PotatoSurv119
PotatoSurv119
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/176942/so-devs-can-you-rework-moris
I agree, fix both moris and keys, neither have good counters. Both of them have a few problems
Problems with keys:
- Survivors can get one through RNG, which is completely unpredictable, and the killer can't possibly patrol the chests too. It's unfair because it is entirely RNG based, you might be dominating a whole game and then the survivors just get a key and now your win is barely a draw.
- One key can allow multiple people to escape, especially when down to the last 2.
- Even if you know they are bringing a key, it's hard to prepare for them, when survivors typically can finish 2-3 gens in the first couple of minutes, it is very difficult to deal with a key, especially in a SWF scenario.
Problems with moris:
- Shortens the time to kill way too much, killers can just tunnel someone straight off the hook for a mori, can't even use DS to get out of it.
- Removing even 1 survivor from the game early generally means a loss for the whole team.
- There is no realistic way for survivors to counter a mori. They can't predict them before the match to prepare in some way, and the only way to not get mori'd is to "play better"
How to fix keys:
- Make it so keys are no longer able to be found in the trial
- Make it so when a key is used on the hatch it only allows 1 survivor through, and the hatch is put on cooldown and will not open for 60 seconds.
- Make it so the key has a short charge/animation for opening the hatch (something small, like 5 seconds)
- Make it so if a survivor is sacrificed (specifically sacrificed, so moris don't count) while holding a key, the key is removed from the trial
- Make it so if a survivor uses a key they get more bloodpoints when escaping through the hatch. (max out survival, give em 8k)
How to fix moris:
- Make the yellow mori basekit, because its fun why not? You already killed everyone anyway, outside of having DS as the last survivor which is pretty rare it shouldn't be a problem.
- Make green and ebony moris now work on a token system. Every time a survivor is hooked, gain 1 token. Everytime a generator is completed, lose 1 token. When you are at 3 tokens, you can mori a survivor you down.
- Green mori allows 1 kill
- Ebony mori allows 2 kills, but survivors only have to repair 4 generators to escape. The generator that is furthest away from the killer is automatically completed when the trial starts.
- When a killer mori's someone, they should get significantly more bloodpoints (think like pyramid head where you get like 1000)
This means that keys can now be countered in the game, by focusing on the person with the key. It also leads to some moments where a survivor with a key who is on death hook, might give their key to someone else so that they can still keep the key in the trial. It also means that keys can no longer randomly be found in chests to give survivors a free win they don't deserve.
This gives moris a counter so that survivors now have a way to prevent a mori from occurring by powering through a generator together, it also makes ebony mori much less powerful by only allowing 2 kills and giving survivors a head start on the match to compensate for the fact that the killer gets to shorten their kills. It also gives both sides a fun way for the match to end by making yellow basekit so that it's not always the same. Many killers who don't like using moris will now get to actually see the animation play out sometimes.
Moris I agree with fixing, especially with how Micheal can just grab you when you're in full health and kill you fast. But keys??? No. I especially don't agree with the idea of having the hatch be on a cool down of 60 secs since that's way too much game time taken away and every second in the game counts. I also don't agree with having a short charge on the hatch since 9 times out of 10, the killer is literally right behind you as you run to the hatch. You're making suggestions that will make the killers OP. The game will lose players if the devs do this bs tbh.
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People don't realize that if surfs work together you can gen rush within 2 minutes of any game. We don't need any added seconds imo
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Yup almost every spirit I've played against does this and they wonder why when I see a spirit at the start of the match I dc fast.
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I personally try to get off with the 4% chance sometimes if I hate the killer and wanna leave FAST. It's like disconnecting without disconnecting. I'll also do it if the killer is face camping hard or if a teammate won't hurry up and get me when they know the killer is nowhere nearby me. I do feel bad for a teammate if they see me trying to suicide before they unhook me because I know it frustrates them but they should know I'm trying to suicide and to let me die. Idk if this is a survivor trend but it's what I do under these circumstances.