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Mori Rework Suggestions
I know this is from a while back but after things have settled a bit I wanted to properly post some feedback on how the Mori rework should work to ensure healthy gameplay. The iteration we got was honestly quite bold and aggressive, and I understand that doing massive changes like that can sometimes work but both sides of that (Mori/Unbreakable) create wide imbalance across the board.
1️⃣ Cypress Mori should be Basekit.
Now to explain; Cypress Mori allows the killer to 'kill' the last survivor in the trial when they are down. It doesn't matter how many hook states that survivor has, you can Mori them if they are down and the last person in the trial. This is how I interpreted the Mori rework when we first heard about it. There's one survivor left in the trial, you down them, rather than having to pick them up and hook them it just cuts to a cinematic Mori. Bam done.
2️⃣ Mori Offerings should be BP boosts for 4ks.
So, rather than worrying about the Mori finisher as it is. The offerings themselves should reward killers for getting 4ks. Cypress could offer a 200% boost to BP, Ivory a 300% boost, and Ebony a 400% boost. In order to GET these boosts to be active, you not only have to bring the offering and burn it for the trial, you have to kill/sacrifice all four survivors. So it makes the offering like most offerings, a gamble, but more rewarding if you secure a win. If you want guaranteed BP at the end of the game, the Survivor Pudding for 100% exists.
3️⃣ Devour Hope/Rancor unchanged.
Devour Hope/Rancor offer uniqueness to the Mori system while also offering in-game counter play to some perks. There is also meme challenges like Rancor Roulette that offer fun ways for the killer to play (that make the game harder). As well as survivors who love to photobomb their friends being Mori'd. Neither of these perks should honestly change, their fine as they are.
4️⃣ Slugging Four Survivors results in Faster Bleedouts.
Slugging as it is, is often a valuable strategy when employed correctly. It's a risk/reward for the killer. Often slugging one person to down another and hook them, results in the first person being picked up by a teammate. This creates pressure and gives survivors more than just generator objectives to focus on. This is pretty balanced in this example. Slugging survivors at the end of the game (two-three survivors) to secure the win is a valid strategy even if it stalls out the game a bit more as Unbreakable exists and is often brought. More on that in a bit. Slugging all four survivors, is often excessive, and impossible for some killers but easier for others. By making the game end the moment everyone is down, the power for the killers who can do that best ramps up dramatically and encourages bad gameplay. Instead, if all survivors are downed, the bleedout timer halves in length. From four minutes to two (like the EGC). This counters the extremely rare but very toxic, four man slugs from killers who refuse to hook survivors. But also forces killers who slug for the previous mentioned rules to have to hurry and hook or the survivors could bleed out. This method will activate the moment ALL survivors are down, even if some have been killed or sacrificed already.
5️⃣ Unbreakable is the most Balanced Survivor Perk
Honestly this should speak for itself. As someone is primarily a killer main 75/25, Unbreakable doesn't bother me. Often if I slug someone I assume they will either get picked up by a teammate or pop Unbreakable. It doesn't feel overpowered, and it's not underpowered by any means. The few times I've played survivor I've seen and won games myself with a single use of Unbreakable. Turning the entire killers snowball completely around with one pick up. That's how strong Unbreakable can be, and getting value out of it is not too hard. Survivors should be rewarded for using the perk at the right time. If Unbreakable was made basekit, with the suggested recovery time changes. Not only would these moments happen more often, it will encourage toxic behavior from bully squads. Remember when Boil Over got a huge buff? The increase in No Mither/Sabo Squads increased heavily, forcing killers to slug as they couldn't reach hooks. Now imagine if survivors start bringing hook/map offerings, with sabo squads and prevent you from hooking and forcing you to slug. You just flat out loose as killer, as the survivor you drop will pick themselves up. Alternatively, survivors who team up often for flashlight/stun saves will also force the killer to slug. If they pick up, they get stunned and loose the survivor, if they don't pick up the survivor picks themselves up. Damned if you do, damned if you don't.
6️⃣ Let Killers Disable Mori Cinematic
Final thoughts; there are many killers, myself included who love to give good survivors the hatch, or often show mercy if we felt we won TOO hard. Taking this away from us, doesn't feel good for the community as a whole. I think there should be an option to let us either opt out of the Mori Finisher, or during the last moments when we down the final survivor, give us the option to Show Mercy and cut to the survivor escaping in the Hatch. A simple change and one I know the community would enjoy.
We don't need over dramatic sweeping changes every time to make the game good. The recent Perk Reworks were great, doesn't mean everything changing needs to be radical. Often simpler changes are better. This is a PARTY game after all, not Tournament Ranked PvP, even if a very small minority treat it like that.
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I will also add as I can already hear it coming. For #4. In a scenario where this rule is true, if the killer downs all the survivors but decided to hook just one. The effect will still apply, so that toxic killers cannot override the faster bleedout mechanic and also encourages them to actually hook people as opposed to straight slug bleedouts.
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