Mori Rework in the Vein of your Key Rework
I can't remember if I already did a post on this or not, and I'm too lazy to go back through posts. :) I think the key rework you did, tying the visibility to the Hatch to a formula based on total Generators done and remaining Survivors was brilliant. Many people don't see to understand this was a rework/nerf of Keys. In that vein, I think you could take the same idea for the Mori (but tie it to total Hooks). My humble suggestion is below:
Yellow Mori: It stays the same, and needs no rework. *No reason to make this a secret offering.
Green Mori: It stays the same and needs no rework. *No reason to make this a secret offering.
Ebony/Red Mori:
This is the one that gets everyone all bent out of shape. I suggest that it unlock the ability to Mori the first target (any target, whether they have been hooked or not) after four Hooks have been completed. Then unlock another Mori with each subsequent Hook. Laid out clearer it looks like this:
4 Hooks = 1 Mori
5 Hooks = 2 Mori
6 Hooks = 3 Mori
7 Hooks = 4 Mori
*This guarantees at least three more Hooks required in the game than is current, and also spices things up just a bit in that no one target has to have been hooked to get the Mori. This puts a bit of finesse into the use of the item.
*And if you think this is too harsh, set it to start at (3) Hooks and unlock one Mori after each subsequent Hook.
Comments
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No. The simple change is to just delete mori offerings and make the cypress mori core game so the killer has an opportunity to mori in every match if they 4k.
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I like the idea of core kit cypress mori, but I don't think getting rid of moris all together would be a great idea they just need a touch up is all.
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Well the thing is having an offering that completely changes the game as it's supposed to be is not in any way healthy for the game. Same with keys being a complete free escape, very unhealthy for the game.
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I like it except for the fact that it would simply just outclass devour hope if it were worked this way. I like the measure of restriction by forcing a hook event on the survivor before a mori can be performed, but I do appreciate the creativity.
Cypress mori is nearly useless if you were going to 4k anyway.
Ivory moris are able to be used strategically which is something most people don't understand if they just mori the first person they see (if they are weak the team won't miss them as much as if they are strong).
Ebonies in their current state are the only overkill that causes issues, deleting them and ivories because you have a personal problem with them is not an actual valid solution.
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I don't think having offerings that change the game is bad at all, it creates new and interesting outcomes, its just that moris are a little abusable and should be adjusted accordingly same with keys.
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You do realize that is the whole point of what I'm trying to say. A mori should not be something that benefits the killer it should be a reward for 4king. Ivory and Ebony moris need to be removed from the game.
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Then I will still just alt f4 whenever I see a mori omegalul.
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Okay, that's fine
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Green Mori still encourages tunneling and this is not fun to go against
I just want Mori yellow basekit, and modify the 3 offerings in some other way that is not as impactful as removing someone from the game
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Or you know just delete them lol.
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Ok, by that logic then should survivors not have items? They benefit them before their objective is complete. Do you realize how stupid that sounds?
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Killers have add-ons, however regarding survivor items, keys should not exist.
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Killers have add-ons, however regarding survivor items, keys should not exist.
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I'd prefer this one. Let the Killer either Mori the survivor for a nice finish to a game or hook 'em for some extra points to increase rank.
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