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Viperion

Viperion

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  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565045#Comment_1565045

    Why do you insult me? You have nothing else to say?

    I guess my opinion angered and frustrated you, since you started with insults. If such little things make you lose your cool, I guess you shouldn't be playing DbD at all in that case, because it will bring you negative emotions much more than positive ones.

    I asked becouse i literally explained why im not begging for a nerf, and you react by saying im still begging for a nerf, wich im really not

  • @sad_killer_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565034#Comment_1565034

    About deathslinger? Exactly, nobody cares because he is just a bad killer lol. Here there are just useless complaints.

    im not saying he is too good, im saying hes not fun to play against.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562972#Comment_1562972

    I'm not begging for nerf, I'm just heavily implying that certain killer needs to be nerfed into the ground

    Are you ######### dumb?

    Just asking...

  • @Nineball said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564970#Comment_1564970

    If there's no cover, jungle gyms, or moderately safe pallets within that 5 seconds with the speed boost you get from being hit, and he doesn't fall for your attempt to dodge, your problem isn't necessarily Deathslinger.

    thats the cleanest way ever to say somebody is bad at the game i gotta give you credits lmao

  • @seki23 said:

    all the stuff you said is never gonna get done against a competent killer ( doesnt matter the killer it is), i mean a killer above potato level, so i dont get your point. but he is annoying to go agaisnt and has little to nothng counterplay in good hands, aside from gen rush the fastest you can and leave.

    I didnt say it was going to work, its just fun to try and maybe have a chance to pull it off.

  • @timetokill said:

    guess what, I don't care, i love doing long shots and drag you to me to your unavoidable death

    Well guess what, nobody cares.

  • @sad_killer_main said:

    Why would you want to "nerf" a low tier killer like deathslinger with 0 map pressure?

    I never said anything about nerfing, just read better

  • @Nineball said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564904#Comment_1564904

    My #1 strategy against PH if they're trying to bait them to use their laser going into the loop. It's not 100% because of servers and a patient pyramid head might be able to get past it but I've gotten out of a lot of nasty surprises with that technique. Also, I'm considering testing and incorporating abusing lockers into the mix. Throwing pallets early pretty much gaurentees you're taking a laser to the face unless it's really early, in which case you shouldnt do it anyways.

    Dont be fooled, the only way to counter PH is to force him to make mistakes, but in fairness that's how you counter any killer.

    https://forum.deadbydaylight.com/en/discussion/comment/1564925#Comment_1564925

    I dont agree with your position he needs less 1v1 focus. The ability to pressure multiple survivors at once is very strong, and if there's a ranged component with that I would think he'd be very, very uncounterable. Consider as well that Deathslinger can easily get the first hit through loops, but the second hit 'usually' takes a bit more effort and has a higher margin of error.

    if he shoots me, then hits me, he doesnt get a longer hit animation, he can just catch up within 5 seconds and shoot again

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564944#Comment_1564944

    Yeah, once he catches you you're going to have a bad time. Spine Chill just gives you a head start, but that's important against him - like, if you know he's coming when he's 36m away instead of 16m (with Monitor), you at least have a chance to run away or put yourself in a safer position by the time he arrives.

    Oh yeah ok fair enough.

    I thought you meant spinechill for in a loop lol

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564940#Comment_1564940

    My issue with Legion is that there is almost nothing you can do to avoid being deep wounded if Legion sees you with Frenzy up. Good Legions are seldom going to whiff, and attempting to pallet stun them is counterproductive because you almost never get the stun and you also really need those pallets for looping when Legion isn't in Frenzy. You can maybe hide, but again, a good Legion is going to trigger Frenzy close enough to you that you have nowhere to go. Spending the whole game mending is just boring to me.

    The typical loop for Legion is usually to Frenzy, hit as many people as possible, and then to chase the last person in the Frenzy chain. That person is then going to be forced to do the whole chase with Deep Wounds VFX on their screen, which can make the environment very hard to see, especially in dark areas like the downstairs of The Game.

