant if you were at the third stage if you were put on the hook.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/609612#Comment_609612

    What would give survivors for a red offering? Ask yourself that question and think about seriously. What is it that survivors could be "rewarded" with when burning an ultra rare offering. If you're wanting equal fair then you'd get an offering that prevents you from dying either by the killers hands or dying at all. Now an offering to counter mori offerings is a interesting idea, but it isn't a sound idea. Mori kills aren't super common, but they are super hated by all survivors and a lot of killers have grown to dislike using moris as part of their tactical toolkit as it cripples your emblem score so severely even at cyprus and and ivory.

    If the idea is to balance the scales then you either need and ultra rare offering that lets you kill the killer or make it so you can't be killed. Now most asym games like DBD tend to run into huge problems if survivors killing the killer or becoming immune to death is implemented. Friday The 13th is the only game where killing the killer has functionally been balanced as it takes so much setup. It's a true team effort, but this game that would be balance shattering.

    Now, you could make an ultra rare offering that keeps survivors from depipping flat out. No matter what, if burned they can only stay where they are or go up. That would solve some of the issues, but then create another where killers will want the same type of pip protection offering.

    Mori kills only being animations that happen on third hook is a non starter. The animation isn't a pre-rendered fmv. It happens in real time in engine using the models in their exactly conditions. If someone is hooked the game would then have to make the killer take them off the hook and go through the whole sequence. That is a huge time waste for both sides, with consequences for only one. That's actually worse than not having them at all.

    Do you mean in 2020 they cant make animations in real time? please...

  • This wouldn't be a problem if moris weren't a thing.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/610591#Comment_610591

    Do you mean in 2020 they cant make animations in real time? please...

    No, what I'm saying is if you're still hooking them why play an objectively slower animation that requires more work for no gain in optimization and shits on the lore built around the kill. At least to consider the actual something works and the reason it works the way it does. If you aren't willing to do that then you're not going to produce any useful ideas to work with.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/610739#Comment_610739

    No, what I'm saying is if you're still hooking them why play an objectively slower animation that requires more work for no gain in optimization and shits on the lore built around the kill. At least to consider the actual something works and the reason it works the way it does. If you aren't willing to do that then you're not going to produce any useful ideas to work with.

    Because it will be a thing to watch only, you prefer to kill them instead of the third hooking, not something that cuts the game in half for no good reason at all.

    You complain about a slow animation but have no problems with a 3 minute game, that thing is just a dumb offering and its going too far.

    It should be an animation and a good chunk of bloodpoints, there you have the motivation.

  • @Jdsgames said:

    I mean generally speaking you also depip as the killer so everyone gets to derank!

    Killer doesn't suffer of "Tunnel + Ebony mori" :^) (not all killer do this BTW but this is not fun to depip against a ebony tunneler)

  • @Fieryaura said:

    https://forum.deadbydaylight.com/en/discussion/comment/608948#Comment_608948

    Killer doesn't suffer of "Tunnel + Ebony mori" :^) (not all killer do this BTW but this is not fun to depip against a ebony tunneler)

    It isn't fun to go against a com'd toolbox swf. I mean I can think of things that are severely not fun in the game. The killer is suppose to be the power role. Generally speaking mori's depip the killer no matter how they play as emblems are severely punished by not hooking and getting enough chases/hits. I generally strive to make balanced ideas. However, considering the offering costs 7k bloodpoints and you might make double that using it. I find it fair. Similar to iridescent head infantry belt huntress. That is 13k bloodpoints for 2 offerings instantly used up. Survivors can get items and offerings naturally from chests in the game killer's have no alternative means. So until this balance is fixed where the grind for items/offerings as killer is not as grindy. I have no problem facing these in game or using them to my delight.


    I suggested this as a fix to the killer issue of being more grindy with no passive way to gain addons.

