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Basekit mori

MamiEmeritus
MamiEmeritus Member Posts: 8
edited January 21 in Feedback and Suggestions

Basekit mori is the worst thing BHVR has done to this game. EVERY match the killers slug for the mori. today alone i have bled out THREE TIMES because the killer couldnt find the last player. its insane. it actively encourages slugging. at least give us basekit unbreakable

Post edited by Rizzo on

Comments

  • sanees
    sanees Member Posts: 684

    For example BHVR tried bs unbreakable 2 years ago, but of course “slugging appeared only now”


  • LockerLurk
    LockerLurk Member Posts: 297

    Honestly I don't think this is a Mori issue, and if the problem really is where the Mori is placed then that means we need to make GREEN Mori basekit not Cypress, just so the Killer can have their shot at one Mori and now we don't have the fear of a 2k slug at the end.

    But truthfully? I think if you are purposefully doing everything you can to make it impossible for the Killer to kill you when that's their only goal now that the game is nearly over, all while I bleed out on the ground while feebly crawling for hatch, then I don't think that's the Killer's fault for wanting a 4k and I'm not going to blame them. I'm going to blame you, the teammate, for keeping me in the match this long doing nothing but bleed just because you're too petty to let the Killer finish the round.

  • TieBreaker
    TieBreaker Member Posts: 1,030

    Basekit mori is the worst thing BHVR has done to the game? You must be new. Some of us spent months dealing with the gen kick meta, only to have BHVR launch the Skunk Merchant.

  • exDbd
    exDbd Member Posts: 35

    yeah agreed it wasn’t the best decision. However I did see on the survey that they were asking about slugging so maybe something is in the works to prevent this. We saw kind of a basekit unbreakable in the last iteration Of 2v8. Hopefully they do something. Queue times lately have been horrendous. We need something to make the queues better

  • sanees
    sanees Member Posts: 684

    oh yes, of course the killer slug is because of the 5 second animation, and not because:
    1) they always did this to avoid the hatch
    2) survivors actually received +80 seconds on the hook, and considering that it takes the killer about 13 seconds to hang a survivor on the hook, this is too much pressure loss
    3) anti-genrush perks for hooks have been nerfed, at the same time survivors received a perk for exchanging hooks, and generally get more benefit from hooks than killers

    But yes, it’s probably a matter of a 5-second mori, which the killer could have received before by taking an offering

  • Xernoton
    Xernoton Member Posts: 5,946

    It’s reasonable to think killers slug more to see the finisher mori. We don’t need stats to show that as it is a logical conclusion.

    It's just as reasonable to think that killers stop caring about the mori after the first few times. The animation doesn't change. It's not like you see something new every time. So we do need stats.

    In any event, BHVR won't ever release stats on slugging.

    That's factually incorrect. They already did that. They published some data about how long the average survivor spends on the ground etc.

    I couldn't find the complete forums post about this but this was posted on Reddit.

  • LockerLurk
    LockerLurk Member Posts: 297

    Frankly I agree, I don't know any Killer players that slug specifically for the Mori, it's just a nice bonus. I do see it, but like… those people would honestly just have shut the hatch in your face and hooked you or used a Mori offering anyway, so what is really the difference?

    I just do not think the basekit Mori alone explains Killers doing this. I think there's other factors at play.

  • Mr_K
    Mr_K Member Posts: 9,314
    edited January 19

    How do they know the killer wouldn't care for the 4k otherwise? Is the saying they need the mori for a daily or tome challenge? Because those would be rare enough not to cause outcry. Killer's want a 4k. They would slug the 3rd to get the 4th, just now they will wait out the 3rd survivors hook animation for a mori.

  • Xernoton
    Xernoton Member Posts: 5,946

    That's what I'm thinking as well but some others suspect that killer players really want to see the mori each time and that that is what incentivises them to slug for the 4k.

  • smurf
    smurf Member Posts: 629

    I think it's likely that both cases exist. There are likely a lot of people who got over the novelty and now don't care, but I imagine there are a lot of people who feel rewarded when they get the mori from a 4k. I definitely still see people waiting out hook states to get their mori. I've also seen people hit the last person on-hook repeatedly to try to get the person on hook to let them have their mori when they know where the slug is.

    My suspicion is that since a very common scenario that produces the finisher mori is a 4k, some people will see the finisher mori as something that happens when they've done well, giving them a dopamine release and reinforcing that getting the mori signifies that they've done a good job. Some people would then be more inclined to slug for it. Others would just care that they won, and others would just not like slugging for 4k, etc. It's likely that for some number of players, the finisher mori is encouraging slugging for 4k, and for others it's not making a difference. But the net result of that is that the new mechanic ends up encouraging slugging for 4k in the community overall.

