Crutches in general
They give free, cheap and undeserved victories without requiring much skill. I am talking about moris, which allow the killer to easily tunnel and kill everyone really easily and quickly, and about keys, which give random escapes that the killer can do absolutely nothing. In this text, I am going to show how broken and unfun moris and keys are to go against. And please, dear killer mains/ survivor mains that cannot agree to anything that does not give them a free win, try to play the opposite role and see if they are fun and well designed (no offense).
First, the mori offerings are basically a free win, even the green one is quite cheap. The game is balanced around the survivors being able to be cough 3 times before dying. For the green one, the killer might only be able to kill one survivor with it, but having -1 survivor that should have gotten a 3 chance is HUGE. Imagine having a good survivor getting moried, it will be an hard strike. Also, it causes the killer to avoid needing skill to win: a mori killer can easely be used to tunnel, avoid decisive strike and get a free and easy kill, and it makes it so killers that cannot even turn their camera when picking up a survivor go unpunished if someone has a flashlight.
"Yea but survivors just have to avoid getting cought in the first place". The game is literally made so survivors will go down at some point. Having a game in which you do not go down is really hard and rare. Argument dismissed.
"Yea but moris are rare". When your on level 50+ you have an ebony spawn every 1-2 bloodwebs, so no they are not that are. Also let me traduce that logic a little bit: "if the devs had a mechanic that has 1/100 chance to activate which cause all survivors to instantly die if it activates, it would be nice! It would be rare, so it would be fine, right?" A survivor do not deserve to lose without being able to do anything simply because a killer clicked on an offering.
Secondly, survivors have cheap items as well (keys). First situation when they are cheap: imagine that the killer murders all survivors mercilessly and the last survivor needs hatch: the survivor teamed failed once. Then, the killer finds the hatch. Second fail. After failing to do your job 2 times, you kind of really deserve your defeat. However, with the key, no problem, you escape and the killer has almost no tools against this. He closes the hatch and you escape, even if you failed. Then, imagine if the killer kills 2 survivors, and the survivors only managed to get 3 generators done (2 generators left). The survivors failed to get the required number of generators done, how do they deserve to just randomly escape because they randomly got hatch, without any skill being involved? Also, the killer does not have anything he can do: if he tunnels the survivor, someone else will get the key, if he camps the hatch, survivors get generators done and if he patrolls generators, survivors get hatch. To be honest, having done 3 generators is far away from being a deserved win.
"Yea but keys are rare". Argument already got answered in the "mori" section of this post.
"Yea but you need to find the hatch". Lol this is lucked based, which means that you might as well just get the hatch to spawn right in front of you, and well, what can I say, the killer just needs to get better, right? He should prevent the unpreventable, right? And also, as someone who uses keys, I can tell that it is really rare I never find the hatch. Most of the time, the killer will lose while he deserved to win.
In conclusion, mori offerings and keys really need to get looked at. Like this is the top priority right now (except for maps). Killers and survivors that think moris/keys are balanced, just go play the opposite role and tell me how fun they are.
Ps: sorry for mistakes.
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Thought this was going to be about crutch perks; instead it was about moris and keys... not sure if disappointed or not lol. Oh well, may as well put my couple of cents in on the matter:
Moris - Moris are fine as they are. Yes, it is annoying when you're the first Survivor caught in a match, you get unhooked, and then you get downed and mori'd on your second capture early into the game. The problem isn't mori's however -- the problem is that they solve a problem the game has: efficiency. Survivors have too many second chances for a game that pits four of them against one killer. The problem is really the Devs - they want to design the game around solo-play Survivors, meaning no communication, so the gameplay isn't heavily centered around teamplay. They try to encourage it by punishing the hell out of your rewards if you play any other game style but "chase me, chase me", which is incredibly unfun for anyone that is skilled at moving around the map, finishing generators, and yet going nearly the entire match without being caught once (how the game SHOULD be designed, because survivors should be---you know---trying to survive and not 'play with' the killer. The problem isn't mori's, it's just the game philosophy moving in the opposite direction as the game's design: so with Survivors having so many second chance perks and looping options available to them, it is efficient for Killers to level the playing field and use a mori to make the game far more dangerous for survivors to get caught.
Keys - This one is a hard one, because I personally do not even think the Hatch should be a thing; but, I think all that really needs to be done to keys is make them - only allow the user to escape and not open the hatch for their teammates as well; and the Hatch should be changed to not spawn on the map until all generators are complete or there is only one survivor left -- none of this 'do 1+Survivor' number of gens' crap. Retire the trophy for 4-man hatch escape; and also make hatch escapes award less BP than a natural, more dangerous escape (this alone would probably ween a LOT of survivor players off of trying to use them, because they wouldn't be getting more BP for doing so (I know one of my friends is a diehard fan of trying to find the hatch because it gives more BP than escaping through the gate). Edit - Or, make it so if the killer closes an open hatch, it cannot be reopened even with a key; so the key has to be used to find the hatch before it initially opens.
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