Mozzie
Mozzie
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1810932#Comment_1810932
you called me biased i provided bare minimum proof that i at least have way more time in killer in this game. Like without proof your claim of having all killers p3 and playing since release isn't very believable since anyone can say that. Not saying it's impossible but for someone to disregard balance knowing how this game is either shows you don't care about balance or you don't have the time you say you do. i said show stats because only new players or extremely biased ones say what you say and from what you say you don't have a good grasp on this game, like how saves are easy to avoid that is the truth for good players and since you claim to have all killers p3 surely you are good enough to rarely have a save be successful.
all your points were weak and you didn't counter mine, if that is not a meaningless argument to you yet losing one is then nice you should acknowledge when you have lost.
Im pretty sure you can see your stats on steam since i have seen some interesting stats like how many blinks someone has done as nurse on youtube but im unsure where you could find them maybe look at a separate site that tracks it. For now i won't believe you have the time you say you do in this game because it's hard to believe that you do based off what you say, feel free to prove me wrong or not at this point it doesn't matter since we are basically done here.
You say a lot of contradictory things to your viewpoint. You don't make a whole lot of sense in most of your logic. You say it's next to impossible to save while carrying survivor to the hook but you say that it would be crazy op to take the mori at this state and make it basekit. But you also say that mori is balanced now. All of these statements can't all be true. I'm at work so I don't have time to piss with you about this. That link isn't showing my profile, most likely because it's private. But If you want i'll SS my killer page tonight and send it to you if it makes you all wet and warm inside :)
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1810513#Comment_1810513
But you don't understand with all his easy to pick up and use utility for his low skill floor means his overturned and in need of a downgrade so more skill based gameplay shines through and he isn't the so easy anyone can pick it up and do well character
I've agreed on several points and apparently that's still not enough for you. I think before we continue on this we need to have a definition of what is balanced and what is not. What killer do you believe to be most consistent and balanced?
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Im looking for a discussion not a meaningless argument. Saying I'm not answering your points or they are incredibly weak etc while being hostile and contradictory statements is not moving this anywhere. I'm on steam, I don't know about stats as I don't think steam tracks them other than time played and mine is more as I've played since launch. I have all killers, save the most recent 4, p3 with all perks and half the survivors done. But does this really have to be a pee pee measuring contest?
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1810593#Comment_1810593
Dude you're ignoring literally everything i said and including things in that list i already addressed. Also no your wrong, it is possible to actually not be a biased idiot and see the actual problem with the perk which is what i already explained. If you think all killers need a unhealthy buff i don't know what to say other than i hope you don't become part of a balance team and when discussing balance you don't include things that don't belong in that topic such as cosmetics which is what different mori animations would fall into.
If you can't explain things properly and want to make a list of points here is all those points flaw's. If we compare that to the simple mori nerf we got it's clear that it was not only better balance wise but also it didn't introduce any problems and having mori's basekit is nothing but a LIST of problems. Your right killers need buffs but if you seriously think the way to do that is to make tunneling easier your stupid, buffs should be per killer the only buff that should be across the board right now is something to slow the beginning of the game or small changes like how they increased pallet break speed.
- Killers have the same amount of options if they use a Mori and the only options that get introduced are tunneling options
- It won't affect blood webs that noticeably, go look at my post response i already disproved this and pointed out how stupid that is as using it as a point for mori's to be basekit.
- Obviously it's increases tunneling and that is NOT what the game needs, doesn't matter how you play it's the same argument as someone not abusing old mori's just because you don't doesn't mean others won't.
- yeah reduces slugging by killing survivors which is NOT a trade why do you think slugging exists its to help kill survivors. Your literally just buffing killings mate.
- LOL devs won't do that you just included BS in that list and this is about balance not about cosmetics
- Saves are extremely easy to avoid as killer and if they try it and fail they are wasting their time and you are getting into a chase faster. Only bad killers complain about SWF saves.
- Yeah that isn't likely, sure it will slightly affect how intense players will try but the impact as said won't be much. People don't even attempt saves unless nearby and only idiots follow the killer around doing nothing until that survivor goes down.
- BRUH you just complained about swf and now your complaining about perks that are not a problem, also it wont reduce them your wrong. If a player doesn't tunnel and they get a survivor on death hook they will use the hook, Mori's will be used for tunneling by avoiding save chances with any in game mechanic. Also getting a kill earlier is not equal to not being able to use a perk, it is always better to have a easier kill.
- That is unrelated to balance again you just added filler.