    As a team there's plenty of room to win - just split up as much as possible and rush gens. They drive me crazy in the 1v1, though.

    You are right about that, there isnt really anything you can do about legion stabbing you in his frenzy.

    But i still like the idea of wasting time of survivors with the mending mechanic.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564867#Comment_1564867

    This is the best comment on this whole "Deathslinger is boring" trend these days. People here label that some killers are "unfun" like they are the owners of the truth, even if these forums are not even 10% of the entire playerbase.

    Isnt that the whole reason why this forum even exists?


    I made this discussion becouse my experience with playing against deathslinger isnt always good.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564909#Comment_1564909

    Please tell me how, because it seems to me that you need to be on the perfect tile when he shows up, or running Spine Chill, for that to be true. He has a 24m TR, which many people shrink to 16m with Monitor. His chain is 18m. If you're out in the open, he can shoot you before you even hear a TR. If not, by the time you realize which direction he's coming from (especially given his new TR, which spins up a bit slowly and makes it hard to gauge distance), he's going to be very close to you. "Just break LOS" is the answer I typically get for him, but that's not really possible when he starts chases so close to you. Other killers can start chases from very close by, but they all have downsides. Wraith trades easy first hits for hard second hits, as he has nothing to help him in the chase. Pig is slow while in Stealth. Myers needs to stalk before he can even raise his speed to 115% and has no tools to help in the chase until he hits Tier 3. Ghost Face has the best stealth in the game, but like the others I mentioned he has no tools to help him in the chase until his power recharges.

    Deathslinger plays a lot like a Huntress without a lullaby that doesn't need to charge her hatchets to get full-speed throws and that can easily pump fake them to make survivors dodge. The only real downside for him is that missing requires him to reload, but good Deathslingers will rarely miss. If you see him early, sure hold W and make him waste some time running you down. That's often not how it goes, though, and he has more say in where the engagement starts than you do.

    I run spine chill on all my builds, becouse i find it very fun to play with and its just really nice against killers like pig, ghostface, myers, and many more killers.

    Even with spine chill i barely ever counter deathslinger.

  • @DontNerf said:

    https://forum.deadbydaylight.com/en/discussion/185238/deathslinger-not-fun-to-play-against

    But isnt fun subjective? Many people (including myself) probably find deathslinger very fun to play against

    It very is subjective, and thats why this forum exists :)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1563097#Comment_1563097

    So long as Deathslinger can quickscope he will not be fun to play against. If survivors dodge when they see the gun raise, he walks up to them and M1s. If they don't, he shoots them in the back. The only counter is to break line of sight, but you can't really do that when his TR is 16m with Monitor and it's one of the annoying new ones that take a second to spin up and it's hard to gauge distance from. By the time he shows up and you know what direction he's coming from, it's almost always too late to break LOS. You need to hope you're repairing a gen right next to a strong pallet that you can pre-drop.

    The fix doesn't need to be raising accuracy over time, but I think that's a decent idea. You could also raise projectile speed over time, like Huntress, or just massively increase the weapon raise / ADS time.

    It's just silly for a ranged killer to be able to use their power to zone and gain distance. Huntress moves at 77% speed while charging her hatchet, for example, and Demogorgon moves at 92% speed while readying his Shred. In both cases, survivors are given warning of the impending attack and are able to attempt to dodge the attack and/or break LOS without losing much/any ground to the killer. Deathslinger does technically slow down to 83% while aiming down sight, but ADS only takes .15 seconds. He can therefore basically spam ADS as much as he wants to zone survivors. Pyramid Head has exactly the same issue with his attack right now. It'd be less egregious on like 30ms ping because you might have a chance at dodging his attack instead of just anticipating it, but on my typical 125-150ms ping it may as well be a guessing game.

    The only killer I hate playing against more is Legion, because free deep wounds is boring and frustrating as hell. Doesn't really matter how weak they are overall; I want to have some counterplay to avoid that first hit.

