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Is behaviour missing out on easy wins?

I'm new, so hi everybody.

I've been discussing balance changes with others online lately, around Spirit and Oni, and found there to be a decent amount of disagreement, so any changes behaviour makes will be fairly controversial.

My most prominent thought lately, is that I feel there are much larger easy wins for behaviour that would be relatively uncontroversial. I'm sure others have great ideas for this too and would like to hear them.

I play about 50/50 roles and rotate through all killers (I'm rank 3 on both atm) but I find solo survivor to be more frequently frustrating than killer right now, though when killer is annoying, it is a worse experience. So my first point would be to remove a negative part of the survivor experience.

Moris only work on death hook (my personal preference is that they all become 2 survivor puddings each, but I don't think everyone would like that).

Or maybe they will be controversial. Guess I'll see on that.


  • Mr_KMr_K Member Posts: 6,428

    What's the one thing people want to see with every new killer?

  • ReylaReyla Member Posts: 41

    That would have no impact on whether a killer could perform a mori, so I don't really see your point, unless I'm missing something.

  • FibijeanFibijean Member Posts: 8,343

    I think they're trying to say that removing moris altogether (replacing them with bloodpoint offerings, which is what it sounded like you meant by "they all become two survivor puddings each") would be disappointing to a lot of people who love watching mori animations.

  • ReylaReyla Member Posts: 41

    I thought it was clear that I was not recommending that as the actual idea, just that it was my preference but I'd decided against to make it less controversial. Apologies for not being clear.

  • FibijeanFibijean Member Posts: 8,343

    Also, hello and welcome! Moris are a pretty controversial topic honestly, so it's pretty brave of you to pick that for your first discussion.

    I wouldn't have huge issues with it personally, but the problem most people will tell you with moris only working after the second hook is that at the point where they've lost the third chase, the survivor is just about dead anyway, so the best thing about a mori at that stage is the cool animation.

    If they're going to be changed, it would probably be best for them to work after having hooked all survivors once (a common suggestion), or be reworked completely to operate on a token basis like Devour Hope, or maybe depend on generator progress, or cause survivors to become exposed at a certain point in the trial or something like that.

  • ReylaReyla Member Posts: 41

    Thanks for the welcome.

    For me, I have used an ebony maybe five times as killer in a year and a half, and each time the game has been a crushing win in under five minutes that made me wonder why I bothered waiting for a game.

    I do agree that my suggested change would make a mori an aesthetic thing but that was my intention really. I've always found them to be too strong, but if that's not the impression of many other players, then I guess it wouldn't be an easy win for behaviour.

    From the options you've mentioned, I think the 'must hook all survivors before it becomes active' seems the most reasonable. At least the survivors can somewhat counter it by one of them going into stealth mode.

  • Rin_is_my_waifuRin_is_my_waifu Member Posts: 963

    You play 50/50 but you don't even mention keys which are as broken as moris

  • ReylaReyla Member Posts: 41

    Yes that's correct. I have never used a key unless I found it in a chest, as I think they are too strong, but they're nowhere near as strong as an ebony mori.

    If a killer is committed to tunneling (ie chasing people off hooks) , ebony moris reduce their required number of hits by half. Keys have nowhere near that kind of impact.

  • WuhelmWuhelm Member Posts: 260

    They are the same. Both affect gameplay outside of normal conditions.

  • ReylaReyla Member Posts: 41

    While they do both affect gameplay, would anyone seriously argue that they have the same level of impact?

    If no one is dead before the exit gates are powered, then all the key does is make escape a bit easier. Granted, it can rob a killer of one or two kills in other situations, but I still see a power discrepancy.

  • WuhelmWuhelm Member Posts: 260

    They both allow the player to only complete half their objectives, how are they not the same?

  • ReylaReyla Member Posts: 41

    Because 5 generators take 400 seconds. 1 door takes 16? (somewhere around that, brain isn't working right now). How is a door half of a survivors objective? It's less than 10%.

  • ReylaReyla Member Posts: 41

    Yes if there are two survivors dead, the remaining survivors can have three gens done and escape.

    I might add that as killer you can counter this by slugging them all if they are on death hook, which is what I do against keys, depending on thee amount of gens remaining.

    How does a survivor counter a mori?

  • WuhelmWuhelm Member Posts: 260
  • ReylaReyla Member Posts: 41

    I think we'll have to agree to disagree on this one. I'm fairly clear that 'not getting hit' does not qualify as a counter to moris, primarily because it clearly doesn't, in the same way that slugging when needed counters the main effect of keys.

    My question has been answered anyways. Behaviour won't be able to get rid of moris because a decent number of killer mains think that they are fine.

    I doubt that behaviour will be able to make many changes based on consensus in that case, so we'll just have to hope they can do it on their own.

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