- It doesn't limit closing the hatch how TF does it??????? if anything it buffs the killer since they can mori survivors on the hatch and if a survivor is escaping by hatch they are not doing gens so the killer can wait off DS and hook that person or carry them to hatch and mori them. You don't understand how things impact games do you.
Your a survivor main, we get it. You think that the mori buff added balance to the game when it actually created unbalance. There are two things in the game that could quickly speed on the game in favor of one side. Survivors has keys and killers had mori's. That's not even debatable. I didn't knowingly dodge any of your points. If you want me to go through these all again I will.
- "Killers have the same amount of options if they use a Mori and the only options that get introduced are tunneling options
Just because you use a mori you automatically assume everyone will tunnel. That's a fallacy. Don't believe it? See Pyramid Head.
- It won't affect blood webs that noticeably, go look at my post response i already disproved this and pointed out how stupid that is as using it as a point for mori's to be basekit.
Yes, say that to people like myself who have over 200 ebony mori's alone on there killers. That equates to 1.4 million wasted blood points on a single offering, not including the other two.
- yeah reduces slugging by killing survivors which is NOT a trade why do you think slugging exists its to help kill survivors. Your literally just buffing killings mate.
It's not like when players are getting mori'd the rest are just standing around and doing nothing. Those animations take time and if needed could be increased.
- LOL devs won't do that you just included BS in that list and this is about balance not about cosmetics
Say's who? You honestly don't think they've already taken this into consideration?
- Saves are extremely easy to avoid as killer and if they try it and fail they are wasting their time and you are getting into a chase faster. Only bad killers complain about SWF saves.
Okay, you're just being silly now or you camp the hook, not sure what's worse but we can try it in KYF and see how well you do.
Yeah that isn't likely, sure it will slightly affect how intense players will try but the impact as said won't be much. People don't even attempt saves unless nearby and only idiots follow the killer around doing nothing until that survivor goes down
You are basing this on what exactly? To say that people don't attempt saves makes me think you play a lot of green rank solo survivor a lot.
- BRUH you just complained about swf and now your complaining about perks that are not a problem, also it wont reduce them your wrong. If a player doesn't tunnel and they get a survivor on death hook they will use the hook, Mori's will be used for tunneling by avoiding save chances with any in game mechanic. Also getting a kill earlier is not equal to not being able to use a perk, it is always better to have a easier kill.
I'm not complaining about them, I'm simply listing the pro's and con's if such a change were to be made. How would it not reduce them? That doesn't even make sense. If you don't hook how are hook based perks to work? If you don't slug how are slug based perks to work? If you don't carry how are carry based perks to work? You're arguing about things that are indisputable. If you wanted to put a good argument to that you would say ' is it enough of a tradeoff?'
- That is unrelated to balance again you just added filler.
Having survivors afraid means they are more likely to make mistakes and less likely to progress. Come on....
- It doesn't limit closing the hatch how TF does it??????? if anything it buffs the killer since they can mori survivors on the hatch and if a survivor is escaping by hatch they are not doing gens so the killer can wait off DS and hook that person or carry them to hatch and mori them. You don't understand how things impact games do you.
I'm fairly confident after reading all your points you either rarely play killer or know very little about them. Mori's cause the hatch to open instantly after the animation is played.
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@kate_best_girl said:
Imma just say flat out moris were always worse than keys. At least with keys survivors had to either do ALL the gens or be killed off. With mori's you could tunnel someone and instantly ensure not only they lose with no chance of a pip, but that survivors are permanently weakened severely. I play both sides and I still never got why keys were so much of an issue like survivors still have to die or complete most of their main objective to use them.
Because keys are the one thing that can greatly swing the speed of a match in the survivors favor. This is why they get compared to Mori's so frequently. When used by lesser players they are also a free get out of jail card for survivors who want to hide away and watch their teammates get killed and get a free escape in doing so.
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It's because players are actually new and think this is a horror game. The shame of it all!
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/212662/pls-devs-dont-nerf-keys
She has a point, you don't just bring in a Key and get granted a free escape. You work for your escape, and if the killer is crap anyways you don't even get to use the key.