    At least legion is counterable, i actually really like the idea by slowing down survivors by forcing them to mend, but i think mending just goes too quick and is too easy.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562963#Comment_1562963

    Absolutely not. Deathslinger has very little counterplay in a 1v1 so he's a pain in the ass to face. However, he's bad at pressuring multiple survivors at once because he needs to reel survivors in and reload his gun in order to have his power. He's not a strong killer, but he's still extremely strong in the 1v1. 1v1 counterplay is most of what dictates whether a killer is boring/oppressive/unfun, not strength. Huntress is very strong, for example, but there's also a lot of available counterplay to her. As a result she's fun to play as and fun to play against, at least in my opinion.

    I agree, im definitly having way more fun against a huntress, and the reason is that against a huntress i feel like i can maybe at least have a chance to counter her, instead of getting shot the first 3 seconds after i start a chase.


    Btw i dont know why people who like/main deathslinger are so toxic about this.

    I dont hate those people, i dont hate deathslinger, i just think he needs some tweaks to make him better against multiple people and maybe a little less impossible to counter :)

  • @Nineball said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562952#Comment_1562952

    So your idea is to:

    1. Give the survivor a 4-second heads up that the killer is using their one-shot-reload power, giving them ample opportunity to time a dodge
    2. After that 4 seconds make it so the killer has to 'maybe' score a hit, with a ~3-second reload, but if he doesnt time his 4-seconds properly he'll more than likely waste his shot even if the survivor is not dodging.

    Deathslinger doesn't need a rework. Just as with Pyramid Head, survivors just need to rethink how they approach loops to bait the killer's power, and more accurately predict dodge in the open.

    I dont think its a perfect idea or anything, just a little tweak to make him more counterable, what he needs is less 1v1 focussed chases and more grouped power (at least in my opinion)

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564890#Comment_1564890

    I'd like to hear how survivors should counter Pyramid Head, because I legitimately don't think there's a way that doesn't rely on the killer making mistakes. The best thing I can think of is dropping pallets way early and running in the other direction. He needs massively reduced movement speed when using Rites of Judgement imo. His ability to zone makes him ridiculous in 1v1s right now.

    If pyramid head uses his punishment of the dammed, just before the attack lands, you see a red outlined stripe on the ground.

    If youre quick enough ( i just press a or d when holding w), you an jump away before it lands.

  • if you play against a good deathslinger, it isnt (or im just bad af)

  • @Veeramid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562834#Comment_1562834

    If killers dont get a buff with the voice chat system it'll be like playing dead by daylight with swfs all the time and all the killers will quit.

    yea ok fair enough, but i can imagine not all players will use/like vc, so maybe vc isnt really a good idea after all.

    i totally agree that if they make a way to communicate better between survivors they need to buff killers in general tho

  • @Goschlr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562956#Comment_1562956

    That’s another approach and also good! Well, yea the explosion thing is not a game changer, but a small detail which doesnt hurt anyone. Its situational

    I just really hope they dont leave it as it is right now, my idea could be overpowered, but at least it isnt useless like how it is rn

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562945#Comment_1562945

    Everyone benefits from positive feedback. The company is made of people, and force feeding real people hefty servings of bile day in and day out isn't good for them personally and thus not good for the company. That in turn means it isn't good for us as Players. I absolutely disagree with the idea that they don't benefit from positive feedback. Without it you will turn them from people who take joy and pride in their work (and want to hear good things about it) to a soulless group that don't like us at best, and see us as just wallets at worst.

    Youre right, but i didnt really mean the people, of course they benefit from positive feedback, i meant more the game itself

  • @Kebek said:

    People who say he hasn't got counterplay tend to want easier counterplay that any mediocre rank 10 can pull off. I've had matches where I faced really good loopers that managed to read my shots and prolong the chase for a while, just because Deathslinger requires different mindset when outplaying him in chase doesn't mean he's got no counterplay.

    If claiming that good deathslinger will never miss his shots no matter what survivors do then killers like nurse, spirit or even doctor are far superior in chase then deathslinger is. Adapting to deathslinger's chase mechanics is hard, that's why people want him nerfed to make it easier for them.