    @Jdsgames said:

    Hey, I wanted to suggest something that allows killers to not really keep their addons but earn more while in the game. Similar to searching a chest and leaving with the item. The black chest or alter... This chest or alter would work similar to a survivor chest, however, slightly different.

    • Each basement HOOK not Hook State earns the killer 1 token.
    • Every two/three/four tokens the killer can open the chest or interact with the alter to obtain an addon.
      • Method 1: These addons are generated then randomly up to a specific rarity. (During Game)
      • Method 2: Based on the killer's performance it can range in rarity. (After Game)
        • 0 Kills - Up to Brown Addons
        • 1 Kill - Up to Yellow Addons
        • 2 Kills - Up to Green Addons
        • 3 Kills - Up to Purple Addons
        • 4 Kills - Up to Pink Addons
      • Method 3: Based on the killer's emblems it can range in rarity. (After Game)
        • 0 Iridescent - Up to Brown Addons
        • 1 Iridescent - Up to Yellow Addons
        • 2 Iridescent - Up to Green Addons
        • 3 Iridescent - Up to Purple Addons
        • 4 Iridescent - Up to Pink Addons
      • Method 4: Suggested by: @fluffymareep Based on number of hooks.
        • 3 Hooks - Up to Brown Addons
        • 6 Hooks - Up to Yellow Addons
        • 9 Hooks - Up to Green Addons
        • 12 Hooks - Up to Purple and Pink Addons

    This encourages different play-styles and anti-tunneling as they are rewarded per specific hook. Which would be anti camping. As @Tsulan also stated this could work for Monstrous Shrine Rework.


    It requires anti-tunneling, multiple hooks, strategic basement plays, and is overall anti-camping.

    I also suggested this to an alternative fix to the struggle state which can be used to punish camping and encourage survivors to stay on the hook a bit longer.

    @Jdsgames said:

    General Mechanic

    Many people have taken to asking for this to be an automatic phase. This kinda takes the 'struggle' out of struggle. I suggest a new idea I had posted in a previous thread. Essentially it will be tied down to skill checks. One every 5 seconds.

    Hitting the skill check keeps you alive. Missing two skill checks in a row will lead to instant sacrifice. Missing a skill check will reduce your bar by 5 seconds. You are losing the struggle between you and the entity. Slipping up is essentially losing to the entity while the key-bind suggestion below is your suicide option.

    Great skill checks add 2 1.25 seconds to your bar. If you are great at hitting great skill checks this will increase your timer by a few seconds. This can be a clutch aid in which killers are camping or your team is just needing a bit more time to get to you.

    Blood Point: Struggling on the hook generates Struggle BP. Hitting great skill checks award bonus struggle points for the survivor. Failing to hit a skill check will punish your unbroken emblem.

    As @Atrushan88 and @Peanits suggested there should still be a way to suicide on the hook. I suggest an activator button like dead-hard. This gives you the option to just let go and accept your fate. While missing two skill checks is more like losing the battle to the entity. Again pleases both natures of the game.

    Skill Check and Perk Effect Changers:

    Huntress Lullaby: Yes should affect these skill checks. Makes nabbing that totem slightly more important. It would also keep you on your toes if you were hooked and it has five stacks.

    Unnerving Presence: Would severely be abused by campers if this was implemented. I can understand maybe a bonus slight reduction to these types of skill checks. Otherwise this should not affect these skill checks.

    Deliverance: If you were not able to use it on your first hook state: You can hit a designated button like dead hard. This will cause you to have to succeed 3 difficult skill checks (BNP/DS skill checks) in rapid succession. These skill checks pause your struggle timer and do not count towards losing the battle to the entity. If you hit all three skill checks you are able to get off the hook.This gives you a second chance of being able to use Deliverance... However, you have to work for it. These skill checks will not cause an instant death for missing them.

    Spine Chill: Can reduce the frequency of skill checks down to 4.75/4.5/4.25. This would allow you to have more chances to extend your struggle phase. Anything other than the slightest of reduction of these skill checks would be too powerful.