You can do literally nothing but hide in a locker all game and use the key to escape. If this is really the only change that will be done with mori's in the near future then they need a hard nerf.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1809164#Comment_1809164
If mori's are basekit it would affect killers across the board, as you know the devs won't limit a base game mechanic from a character because it would be too good for them which means god nurses, spirits, or whatever killer you hate/ is strong will have access to them. Now they are strong because as i said idk how many times it cuts save opportunities by a third and allows for easier tunneling. Say what you want but that is a simple truth and we do not need to do that simply because DS exists which btw isn't a problem at least in terms of how it directly interacts with the killer. As for perk interaction it is very much worth it to bypass DS and potential saves to not have a hook perk activate, unless you are wasting time slugging until it is safe to pick them up you wouldn't be able to use the hook anyway and whatever gen you could have protected will get done.
DS is meant to hinder tunneling and is effective at it, take a look at how a good player uses PH's final judgement ability and why it is considered very useful. That ability lets you kill off a survivor on their last hook and ignores DS that alone makes it good, it doesn't matter if it would be faster to use a hook with DS you can't use a hook if you tunnel anyway but mori's and final judgement bypass that.
DS is fair with it's interaction with the killer yes even if used with lockers, your taking that stun you could have avoided and even if it is used in EGC you should have went for the savior. the problem with DS is that you can work on gens with it active and have a minute of immunity with UB, DS itself isn't problematic in any other area and is very avoidable by simply not tunneling and applying pressure on healthy survivors. The devs can change DS itself to make it more fair they don't have to nor does it need it's amount of times it can be activated reduced by a third.
We don't need to encourage or even give all killers the ability to tunnel freely. Mori's are still useful whether you acknowledge that or not is irrelevant, the only way that it would be fair if basekit would be if the survivor couldn't be mori'd right away after they get off 2nd hook but that would make them even weaker than the current version so they might as well stay as they are.
As for the blood web that is not a problem and honestly needs to be addressed separately like do you really think removing mori's from them will make that much of a difference?, i don't use map offerings or bad addons/perks yet i get them constantly does that mean they should not be in the game? Obviously no, your opinion on mori's don't represent everyone and neither does mine but at least mine uses good logic that shows why mori's wouldn't be basekit. Your logic is simply "No they would be fine" without taking reality into account or providing good reasoning why. we have had this discussion before in other posts.
Would it affect killers across the board? Sure, but is it really a significant buff? I think the trade offs match the advantages and Pyramid head as you mentioned is a prime example of that.
- Gives Killers more options.
- Removes additional clutter on the bloodwebs (now can we please get rid of the hazy and murky reagents on killers?)
- Could potentially cause more tunneling....
- But would also reduce slugging.
- Gives bEhavior more stuff to sell. It wouldn't be long until mori animations made it into the store and were selectable in customize.
- Puts a hard limit on last min saves with flashlight, body blocking, DS & pallets. Nerf to SWF teams specifically.
- This means more saves will be attempted for survivors on 2nd hook phase helping slow down the mid game.
- Reduces usefulness of all hook based perks, most notably meta perks such as BBQ and chili & pop. Blood warden would see less usage as well as minor impacts for carrying perks such as mad grit, iron grab & agitation and aura reading/denying perks.
- Helps increase fear of killers during the endgame.
- Limits the killer on closing the hatch and gives survivor the advantage of getting there first.
It sounds to me as if your biggest contention against this is how it impacts DS. You are either in the camp that DS is in a good state right now or you're not. I'm obviously in the latter as it gets abused far too frequently in red ranks. Sounds like you're in the former, fair enough. After all the nerfs killers have suffered over the last two years it's only reasonable they receive a mild, overall buff. Additionally, the animation locks could be increased with more unique and interesting animations if it were really warranted to give survivors more time to be productive.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1809483#Comment_1809483
from your text I can see you know the experienced strat on how to get chased by a freddy, but you can't tell his problems on why he has high kill rates and is considered op when looking from an outside perspective in at him
I mean I have Freddy p3 with all perks so I have a good amount of time spent with him. So I'd say I know what it's like to play as and against him pretty well.
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@TamboRhyyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1809517#Comment_1809517
No no I understand that! I am fully aware of that, my whole argument here is that, a mori will always finish killing a survivor quicker than the pick up time to the hook + the full. Of course if youre right underneath the hook then hooking the survivor and having them go through the entity animation can kill them quicker than some longer mori animations, but how often is a survivor right under the hook? Usually you're downed at a loop or in a building where there is SOME distance between you and the hook. Usually you need to carry them to the hook and then it will play the 15 second death animation, my statement here is that, assuming we are using a regular scenario where the survivor is not generally under a hook, a mori will give you some extra time to get going. TYPICALLY. That is the entire statement I am presenting :,)
Even if on average that were true it really doesn't help anywhere near as much due to the animation lock of the mori's. You can't see whats going on around you the way you would if you could pick up and walk with the survivor. Given, it now makes you more vulnerable to pallet/ flashlight saves I think on average people would rather hook and gain the extra advantages.