    I dont like playing against a deathslinger, just becouse i feel so weak when being chased by him, i just think he can end chases too fast.

  • @Avilgus said:

    "Boring, oppressive, unfun" is the new "oplznerf".

    im not begging for a nerf, im just saying what i think about deathslinger and how i think they could change it to make it more fun to play against/as.

  • @SweetTerror said:

    It's hard to play DBD casually, especially considering how toxic the DBD community can be at times. But I always find myself returning to it because there's nothing else quite like it. There's so many reasons to hate it *cough* MATCHMAKING *cough*, but when the game fires on all cylinders it can be a blast to play.

    What keeps you playing?

    As a survivor main, pulling things off like a 360, 180, window tech, dead hard play, or any other juke play, becouse its just funny and satisfying to do it.

    If i go against a good killer, i still try it, not becouse i want to be toxic, but just becouse when i succeed, i get much fun out of it,

  • I totally agree, i think it would be great if something like this would be added, it doesnt have to be a big thing, but at least a little diffrence between survivors to make each of them unique

  • @immortalls96 said:

    The next patch has a lot of cool updates , perks , and characters which I'm very much eager to get my hands on..however..I'm also quite apprehensive...for those of you who dont play ps4..its very very rough.

    When you swing as killer there's so much jittering motion blur you can't even see what your swinging at, debuffs and buffs cause frames to almost cease for a second or two, combine all these with the dedicated server lag and using dead hard is a chore as a result, heck, a friend of mine cleansed a hex yesterday and frames dropped massively for the rest of the game ..hence why these new graphics, map updates, and lighting are either going to help loads..or make a bad situation even worse..streaming Dbd can be rough right now as is.

    It's also kind of concerning the lack of transparency down the dev team lately..we got no word on the server upgrades, a dev stream for mid chapter concerns apparently got canceled..and we are still waiting for mmr updates too..there's so much on the burner..it seems to be going rather rough..so..it worries me about this update

    I personally havent experienced any problems with the new graphix updates, (i dont have a epic pc or anything i built it for under 400 euros)

    I can imagine that the motion blur lag can be really upsetting, but you can try fixing that by putting the graphic settings lower.

  • @Goschlr said:

    Everybody is complaining about Felix's perks, how useless they are. Actually,

    Desperate Measures and Built To Last are pretty dope perks in my opinion, not he best ones, but there are some potential decent builds you can create adding these.

    But I have to admit, Visionary is nearly useless, I have heard others saying it's a worse version of Deja Vu and Detective's Hunch. Being able to see generator's aura is not a big deal, experienced gamers are totally aware of the gens' locations. Maybe the new players can take full advantage of it, but after a while it would be useless for them too. I'm pretty sure many people share the same thoughts...

    But hear me out. What about keeping the aura reading ability but with a little twisted change. Survivors who are running this perk would differentiate generators' progress according to the intensity of their auras (in a given range of course), thus they can plan forward which generator should they approach and progress. Maybe survivors would see when a generator explodes, it can help them avoid that area for a while. A little bit longer cooldown isn't a big deal after all.

    What do you think about this idea? Would it make the perk more useable? Or do you think it would be OP/Unbalanced?

    https://us.v-cdn.net/6030815/uploads/133OEYSSSGNI/teachable-visionary.png

    I think its really underpowered at the moment, and i think its a great idea if for example you can see the killer when he is in a 5 meter radius of any gen within 24 meters, or something like that

    Seeing if somebody explodes a gen isnt really usefull.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562897#Comment_1562897

    I feel like they could nerf his oppressiveness in-chase at the cost of letting him shoot onto walls and grapple himself closer to them at a fast speed (and could then tap m1 to break the chain, and need to reload) and make him 115% too. Increase his general map pressure but make the 1v1 more fair and fun, a bit closer to Huntress. I'd enjoy facing him a whole lot more if I didn't just get quickscoped every bloody time; I remember in a KYF once against one of my friends and he'd spend time aiming and lining up his shots perfectly, there was even a sound queue to show he was aiming at you! It was amazing fun and I wish that was the optimal way to play as Slinger because taking time to make the perfect shot is great fun to do and to face.