    This is Not Happening: Yes it would make the skill check areas bigger. The perk is weak as is so it doesn't make this a terrible change.

    Stakeout: Punishes camping and that is alright. The perk is weak as is so it doesn't make this a terrible change.

    Doctor Madness: I would have to test to see if this is a fair mechanic. This mechanic is to be a detriment to campers not hinder survivors. However, at the same time counter-weighted by bad-skill-check plays.

    Animation Changes:

    Suggestion from @Boss and expanded on.

    Great Skill Check:

    - This will have the entity attempt to stab the survivor and by swift luck they are able to dodge it. Letting them live just a little while longer.

    Good Skill Check:

    - Can stay the same as is. The concept is the survivor is just barely scraping by fending the entity off. Slowly they are weakening and the entity is just waiting for it.

    Missing a Skillcheck:

    - The entity goes for a quick jab inward letting the survivor know their death is getting closer another slip up and it is over. Practically just a fraction away from piercing them and completing the sacrifice. This animation will revert if the survivor succeeds the next skill check. (Shows the struggle in an animated way)

    If the Deliverance Perk bonus I suggested above is implemented:

    - The survivor will unhook themselves. However, during this the entity attempts to take a quick jab inward to complete the sacrifice and the survivor knocks it away just barely.

    Unhooking by the Survivor:

    - As the unhooked survivor starts to drop to the ground the entity stabs the hook right above there head as they land. Showing the next hook will be their last.

    Point Scoring:

    Skill checks reward objective points for hitting. It is your objective to stay alive, do gens, and get out. However, the longer you struggle for the more struggle points you gain. If you extend your life by hitting these great skill checks you naturally gain more struggle and objective points.

    Benefits
    • This mechanic saves your keys lifetime. No more button mashing/macro spam space.
    • This mechanic does not really impede either side's game-play. It is mainly a QOL change.
    • This mechanic is no longer 'rapidly tap space' a meaningless duty.
    • You wouldn't die from lag spikes unless they were so severe that lasted 10 seconds in a clip.
    • Adds depth to the game during the struggle phase.
    • Punishes camping killers
    • Natural buffs to other perks that are not in meta.

    I will also be making a suggestion for generators a bit later today.

  • I mean, I wouldn't mind if moris deranked killers because I don't care about ranks.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/619819#Comment_619819

    It isn't fun to go against a com'd toolbox swf. I mean I can think of things that are severely not fun in the game. The killer is suppose to be the power role. Generally speaking mori's depip the killer no matter how they play as emblems are severely punished by not hooking and getting enough chases/hits. I generally strive to make balanced ideas. However, considering the offering costs 7k bloodpoints and you might make double that using it. I find it fair. Similar to iridescent head infantry belt huntress. That is 13k bloodpoints for 2 offerings instantly used up. Survivors can get items and offerings naturally from chests in the game killer's have no alternative means. So until this balance is fixed where the grind for items/offerings as killer is not as grindy. I have no problem facing these in game or using them to my delight.

    I suggested this as a fix to the killer issue of being more grindy with no passive way to gain addons.

    https://forum.deadbydaylight.com/en/discussion/73591/black-chest-alter-shrine-killer-addons

    It requires anti-tunneling, multiple hooks, strategic basement plays, and is overall anti-camping.

    I also suggested this to an alternative fix to the struggle state which can be used to punish camping and encourage survivors to stay on the hook a bit longer.

    https://forum.deadbydaylight.com/en/discussion/75666/struggle-phase-revamped

    I will also be making a suggestion for generators a bit later today.

    Yes I play both side I know swf prove thy self and killer mori isn't not fun at all (toolbox is quit useless but prove thy self is broken).


    I play this game for chase no for holding m1 on gen or get tunnel on mori. Many people just, want fun on dbd so we wait for fix by dev