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@TamboRhyyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1808842#Comment_1808842
Oh I'm not arguing about the effectiveness of the mori, I'm just pointing out it's quicker to get a kill.
Unless you are incredibly far away from a hook then no, it isn't.
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@TheKnowlesFam said:
Ive been a survivor main for about 500 hrs. i got all the characters teachables and leveled them up as much as i could. felt like i hit a dead end, so i decide, hey lets try killer for a while..... Day 2 into being a killer i get CONSTANT toxic survivors! nothing but purple ranks teamed up with 16 ranks looping me and t bagging for the whole match. when i give up on a chase with a strong survivor i get palleted t bagged or blinded by the good survivors. In other words they chase me???
WHERE ARE THESE GOOD SURVIVORS WHEN IM PLAYING SURVIVOR!?!?!
At any rate in a given day i may get face camped and slapped on hook once or twice as a survivor.
It seems like 50% of the time im getting toxic survivors. one toxic game one good game.
Let me just say, if all survivors escape, im not upset at all. the after chat is usually ggs and wow yall turned that around quickly.
i do NOT tunnel, camp, or slap people when they are on the hook. As a survivor i KNOW how messed up that is.
All in all survivors are WAY more toxic in my experience than killers.
######### M8
-end rant
Welcome to the party pal.
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@RepostRiposte said:
Every. Single. Game.
Before the mori rework key escapes were rare, but now that at least one person brings a key every single match plays out the same way:
- Kill 2 survivors
- Have the last three/four gens on lockdown, no possible way I can lose
- Last 2 survivors use their key to escape on the complete opposite side of the map with no chance of me stopping them
- GG EZ noob killer
Anyone else getting the same? Might stop playing until everyone burns all their keys because survivor queues are ridiculously long and every killer game I get robbed of my win. The devs should have learned their lesson from original mori/instaheal/BNP reworks which resulted in exactly the same thing happening.
It's not related to the mori hotfix, it's been an issue since the release of the chapter update. IMO they decided to fix mori's now while they let survivors run amok with keys for the holidays.
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@Boss said:
A BP multiplier that grows for each Perk slot that you have empty.
- All 4 slots filled: 0%.
- 3: 25%.
- 2: 50%.
- 1: 75%.
- 0: 100%.
And it'd be a separate multiplier from BP Perks as well.
So if you earn the max. 32k in a trial, and your We're Gonna Live Forever/Barbecue & Chili is at 100%, then that becomes 64k like normal.
Then that 64k gets multiplied by 1.75 (not by 2 cause you did use that one BP Perk) to become 112k.
Now that's a cool Idea.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1809322#Comment_1809322
so you know the experienced strat but you can't tell outwards looking in whats wrong with him
Um, what?
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I want them to bring the 3k presents back on the blood webs with random item's and addons. Really helps with the grind.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1809269#Comment_1809269
He brings low skill floor, way too much utility, and a decent power level for minimal skill? sorry if you cant understand that
but his basekit of snares with no slowdown, fakable map long teleport, and no tr passively make him really easy to play and really strong
heres some changes that make him more skill based or require actual thinking sometimes
make pallets basekit so snares have to be addon dependent so you have to give up an addon slot to use the better power
make teleport not cancelable basekit
have a slowdown for a second or two when placing a snare
have more layers to the lullaby so its not just 32 meters of the same sound and you have to guess where freddy is rather have a judgement of hes 32-16 and 16-0
slow passive sleep to take 2x longer outside of his terror radius
heres some changes that turn him into a killer that requires skill to win and not the game doing it for you
It's not that I don't understand it's just not very productive to say THIS NEEDS NERF! But then offer up no solutions of your own, not that the developers will read it anyways... but at least to have a productive conversation with others. Now to your actual points:
-I would be on board with making pallets basekit or making snares not slowdown until upping the addons. I think that's fair but I don't think that part of him is particularly OP, at least not to experienced players. The counter to that is just to keep jumping tiles. But I think what might be a better nerf is to take him down to Hag speeds at 110%, this makes him much more reliant on snares and not wasting his power times on feigning as much.
-I also agree that his movement speed could use a short slowdown when placing snares or pallets.