    a great rework idea is to make his gun more accurate the longer you aim, for example when he starts aiming he begins with 25% accuracy and it takes like 3/4 seconds untill he gets 75-100% accuracy

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562913#Comment_1562913

    I'm not sure I agree. They have to get BOTH. If all they get is negative this and negative that, it becomes a great big fog and they have no way of knowing what is actually constructive critiques our sour grapes. I think they need to hear from people about the things that are working in equal measure, so they aren't basing changes merely on whom is the best at screaming and complaining.

    Those that complain aren't necessarily right, but without the vast majority of people who LIKE something chiming in, it gives a distorted picture.

    Im not saying we should only leave negative feedback, but i just think Behavior doesnt really benefit from positive feedback.

  • I think blocking windows and pallets at the same time is too OP, there is nothing a survivor can do when that happens.

    If they make the duration like 5 seconds, it would be more fair tho

  • Thats just becouse pyramid head is new, bill tho, only 1 changable shirt?, damn behavior you can do better

  • @Moundshroud said:

    So there is a bitter truth about Forums, it is generally the vocal minority that feel the compulsion or need to vent. Most people don't take the time to talk about what went right. I for one, want to thank bEhavior for being nice enough (and crazy enough) to involve the greater Player base in their field test of the new Killer, Survivor, and Perks. They certainly aren't required to do this. I appreciate it, and hope that they just ignore all the "sky is falling types" types, because you seem to be on the right track.

    Youre right, but saying whats wrong with the game helps more than saying whats right, becouse they can change whats wrong and when you are saying only positive things, they cant do anything with it becouse you already like it.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562897#Comment_1562897

    I think they could just make him go "hurgh" and take like an extra .25 seconds to be able to fire his weapon when using ADS. Like a faster version of the Huntress. He still should be able to aim more quickly since he has a smaller range and doesn't have guaranteed damage on landed hits, but right now his aiming is functionally instant and there's no real telegraph of intent.

    That would be a great idea, but when im playing against a huntress half of the time i dont even hear the "hurgh" sound, idk if thats a bug or just a game mechanic

  • @MadLordJack said:

    Okay, first off, none of the "techs" you mentioned are of any use against even a Wraith or Trapper. They exist to bully noobs, something you can easily achieve against a Slinger.

    That being said, he is a ridiculously low-counterplay killer and there's nothing really to be done about that. The game needs the variety that 110 killers bring, but nerfing his power would force him to be a 115 killer.

    I try to use those techs on not noobs, and if it works (wich most of the time fails), its just funny, and thats what i like about the game!

    I totally agree with the rest tho

  • @Johnny_XMan said:

    I know this is a hot topic that surrounds characters like Slinger, but honestly his power usage comes at a great cost, which is that if he messes up, he has to reload.

    To demonstrate, I was playing a match just now where I would have gone down in a dead zone had it not been for me reading his fake shot, AND then being quick at turning with his actual shot.

    https://media3.giphy.com/media/ekekCqx15mjMYebktE/giphy.gif

    https://media1.giphy.com/media/kz1DTAR2HsC89zR9ZI/giphy.gif

    I am not saying in certain situations he isn't almost too strong, but I think much of the complaints come from how misunderstood his power is. I rarely play as him as killer, but even I know that you can still dodge hits even when there are no LoS blockers.

    This is just my opinion.

    I think it just isnt fun to play against him becouse being chased is such a big part of the game, and he just completely counters that

  • @Zozzy said:

    Change 2 man gen speed.

    Why is there such a massive boost from one survivor doing a gen to two survivors doing a gen, and any more after that add almost nothing?

    Currently gens go from 80 seconds solo to 47 seconds duo so basically halving the time a gen takes.

    Why isn't is more gradual like 80-65-47-36?

    As a killer, you need to learn to counter genrushing, instead of asking for a nerf.

