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Moris, keys and hatches. How to fix bad designs

It is common knowledge for both sides that moris and keys are overpowered items that take away all the fun from the match. However those have not been changed since the game came out

The other thing that is also broken is the endgame collapse. Current meta is completely against it as doors are 99ed and EGC only triggers when survivors are pressured or the hatch has closed (Let's be honest, opening the doors as killer is a weird thing to do)

So how can this things be fixed without going for the "Just remove it" path?

Well, here comes some ideas of mine that I would love to see in the game and that I think can fix all those for good

# Keys

Keys are so strong for just one scenario: As a killer you managed to kill one or two survivors, this is an already won match when suddenly you see one of the remaining survivors t-bagging in the wild, in that moment you know they'll escape through the hatch without any option. My idea is to completely REMOVE the hatch, instead keys will help to open doors quicker

# Doors and EGC

As said above, the current meta is 99ing the doors, which completely removes a good concept that is EGC. My proposal is that each light in the door represents 25% of the progress bar, so each of this lights acts as a "checkpoint progress" and the door's regresses until the last completed checkpoint. In this sense, if survivors decide to 99 the door it will regress until the third light (75%), this will force survivors to either leave it at 75% without triggering EGC or straight open it and trigger the EGC. This would remove that annoying moment were all gens are done but people start messing around to get the last save when they should be leaving

# Hatch

SInce hatch would be removed, you might be thinking "So what options has the last survivor without hatch?". Well, here comes an interesting thing. When there's only one survivor the doors should be enabled (Same as when hatch is closed by the killer), but I'd like to see a new feature to support this

# Mercy

When the killer gets the last survivor, he has the option of hooking, killing (Mori, rancor, etc) or show mercy. Showing mercy would grant the killer same points as if killing the survivor but instead the entity frees the survivor, giving them the points of escaping (Maybe half the points as he didn't escape by his own). Of course, if the survivor escapes by his own means the killer will receive no points. This idea is taken from the 80s horror movie cliche of "One survives at the end"

# Moris

So what about moris? Well, I can think of 2 easy fixes:

  • Only able to kill survivors after all of them have been hooked at least one time
  • Only available on EGC, given that EGC would be actually a thing with these changes I think it can be a decent change


What do you guys think about these ideas?

Comments

  • twistedmonkey
    twistedmonkey Member Posts: 4,293

    Well let's look at the egc.

    This mechanic is not meant to grant more kills but instead make the game end. There is a reason certain things can be done like 99ing the doors as it still allows other plays to happen which the devs like. This is why the killer can open the doors to force the egc to start.

    If the hatch was removed then doors would realiatically have to spawn on either side of the map. Right now the hatch is a 50/50 and if doors spawn too close it makes it too favored to one side. The issue with doors always spawning far apart creates another issue as that can remove the 50/50 aspect since survivors will have the slight upper hand with the third person view as theycan see the killer walk away on most maps not to mention the heartbeat. High mobility killers would also have to be looked at in this scenario since they have the potential to check gates too quickly.

    The hatch won't go for another reason which is achievements. Any achievement which is tied to a character which is licensed needs permission and also they are not easy to change on some platforms which has been mentioned.

    I feel the issue with mori's and keys are more from people who see this game as highly competitive. These items are supposed to be over powered and I feel if they only made them more rare it could solve most issues. This won't help with players who have hundreds of them so another change could be a player can only use so many say 3 in any 24h period. The rarity comes from only allowing to have one at a time per character. If the char has one another one can't spawn in the web until used. This means they are not the norm. If playing in an swf the 3 scenario is shared across the same group playing.

  • TrustMeImDolphin
    TrustMeImDolphin Member Posts: 5
    edited August 2020

    I don't have a problem with survivors not opening the doors so EGC doesn't trigger. The issue for me is doors being 99ed without any penalty, which actually makes EGC not a thing for 99% of the games. Survivors can still make plays, but they have to play around the fact that doors will not open instantly, currently doors take 20s, so even if the door regressed to 75% it would be just 5 seconds (Can be lowered with a key in the proposed changes), which I think it's plenty of time to make a play, open the door and escape

    About the hatch and the achievements. I don't know about any achievement tied to a licensed character that requires to escape through the hatch, but there are already achievements that can't be completed (Get a hit with nurse after chaining 7 jumps). Even with that, it may be possible to let the hatch still exist, but remove the option to open it with a key and, specially, remove the ability to open it if more than one survivor is alive

    About the door distance, you are right about it. I don't think doors should spawn on opposite sides, but a minimum distance, which is a thing I think should be reviewed anyways, I've seen some haddonfield matches were doors spawn on the same side of the map

  • EuphoricBliss35
    EuphoricBliss35 Member Posts: 875

    EGC was to make games end, instead of survivors holding the game hostage. Moris were changed FYI, you didn’t even need to hook before.


    1) EGC is fine

    2) Moris and Keys should be removed as they stand

    3) in their place, 1 Black and White Mori and 1 Black and White Key. New key can only be found in chests and cannot be saved after the match no matter what. New Mori can only be used after gens are completed or on the last survivor. Requires 2 hooks

    4) replace current keys with a new survivor item (ring, a book, something). Mostly the same add ons that keys have


    Removes a portion of toxicity. Keeps Moris and Keys in the game, but more difficult to use.

  • Zeus
    Zeus Member Posts: 2,112

    Mercy? No mercy!

  • twistedmonkey
    twistedmonkey Member Posts: 4,293

    Well the 99% scenario is why they allowed killers to open the door. 5s may not seem long but it forces a scenario and removes plays. What if the killer has noed? Remember me? Bloodwarden? To name a few. It forces players to open the door more and risk less plays. Lots of kills can happen due to some 99% doors atm and so can lots of saves.

    Imo it would remove some of the Last ditch plays which can be fun and most would just start to leave knowing certain things were in play.

    There are 3 achievents which want hatch escapes or closing it. One of them is all four escape the trial through it.

    The Nurse achievement on Steam is to blink 3 times. The only achievement what is different is the hit 500 one which is 100 on other platforms.

  • TrustMeImDolphin
    TrustMeImDolphin Member Posts: 5

    Well, NOED is a thing even before EGC starts, and usually survivors will seek for the totem before attempting any play. So no chage there

    Blood warden is a subpar perk for the simple fact that EGC is never triggered, the only way to make it work is for the killer to actually open the door and then hook, which is kinda lame as it tells apart what you are doing

    Remember me is barely used and even if it comes into play survivors notice it while opening the door. Even with that, it could be made so the time it adds to the door doesn't apply to the last checkpoint (f.e. the last light on the gate always takes 5 seconds, maybe 3? Idk, that's just looking at a good number, I'm not trying to discuss numbers but mechanics)


    I don't think this will remove those ending game plays, but I think there is an issue when survivors instead of trying to escape they move away from that objective and then the games turns into a "Killer camping the last guy cause survivors can instantly open the doors without penalty", I've always found this kind of plays so unsatisfying for both sides, killers have a rough time and survivors have easy points. Note, I'm talking about the majority of the games, of course there are fun plays in the end where it doesn't happen this way, but in my experience most endgames are like this


    You are right about the achievement though. Anyway, I think it does not change my main points in the post and I think it can still be worked around