"have more layers to the lullaby so its not just 32 meters of the same sound and you have to guess where freddy is rather have a judgement of hes 32-16 and 16-0
slow passive sleep to take 2x longer outside of his terror radius"
I'm good on both of those but I would say if you make his sleep take longer then the penalty should be harsher for survivors fail skill checks, use other survivors just to wakeup or remove that counter play entirely. Waking up by running to the clocks should be most encouraged and should cause the survivors not to suffer from any penalty.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1809154#Comment_1809154
And its hyperbole because its true but you don't agree with it. Got it
You're not addressing the question. You are just rambling that Freddy is super OP and needs nerf yet bring nothing to the table. So what's OP about him? What do you, specifically think should be done with him?
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@AChaoticKiller said:
We all already know what they changed to mori's but i keep seeing people complaining about it being lazy, unfair, or whatever. Truth is this was the safest and honestly best option they could have done. It also is balance wise fine, Mori's were too strong they alone won killers games if abused even just once in a trial, a nerf is better than no nerf. I'm sure the devs wanted to do something more creative and i also wasn't expecting it to be this simple but simply increasing the number of hooks doesn't add any way for either side to exploit it, it makes it more fair to individual survivors, and it limits how severe a killer can tunnel. The best part about this is that it makes games play out more normal and it decreases the amount of DC's from players seeing a secret offering, unless your power hungry you can really only complain about how uncreative this nerf was.
Now Mori's are an offering, offerings are simple they do one thing and one thing only. If Mori's where to stay as an offering than no idea, rework, or added restrictions were likely to be put on it in the first place since it would complicate them. This is not my personal opinion ask yourself if you really think the devs would make a offering have a similar description as a perk wither it be a bunch of restrictions or requirements for it to work. If your with me on that it's easy to see them not doing any kind of changes like that.
Also any idea that made Mori's baskit in some way also had no chance of being considered without at least a lot of changes to balance it out. Some people disagree mainly all you who are yelling how useless they are now but Mori's ignore all game mechanics that prevent a survivor from dying other than having to down them, meaning they have no protection after you get them on last hook even if it's right after they get unhooked. Mori's being basekit would basically buff killers across the board, increase tunneling, and make already stronger killers more unbearable not to mention take away cone heads specialness and while i'm all for killer buffs that is not the way to do it.
Lastly as for those who will respond by saying "they don't listen to the community look at all the idea's" Your right they often don't take our feedback seriously and a lot of idea's even good ones die and get swept away however most idea's are awful, exploitable, or too complicated when it is about mori's. This was the only reasonable nerf that made it more fair to each individual while also limiting mori's power. If you think you have a better change to mori's post it let's hear it and compare it to this simple nerf.
You put more thought and time into your post then they did coding the change to mori's. Tell me why, specifically, you think adding basekit mori's after 2nd hook would make killer's unbalanced. I'd really like to hear a thought out argument against that.
The upside to mori on third hook is it limits decisive strike, a reasonable nerf to DS is something that all killer mains have been asking for. The down side to not hooking on third is you don't gain the aura from BBQ. One final upside, perhaps the biggest, making mori's base kit so killers are no longer blocked on the blood web by being forced to buy offerings they don't want to use. Sounds pretty damn fair and a positive change to me.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1808988#Comment_1808988
not really, I have enough hours in the game to spot the low skill floor killers, freddy definitely doesn't take anything special to play well, sure there are people good at freddy but the point is for his power level is really high for his low skill floor
Okay so just more hyperbole. Got it.
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Thanks for necroing this thread. I finally found where killer mains go to die.
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@RamblinRango said:
As a survivor, I don't like how I'll be doing a gen and suddenly this big bully they call the "Killer" tries to kill me, I mean what kind of generator repair simulator is this?
I suggest instead of this "Gameplay" bullshit, we should nerf the killer every time he does something we don't like. Hit someone? Nerfed. Hook a guy? Instantly nerfed. Use a perk/offering? Shame his entire family and then nerf.
Cosmetically we should replace their weapons with pillows so they know better than to try and ruin the fun of generator repairing, cause honestly, as a survivor main, I'm sick of the killer existing.
Also survivors should be able to fly.
Quick question, can we nerf the entire family as well as shame them? I feel like when Spirit gets nerfed again Oni should probably get one too just for consistency.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1806078#Comment_1806078
he isn't hard for anyone, he is the lowest skill floor killer in the game for his power level, anyone can pick up freddy play bad the entire game and still end up with a 4k, this is why he needs to be nerfed because his kit provides too much utility with no skill needed to use it effectively,
Bit of an extreme example don't you think? So what nerfs do you think he needs? Just out of curiousity....
