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Depipping on mori and hatch suggestion

I saw this in a meme but i agree perfectly. If you get moried (unless rancor or devour hope) you shouldnt depip because you havent played a whole match, and if a survivor opens the hatch with a key its not a full round so if the killer didnt do well it would be zero rank decrease

Comments

  • Snowstruck
    Snowstruck Member Posts: 564

    Agree for both, but it should more be a thing like the survivor/killer does not lose their item/addons

  • Jordan_131201
    Jordan_131201 Member Posts: 91

    I hope they nerf the moris and keys. A few content creators have suggested changes to them. For the moris:

    Cyprus- perfectly fine where it is, you are rewarded for good gameplay, or you are given a chance to kill someone that has yet to escape after you pushed everyone else out. It is completely fine where it is

    Ivory- definitely isn't fun for the person that dies. Simple nerf: make it so you have to have hooked EVERYONE at least once, and then the person you're wanting to mori, they have to be on death hook. Meaning that you are rewarded for good gameplay

    Ebony- exactly same as ivory except you can use it on all 4 survivors, everyone has to be hooked at least once for you to start using it, and the person you are about to mori, has to be on death hook.


    And then keys. Keys are a mess too. A simple suggestion:

    Broken keys- they're fine because you can't use them on the hatch

    Dull key- to unlock the hatch when it spawns, you have to have these conditions completed, personally you have to have completed the equivalent of 1 full generator, and have at least 1 safe unhook. When using the key on the hatch, it has an animation of the survivor unlocking the hatch with the key that takes a 4 seconds, which the killer can interrupt and pull you off but they can't pull you off the hatch when you are jumping in. Also the hatch closes behind you when you jump in.

    Skeleton key- to unlock the hatch when it spawns, you have to complete the same conditions as the dull key, 1 full generator, and 1 safe unhook. When using the key to unlock the hatch, the animation only takes 2 seconds, but is also interruptable. The hatch closes after you jump in.