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Idea for a Mori rework

zippie
zippie Member Posts: 39
edited November 2020 in Feedback and Suggestions

Have it be a ritual sacrifice. When bringing a mori the map will randomly spawn a special ritual area (like a circle surrounded by candles). The ritual area is always illuminated for the killer. After a survivor gets downed after already being hooked, the killer can attempt to get the downed survivor to the sacrificial circle to perform a mori.

This gives survivors two counter plays when previously there were zero. The killer has to spend precious time picking up the downed survivor to get them to the area, gives the survivor wiggle time and can allow teammates to go for flashlight saves/body block to save their teammate.

Comments

  • SalemTheCat
    SalemTheCat Member Posts: 13

    Another one can be that mori only work if there are 1 o 2 gen left in the game. So this way you can't mori a survival if no gens are done yet.


    Personally to me, as a main killer I would say: remove mori and keys from the game. Both are not funny to play. I use mori only when I see a player with a key in the lobby and I suspect is a SWF group.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    survivors will just not get downed near the area once they know its location.

    Cool idea but if put in practice you won't get a good survivor to that area because they will scout the map for the location if they suspect a mori.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited November 2020

    keys can easily be balanced compared to mori's at least for them they don't need to be removed.

    just make it take X seconds to open the hatch, give it a directional sound within X distance when being opened so the killer has a chance to stop it, and make it so progress on opening the hatch doesn't save and boom that is WAY more balanced then how keys currently work.

  • SalemTheCat
    SalemTheCat Member Posts: 13

    I like that one. Maybe instead of a sound notification for the killer a series of skill checks. But overall, I like the idea of key no being instants.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    the main issue with keys is them being instant, if they had interaction with the killer and was harder to use to escape it would fix them.

    idk about skill checks tho they don't do anything against even mediocre players. I think a directional sound is better so the killer can reasonable stop the hatch from being opened.

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    His kinda defeats the whole purpose of moris, which is to be able to kill someone quickly if certain conditions are met. This nerf is too extreme. Iri moris are the only one that needs a rework, and I'd say having them only usable after 2 or 3 gens have been completed is fair. Or, after you get at least 3-4 hooks, you can then mori anyone who has been on the hook once

  • WelshWarrioruk
    WelshWarrioruk Member Posts: 1

    I would say get ride of keys and Mori's as an item or add on.


    I would think it's fun if they set objectives to open a hatch early

    And killer objectives to allow you to Mori.


    This will ultimately stop the gen rinse and repeat and a secondary objective would be great.


    For instance. A long task in the killer shack would turn on power to unlock the hatch.

    It would start a 5 minute timer of which the survivor would be visible in the killer shack after 5 mins of it being started and not completed the killer gets unrelenting rage that unlocks Mori


    At this stage gens can still be worked on. So will a killer go for Gens or the shack objective. If he camps Shack the gens will finish. If he gets gens an ignores the camp then the hatch will open