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There seems to be a disagreement amongst killers about the recent key influx that is going on. I'm wondering if it's related to time of day being played or region or something. I'm useast and I play very frequently. I can tell you at rank 1 I am seeing the largest frequency of keys being used or found in chests since launch.
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I don't remember but I don't think there's any kind of special power alotted to this killer. Stylized for sure but a generic slasher from what I remember.
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Competition drives innovation, this has always been true. They would actually need to listen to us(collectively) a hell of a lot more if there was stiffer competition. Shame that last year game didn't take off.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1807306#Comment_1807306
I think Midwich does have 4 god pallets but I refuse to learn that map since I hate it both sides
You could be right, I can think of 3 that are pretty strong. Both basement pallets and killer shack. Upstairs school pallet probably should count too.
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I've posted this just before but I'll post it again. Just remove the mori's entirely. Instead, add mori animation as basekit on downing any survivor after second hook. That not only solves the problem of mori's but decisive strike as well.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1808037#Comment_1808037
OMG you just googled it XD
Literally the first one is MY idea for mori's that i'm aware isn't good because there isn't a good time for when mori's should activate because of the existence of SWF.
You didn't do any research and since your refuting me i don't have to, all you did was go to google and typed how to fix mori's and this sites name. as said do your own research and from the ones i looked at they weren't good, they are exploitable, or they are literally the same thing the devs have just done.
edit: also you can't tell there is a link in that text very well, its better to just have a URL out in the open unless it is very clear that there is a link attached like this <insert URL into text>
It's a google search of the forums specifically. I don't have control of the weird way the forums show hyperlinks but the point remains there have been 1000's of suggestions. My suggestion is to refund killers for all the mori's and remove them completely. Add mori animation as an option for killers after second hook as basekit across the board. Doing this is also a reasonable solution to decisive strike.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1807282#Comment_1807282
It would take a lot of time to do that and the forums search feature isn't the best, if you want to prove me wrong show me a good rework or nerf that can't be exploited, is fair and truly nerfs mori's, and isn't complex. I claimed that no rework idea that has been presented was good enough for the game and as we see the devs settled on a simple yet acceptable nerf, it's on you to prove me wrong not tell me to go look into something i have kept an eye on since getting into these forums.
I browse the feedback section all the time, not once have i seen a good rework or nerf suggestion for mori's, out of all of them making it so they are only killable on last hook was acceptable and even then i didn't really care for it and hoped for something better. Anyone that has been on the forums and looks into balance posts knows that for mori's a nerf that everyone could agree with and was balanced was pretty hard to come up with.
I literally sent you a link in my post.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1807306#Comment_1807306
Crane is not a god pallet. Idk who’s telling you this but it’s more than bloodlustable. You can literally just walk around the rock side and catch up. And the pallet upstairs next to the drop off isn’t a true god because the survivor will get stunned for a huge amount of time once they jump off the ledge, giving the killer more than enough time to jump down and hit them after they break the pallet.
That leaves two god pallets, almost every map has more than that. And apart from those pallets what else have you got? How is a god pallet gonna help you against half of the killer roster with sufficient anti loops?
I think you mean coup de grace, which was the perk that got nerfed. Oppression is still a very strong gen regression perk.
Undying has no counterplay unless A ur in an insanely stacked and skilled 4man or B you’re willing to throw the game away and take a chance that the killer doesn’t know how to down or pressure properly.
Seeing as the game for some bizarre reason gives me ormond non stop I have to disagree. You can run down the stairs on balcony pallet up top and the second one allows for quite a bit of mind gaming if you have enough distance. I don't think you can catch someone from behind that rock near crane with bloodlust 1. On top of the already mentioned pallets the tracking on ormond is terrible. I don't know if it's due to the graphic change but it is definitely harder to track scratch marks on the new maps. I think the grass all over the place and scratch marks appearing in odd spots or not appearing at all is definitely affecting things.
I haven't seen oppression in my survivor games, only when watching streamers, seems kinda mediocre, just a better version of surge. If you are a solo queue player, I'm assuming you are, you will definitely run into issues with undying. At red ranks, not as much. I'd suggest using undying at red ranks for a couple of days on killer and see if it changes your perspective on it a bit.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1807046#Comment_1807046
Apart from the tiles, shack and the one or two pallets which may spawn upstairs, the rest of Ormond is unsafe as heck loops or dead zones. It is no where near one of the strongest survivor maps now. I’ll take Macmillan or autohaven anyway over that map as survivor, two realms which are considered balanced realms.
