Im not upset over Unbreakable Basekit

I'm upset over the last man standing, and the changes overall to Mori's.
I mostly play killer, and I see this as them taking away something fun and one thing I could choose to do if I wanted. And what's worse is I'm being forced to Mori when I don't want to.
Dont get me wrong, there's a lot of fun in having the opportunity to Mori every survivor, and as a Ghostface player take group photos with obnoxious SWFs.
But what about those times we find a Baby Dwight? A litteral new player who you can tell has never played the game, and is struggling just to do a gen. Why cant I let them go and get rid of rest of the team?
Or the choice to let the last survivor go after they've been playing really well out of respect for their skill at the game?
Its leaving a bad taste in my mouth that I have to kill the last person every single time, or let two of em go cause they were good sports cause I like to be a nice killer now and then.
Comments
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Its removing a ton of player agency, watering down the gameplay options, and overall forcing the game further towards the "hold M1" gen repair simulator.
It will result in more killers playing sweatier, in an attempt to slug for the 4K to either secure their Mori or bypass multiple hook states. Which means survivors will still be complaining.
Survivors are gleeful about anything that sounds like a buff to survivors, completely oblivious to the fact that any survivor buff actually results in sweatier killers, which means more miserable gameplay.
Ultimately this game has to be somewhat balanced, the game simply doesn't work if one side can't win roughly half the time. The problem is that survivors aren't satisfied with a 50% escape rate and killers aren't satisfied with a 50% kill rate, so no one is ever happy. You all need to learn how to lose.
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I'm okay with it, so long as Twins get some help and spots where you can't realistically pick folks up or hook them are fixed.
The mori changes - the items themselves are going to lead to ridiculously sweaty play, as it's an ultra rare offering that requires a 4k to work. That's not going to end well.
As for the auto-mori, we'll see how that works in practice.
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You can let people go still
You just can't down them and carry them to the hatch anymore. There's still no reason why you can't just let them go find the hatch themselves or lead them to the hatch.
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But you have to make that decision before you attempt to down them.
Often I give the hatch after I've downed someone far too easily and feel sorry for them.
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That's fair but to me, the pros (being able to do something about killers who just want to bleed you out and waste four minutes of your life) outweigh the cons (the situation you put forth).
Everybody is going to feel differently but I can't control a killer who wants to be a jerk while I can control my own actions as a killer to determine if I want to let this person live or not. It does suck a little bit as, like you, I haven't always decided before I knock them down (also one of my "Hatch" things is what I call The Lottery, which is if I take someone down but we run into the Hatch while I am carrying them to the Hook, I see that as Entity Intervention and will let them go. Something I can no longer do since there's no carrying the survivors anymore) but now I just need to keep in mind that I need to make that decision before I put them down rather than after.
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"the pros (being able to do something about killers who just want to bleed you out and waste four minutes of your life) outweigh the cons (the situation you put forth)."
Really?
How often does that even happen? Most killers want to get to the next game as much as you do.
Is it worth gutting entire facets of the game, removing a ton of player agency, and removing valid avenues of applying pressure which will only force killers into employing cheaper tactics even more often, just to avoid a niche situation like that?
Is there maybe some other method of avoiding that niche situation that doesn't involve gutting the game?
Further more "just let them get the hatch before you down them" obscures the fact that you're letting them get the hatch.
When I down someone and carry them to the hatch, i often get a "thanks for hatch" afterwards. When I chase someone and herd them towards the hatch instead, I get a "succ it bicth you suk ur a bad killer"
I'd like to reduce the amount of toxicity in the game, not add to it.
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Ironically that's the only reason the devs are making unbreakable basekit. They knew that their new Mori system would result in killers slugging more to bypass hook states, so they're giving unbreakable to survivors for free. Basically selling a solution to a problem they created.
I want them to go back to the drawing board with their new Mori system, but they spent at least two years coming up with this idea, so I guess just expect a nerf to recovery speed stacking (both the recovery speeds and making it so it doesn't effect the speed at which you pick yourself up).
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Same, I also dislike the auto mori. It takes away from player interaction and the option to choose, which is never good for a game imo.
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I was only commenting on what the OP was talking about, not the mechanic of UB becoming basekit.
I'm not a big fan of UB becoming basekit but I was strictly talking about the ability to give Hatch in my posts as that is what the OP made the discussion on.
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No it's trade I down then and that gives me bp and they get the hatch or exit but now I have to just kill them as that gives bp unless I have maxed everything before.
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You're giving someone a hatch, which means that even now in the current system you're losing points by doing so as well.
If I'm giving someone hatch in a game, what BP I'm getting out of it is not a concern.
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Im ok loosing 500 bp if I farm bit with last guy to get 1000+ bp. That usually means downing him few times before giving the hatch. And now you have to also be careful when farming with last 2 if you happen to down them both game ends and you can't have slug race at exit gate...
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