  • MamiEmeritus
    MamiEmeritus Member Posts: 8

    THIS. i was just playing a match against a slugging huntress (girl… you can throw hatchets across the map… theres no reason to slug unless you're dogwater at the game) and she was proxy camping hook. as soon as someone ran over there, they were downed instantly (she was a one hitter) and it just made the game miserable. so i just did gens and left. i felt bad… but man. there was no chance.

  • MamiEmeritus
    MamiEmeritus Member Posts: 8

    probably because people aren't playing as much anymore. I took a break for over a year because it was getting stupid. Now I'm remembering why I took that break

  • MamiEmeritus
    MamiEmeritus Member Posts: 8

    No, I'm not new. it has 100% made the game more toxic. yeah, they've made bad decisions in the past (especially to surv perk nerfs and killer perk buffs… i play both sides equally. its much easier now as killer) but this was downright DUMB to do. survs have no basekit abilities. killers have quite a few

  • KerJuice
    KerJuice Member Posts: 1,961
    edited January 21

    I’m not a fan of it either. Someone please remind me as to why was it implemented.

  • HangryMogwai
    HangryMogwai Member Posts: 52

    Echoing the same sentiments. The game has become absolutely miserable in higher MMR, made worse when the current “meta” (thanks to TTVs etc). Back to back killers all trying to slug to watch people bleed out, often using the “Knock Out” perk etc. Sure, it’s a tactic, but it’s toxic as hell and boring waiting to bleed out in hopes that the next killer isn’t doing the same thing, especially with these ridiculously long queue times between games.

  • LockerLurk
    LockerLurk Member Posts: 297
    edited January 21

    That actually isn't true, pardon my saying, that Survivors have no basekit abilities but Killers have tons. it's actually 100% the opposite - Survivors have a lot more basekit things than Killers do.

    Here is what Survivors have, basekit:

    • Increased speed if more than one person is on a gen
    • Unhook protection in the form of an endurance hit, a haste boost, and Undetectable so as to have some small form of antitunnel
    • 70 seconds per hook stage on the hook to be sacrificed
    • A haste boost when they take a hit from healthy
    • The ability to unlock chests to find items, sometimes even some pretty good ones (can be buffed with certain perks but it's not hard to just randomly find a medkit or toolbox for some help) - and unlocking was just recently sped up to 8 seconds to help with this
    • Three other Survivors with them in the team
    • Aura read whenever a Survivor is downed so they know where the Survivor is
    • Several HUD icons that help show who is doing what, to help SoloQ coordinate a little better
    • Certain maps that just so happen to be a bit more in their favor due to number of resources
    • An anti facecamp system to prevent the worst kinds of camping
    • An anti 3gen system to prevent games from stalling
    • A fairly long bleedout timer (I would even say too long as it is currently a problem when Killers 4-man slug) that allows ample time for another Survivor to help if the Killer slugs them

    Survivors are supposedly given all this basekit help to make the game more fair to them, because Killers have powers already. But no such catchup mechanics exist for Killer, period, no second chances exist, nothing even remotely like this exists for Killer. This is because they aren't supposed to need it, but even still in some cases, to this day, having a power for some Killers may not be enough to help them if they're struggling or are a weaker Killer.

    In fact it's so the case that Survivors just get more basekit help and catchup stuff than Killers do that the only basekit thing I can think of that Killers really have is gen kicking and hooks respawning now. The basekit kicking was slightly boosted to 5% and an anti-gentap feature was added, which was much needed because gentapping destroyed gen pressure too much. The respawning hooks were added as a response to buffed Sabotage and because sadly, Survivors would go stall games in unhookable areas the Killer was forced to slug in.

    The proof is just right there, friend. I'm sorry, but you're wrong unless you believe that all Killer powers/abilities are equal. And they really just are not, because Survivor basekit things unfortunately can be harder for someone like say, Trapper to not have to brute force around than they are for someone like Billy to work with. Oftentimes an M1, especially a low mobility one, may need to force a slug or return to a hook THROUGH these catchup tools meant to protect Survivors from Killers like Nurse tunnelling them right off the hook.

  • Archael
    Archael Member Posts: 843

    IMO, game loop should change a little:
    survs should not die on hooks. instead each trial should have time limit.
    Hooks and mories just makes one or more survs being unable to do objectives (new objectives could be introduced).
    Surv on hook can be rescued or wait untill his hook timer runs out then they are removed from the hook by the Entity but far from killer.
    Moried survs are incapacitated for longer, they are in a ghost mode where they cant see and have no collision with gens, totems, killers and other survs, they also fo not scare crows, but can hear killer TR. When ghost timer runs out they just shows up.
    This would require various perk changes especially hook ones.
    Game is resolved in two ways:
    Timer runs out, survs coudnt finish their objectives and thus they are sacrificed (like at the end of collaps) and loose all like a team.
    Timer is ticking, but survs finished their objectives and Entity consumes the killer to punnish them. Survs wins all, like a team should.
    Also all survs should then be able to recover by their own from dying state.