Oppression was nerfed?
Twins may not be top tier but some of the plays you can make with them are insanely busted. Ever had one block the basement entrance or use victor to camp hooks or slugs?
Point I was making is that undying is still in the game and didn’t get a nerf whatsoever even though it’s completely game changing and what 80% of killers run.
There are at minimum 4 god pallets that spawn on Ormond. Two upstairs, one on the side of crane and one in killer shack. Go ahead and name any other map that has 4 god pallets. Undying at least has sufficient counter play, which earns survivors points. Sorry I had Oppression confused with Coup De Grace.
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@Zarr0ch said:
They only just made the Mori change, why can people not wait 5 damn seconds to see what else they have planned
Because this isn't our first rodeo with BEhavior, that's why.
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@AChaoticKiller said:
I also think this is the best change they could make while keeping it simple. Mori's are also very strong so if anyone thought that they would even have a similar strength after a nerf sorry but that isn't what the game needs. This is a mori nerf what the hell were you expecting.
Like you see all these people complaining about it but they can't give a better idea that has as few flaws as simply increasing the number of hooks needed to mori someone. Pretty much all mori ideas that try to deviate from being basic have a flaw of some sort.
For the last four years people have shared idea's on these forums for fixing mori's. If you think I'm blowing smoke go through it for yourself. The developers simply do not listen to community suggestions. For a company pulling in $100 million in a year I expect better.
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@NotTrapper said:
Just make them open chests instantly, doing 5 gens and open 1 door is easy if you have 45 IQ at least, and if it is for the stupid Steam achievement, delete it or change it to escape through the hatch 2 games in a row or something like that.
Honestly I like the idea of keys opening chests faster. That would be fine. It really wouldn't need to change the addons too much either.
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You're looking for logic in a place that's devoid of any.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1806849#Comment_1806849
They arent comparable because moris have nothing you can do to hender or stop them. You have no franklins as survivor. You also cant see when a killer brings one til the match loads. Moris are stronger that's why they got nerfed first lol.
You can not get caught.... twice. I'm not sure if you are aware but franklin's has been nerfed. You now see the visibility of the dropped item as a survivor and have a chance to pick it up before it despawns. If you're bringing a key you are most likely in some size of swf group.... on comms. This means even if your item is dropped your teammate will just go pick up the item and drop it back down to be picked up later. Also survivors are smart enough to know that once franklins is being played they will simply drop their important items around the map and go back to them when they need to use them. Franklin's is now a pointless perk.
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@TheClownIsKing said:
This has been a long needed change, and provides a lot of benefit to both sides. A mori can now be an animation both sides enjoy without it feeling like a survivor got cheated. Please, no “whataboutism” regarding keys as that’s an entirely different topic.
There should be no further reason now for “error: match cancelled due to a player disconnecting before loading” other than a genuine bug booting a player from the match
A killer crazy enough to use Shroud of Separation (or simply has a specific strategy involving the offering) also should no longer experience this either.
Mori’s will still offer distinct, strategical advantages late game to mitigate DS, Flip Flop, Soul Guard, Unbreakable, Flashlight Saves, and Pallet Saves.
So relax Killers. This has been needed, and is NOT going to be the handicap so many seem to be exaggerating about.
There are a few issues with it that the hotfix didn't address, here's a few:
- They didn't change their rarity. At this point they might as well remove them from the bloodweb completely and make them basekit across killers. It's absurd we need to spend 4k, 5k, and 7k on offerings most will never now use.
- Keys are more prominent in the game now then they've ever been since the release of DBD. The timing to this nerf is highly questionable. Nerf to appraisal is helpful but the key uptick is still larger than usual(at least in red ranks).
- Nerfing the mori's now have not balanced the game, they've created an unbalance as one side now has the ability to shorten match lengths in their favor while the other does not.
EDIT: If the developers really cared about making it 'balanced' between keys and mori's in the short term here's a hotfix:
- Very rare and ultra rare keys no longer spawn in chests
- Very rare and ultra keys drop rates on bloodwebs has been decreased by at least 75%.
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If you play killer, no you don't. Trust me!
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@Withered8 said:
So this whole update was bad for killer was it?
I guess ormand was never nerfed into the ground, or opression wasn't released, or the twins who are insane at camping and slugging were never released. Ruin undying ofcourse isn't in the game anymore cause why would it be right?