  • @MeltingPenguins said:

    Here's something odd I keep observing survivors do when I play as Deathslinger:

    They (i see this most commonly with purple and red ranks) will run to a pallet, stand next to it (and heal if injured), not reacting when I aim at them (most of the time).

    And then complain when I shoot them point blank and they end up injured/on the hook.

    Why, people? I know what they are TRYING, but against Caleb? He has a SPEAR GUN.

    And I've never seen people do this with Plague (with corrupt purge) or Huntress so far.

    Why is this apparently quite common to do against Caleb? The one killer it certainly won't work against most times.

    I'm baffled.

    As a survivor main, i feel like its just not fun to play against a deathslinger, and heres why:


    I feel like a really big part of this game is being chased by the killer, looping him, getting things done like a 360, 180, or windowtech for example.

    You just cant do that with a deathslinger, he is just gonna shoot you and kill you.

    Hes hard to counter, not fun to play against, and his terror radius is just too small so if youre not playing with spine chill he can snipe you off a gen with ease.

    I dont have any ideas how they can make him fun to play against and fun to play, but how he is now just doesnt feel right to me.

  • @Azarath said:

    Who tf thought it was a good idea to put dead ends in random corners? The map designer suddenly thought "Haha, no windows or vaults to escape to, prepare to get downed"? What kind of ######### map designs are these people putting in the game

    Ever heared of not being stupid and just avoiding those corners?

    If youre having trouble with it, just be a better survivor lmao

  • @Veeramid said:

    https://forum.deadbydaylight.com/en/discussion/comment/1562212#Comment_1562212

    The only balance problem left is the strength of SWFs. I think killers should get an overall buff while survivors get a tiny chat system to ping things they are doing and where. That way the game is balanced towards SWF.

    I dont think so,

    i think killers dont need a buff at all, if they do get one, it will be way less fun/rewarding to play survivor (im a survivor main)

    I really hate playing against doctor, a good nurse or deathslinger, becouse you just cant really be in a chase with them, wich is such a big part of the game.

    I dont think a tiny chat system is a good idea, but i do like the sound of a voice chat system for survivors.

  • @Sneaky6 said:

    More specifically- I think that it’s the ability to Mori immediately after one hook that is the problem.

    I love Moris. I love the effort that behaviour put into making every killers Mori special.

    I wholeheartedly believe executing someone with a Mori should feel awesome and being executed by a Mori shouldn’t feel unfair (And in case I am not being clear - it absolutely does feel unfair half of the time - the half when you’re mori’d early).

    Ideally, I believe that a Mori be something that the Killer needs to earn inside of the trial before they can use it. It should also feel incredible and provide that sick infinite power killer experience.

    To that effect, here are my two suggestions:

    1. The easy fix: Simply make Moris only available after the second hook then- Add a special bloodpoint bonus if every survivor in the trial has progressed at least into the struggle phase on hook by any means at the time of the Mori. (Also counts if they are dead as long as they experienced the struggle phase)
    2. The more complex idea... Moris add a new win condition to the game and can only be used during a new type of event: The Mori event triggers after each survivor has entered the struggle phase of the sacrifice. When triggered the entity rewards the killer by locking all generators, exit gates, pallets and vaults on the map and then beginning the end-game collapse. The auras of all the survivors are periodically revealed to the Killer and performing a Mori on a survivor (or having one DC) grants the killer a permanent speed boost and extends the timer by a small amount. (Any survivors still alive when the timer reaches zero might be sacrificed via the entity spike or a hatch spawns or maybe the gates open- I genuinely do not know what would feel better - any thoughts on this would be appreciated!). This “Mori mini game” would feel like you have earned the right to stab the brains out of the survivors, and survivors would probably enjoy the mini game more than simply being removed from a trial early via a neat animation.

    If someone else has other ideas or opposing views I am certainly open to hearing them, please nothing toxic here!

    =)

    I dont think it would be good if you can mori only after the second hook, that doesnt make sense to me.

    You can kill them on hook anyways so you have no reason to mori