Insta heals, and mori's Potential rework ideas and discussion of game health and why these should be
Instant heals negate a lot of the killers progress within a chase and whilst a killer has instant downs most killers either have to be precise, have counters or have to earn them. Instant heals are single use, and can be brought into a trial or potentially found thus i find the best solution to rework them as an addon, is to make them heal over time similar to second wind
Styptic agent : Restores one health state, to self, takes 20s to apply. Gives the player the broken status effect for its duration. When applied to an ally its effect is instant.
Anti-Hemmorage syringe : Restores a single health state, takes 15s (or 10s?) to apply. Gives the player the broken status effect for its duration. When applied to an injured ally its effect is instant, however when applied to an ally in the dying state, ressuciates them to the injured state and gives them a heal over time for 15-20s to healthy.
This promotes game health by not outright nerfing instant heal potentials, but forcing them to be revealed early and whilst in a chase (where a survivor can ultimately be hit again, negating its effects if the killer is quick enough) or be used cooperatively in order to get the best usage out of them.
Mori's and expecially the ebony mori are unfun as a survivor to go against, ending games prematurely without feeling earned. in the case of rancor, or devour hope these perks are completely balanced and amazingly healthy, but in the case of offerings they are not. My suggestion? make them earnable through a new ingame system and not the bloodweb where one can farm them. Retire them as an offering to be given out only on special occasions, which also fits within the lore mind you, as a kill from the entitys perspective is a gift to a killer. The cypress memento mori should be retired completely however and made basekit.
The mori's could be given out during halloween in the bloodweb for example, or earned through completeing trials (perhaps for adepts, or even perkless?) and ranking up. gifts from the entity that they are. Make them still earnable year round, but far harder to obtain.
Ebony mori's would still need some tweaks however, being as strong as they are. Survivors should at the very least black pip due to dying to a mori rather then being sacraficed, as they are being removed from the game prematurely, which is also mind you against what the entity wants therefore whilst they would deserve no compensation in its eyes, it would gain no benefit from having them face lower rank killers. There should also possibly be a wait period after the first unhook, making it almost like decisive strike where one can't instantly mori someone, giving a chance to be saved. Or it could even be only activated on a survivor after they heal a full health state after being hooked, thusly preventing tunneling (or work instantly after second hook.)
My optimal suggestion for mori's however is that they would work only after the survivor has healed themself a single health state (preferably keeping the hook requirement as well.) This even if it has no hook requirement would give the survivor a way of "countering moris" by simply not healing (you'd be downed easier, but you wouldn't risk being removed from the game, or you could live longer, but potentially be removed from the game earlier.)
Comments
Keys don't need to be gotten rid of but they do need adjustment. I made a suggestion a while back in a separate thread to take out keys being lootable from chests unless running plunderers instinct thus requiring the dedication of atleast a perk slot in order to find one, along with making keys have a brighter texture on the lobby screen and in game. This would require work/preparation in order to find/use one and take out the completely random free escapes from the game that feel cheap.