I think they are referring to the hotfix patch but anyways to your points. Ormond was not nerfed to the ground, it still stands as one of the strongest survivor maps with multiple 'god' pallets. Opression was nerfed, not nearly as useful and not a meta perk. Twins are mediocre. They are currently still broken- like, literally broken. But once they get completely fixed they still won't be A tier material I don't think. Still a little early on that one. And lastly, undying wasn't released with this chapter but last chapter.
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@Customapple0 said:
Lol @ some people claiming there’s keys in almost every lobby, which is clearly over-exaggerated.
Although keys have the potential for a 3 man escape with 1 gen left that’s nowhere near as common as 4k’s with Ebony mori’s.
Prior to this chapter releasing I would completely agree with you. But I run into a key game now every other match because of appraisal. There are so many rank1 swf teams running 'key to victory' build now it's sickening.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1806707#Comment_1806707
They were never comparable you csnt bring a key to counter a mori. You can bring a mori to beat a key because its objectively stronger.
It's not just changing the numbers they want a new animation and possibly a new ability.
They are comparable in the sense that both items can shorten a game earlier than expected and might guarantee someone a 'win' who might otherwise be undeserving. Both have requirements within the match before they can be used.
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@Janick said:
Hello
Victor cannot be kicked or interacted with (except than the Survivor inside the locker) while he is on the locker. It is also full 10 sec. lower than this, is a bug. Yes we counted the 3sec wake up of the killer when we decided on the 10 sec. It might feel as a conservative value but its a new feature and was not on the PTB so we do not know how this feature will really affect the gameplay yet. If it requires a buff, we will readjust.
Also, Victor locker check was never approached as a sure grab, so its totally ok that the Survivor can still escape under certain conditions. If Survivor would know that its a 100% bad outcome, they would simply not use the locker.
I think you mean under 'most' conditions.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1805038#Comment_1805038
New A tier killers, maps reworks full of dead zones, meta perk, nerf syringes, toolboxes, do gens toguether,..So many things this year, and they only nerf moris. Anyway I never play again moris, now it’s possible I play against them
.....New A tier killers? I seriously don't hope you mean twins. map reworks aren't very killer sided. The only thing that got nerfed for survivors was the outrageous Ormond. Macmillan & junkyard maps didn't get worse for survivors, if anything they got better.
Let's talk about all the major nerfs to killer and buffs to survivors. Ruin nerf. Nerfed nurse+addons, nerfed legion, buffed medkits, nerfed spirit+addons, nerfed hillbilly+addons, nerfed pyramid head, added appraisal, buffed various survivor perks, nerfed franklins, nerfed pop etc etc.
The only thing truly good to happen for killers overall in the last two years was undying.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1805141#Comment_1805141
Why would anyone like playing against mories?It's not fun for survivors to get tunneled immediately after getting unhooked once and leave the game with like 3000 points.
It's pretty much the same like old BNPs
No, it's pretty much the same as playing against keys. Now they've yet again, changed the speed of games in survivors favor.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1804829#Comment_1804829
So that everyone spams their mories like there's no tomorrow?
I'd rather not
We get it, you don't like mori's.
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@valvarez4 said:
Guys, grow up. I know this is a killer forum, but buff after buff for killers they do any nerf for them and you only see rivers of tears.
What are these big buffs you speak of?
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@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1804829#Comment_1804829
It isn't the avg killer main would have spammed moris every game because "protest"
If a killer is going to use a mori it's far more likely it's because a key was played. For obvious reasons. But to spell it out it's because keys can greatly shorten the time of a game on survivors side. Now there's no counterpart to that.
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@Mandy said:
Mori's have been an offering that's been complained about for a long time (as are keys), and we declared some time back that we would be making adjustments to both of these items. We didn't say it would be the same time, in fact the key rework is going to take some time longer as the mori was a much quicker fix to implement as it was just a change of conditions whilst keys might need an animation rework, addon pass etc
Also, it's fair to say that mori's are stronger than keys - a mori can end a match much quicker than a key can as there's more conditions to being able to use a key, gens have to be completed or the killer has to have killed the other survivors etc, there's infinitely more gameplay around keys than there is mori's - perks also can affect keys, whereas there's no counterplay to a mori at all.
This was just such a scummy move on the dev's part. You could have put this in the ptb so people would know about the change in advance. But you intentionally didn't because you knew we'd burn through these things with the key-gate issue we are dealing with in the game right now.
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@notlonely said:
I only see complains but no solutions. What would ANY of you have done instead of this? Moris are now borderline useless, I agree, but they couldn't just leave them to be as OP as they were.
I'm going to use some survivor logic on you. Just don't get caught.