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Mettle of Man perk rework suggestion
I feel like this change will balance a lot of things when this perk that is nerfed to the ground for a long time. First, I feel like Mettle of Man was too powerful when it first released because just 3 basic attacks to activate the perk is too lenient, but as you can see from the current situation, changing from basic attack into Protection Hit event causes the perk to become almost useless, so I decided to find something in between, and I found it, by relating it to your health state.
Why health state you ask? It makes it so that the perk activates not too early, but not too late. No matter what, you have to change state 3 times in order to activate this perk, and you can’t try to double-dip this perk because you lose token when you heal. Insta-downs like Chainsaw or Exposed will not cause you to gain 1 less token than you would gain from basic attacks. Do note that unhooking is not counted as healing, so changing from hooked state into injured state will not cause you to lose token.
So let’s say you start a match with this perk. The Killer found you and hit you once and you gain 1 token, but you successfully escaped. Healing yourself or getting healed will cause you to lose the token. If you don’t heal, you retain your token but you are at risk. Going down to dying state gives 2 tokens, but healing back up to injured will also cause you to lose 1 token. The only way to retain 2 tokens is to get hooked and then unhooked. A survivor will always end up with 2 tokens in his first hook.
Next, he gets unhooked and he has 2 tokens. If he gets downed again, his token goes to 3. If he heals, his token goes down from 2 to 1. If he gets downed from 2 basic attacks or insta-down after healing, his token will go from 1 to 3. So no matter what, he will always end up with 3 tokens at his second hook.
3 tokens causes the perk to activate. Once he gets unhooked again, he will immediately gain Endurance effect. If the Killer hits him immediately after he gets unhooked, he will not go into Dying state. But if he escapes and heal himself, his token drops to 2. But still, if he was changed to injured state again after healing, the perk will still activate. So no matter what, the perk will activate after your second hook, and when you are in injured state. Insta-down killers can bypass this perk if the survivor chooses to heal and lose a token which causes the perk to deactivate, and gets insta-downed. But survivors can choose to not heal when this perk activates. There is nothing a Killer can do to bypass this perk, unless the survivor heals when he is facing an insta-down Killer, or the Killer kill the survivor with his own hands.
Since this perk is related to health state not basic attacks, you will not gain extra tokens from getting hit while Endurance effect from other sources are active, such as Borrowed Time and Styptic Agent, because getting hit like that doesn’t change your health state.
This changes the perk in a lot of ways. This rework is kind of like giving a last chance to survivors. About to get downed at your last hook? This perk will save you. You can also choose to protect others even when you’re already at your last hook with this perk. You can even sacrifice yourself and take all the hits for your teammates at the beginning of the match, so that you go into first and second hook faster and activate this perk faster. Its concept of protecting others using this perk still remains, but it is now more risky since it is only activates at your last hook. But it is better than the current situation because most of the time, the perk is too hard to activate. This rework will cause the perk to only be useless if you are sacrificed before in your first or second hook.
Due to the impression of Mettle of Man at first release, I decided to add more penalties to this perk. You have to mend yourself after getting hit like Borrowed Time, and you cannot immediately heal after you mend, and when you heal after Broken is gone, you will reveal your location. I feel like this amount of penalty is good enough to balance how broken this perk used to be. It wastes you lots of time if you attempt to use this perk, but the payout might be worth it if you survive and successfully save your teammate.
In short, I feel like this perk remains the concept of protecting others, but only at your last hook. If you are not protecting others, this perk can also be used in a clutch, and possibly counter Killers tunneling. Share your opinions on this and maybe give suggestions on what I should change. Thank you for reading this huge text wall.
Comments
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Interesting, very interesting.
So essentially a stronger anti tunnel perk than DS?
Intriguing
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WOW really unti-tunneling, i like your idea! hope devs look at this post
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Well, they just balanced out protection hit registration on ptb. As much of a good idea it is and honestly a much more deserved reward it is then the current one, since now its enough if you get hit near someone who is in chase you get the protection hit. Or even just tank a hit generaly near one, i havent tested every option.
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Won't this change just make more people play billy?
Old MoM was broken from the start and it's a prime example of the devs incompetence but I also think it was nerfed too hard. What I think would have been better. Limit the amount of 2nd chance perks the survivors can have. Like when they introduced exhaustion so you couldn't stack SB and Lithe. If you throw DS, Adren, and old MoM all into 1 perk slot and you can only equip 1 of those(I'm not including BT because that's more for your team's benefit than yourself). I think that would have been fine. Old MoM was annoying but it was truly broken when people were combining it with DS, BT and Adren. If it couldn't be mixed with those it may not have needed to be nerfed. Another example of why you don't tailor a game around the new players. MoM by itself may have been tolerable but when the veterans mixed it with all their other meta perks, the game broke.
I seriously think the people who develop new perks have no knowledge of what is already in the game. Is there really no one in the meeting raising their hand saying "Won't that be unfair if they run that new perk with DS?"
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