Mettle of Man nerf was a bit too much it needs to work on unhooks
So in a quest to try to make the reworked perk even activate in my build for memes it took a colossal effort in games where it's just a bad idea to try to take protection hits against most killers... and 3 of them at that. After about 10 matches, I got it to activate forcibly about twice and organically 0 times.
When you go against insta-down killers like Leatherface, Pinky Finger Clown, Meyers... it's usually an extremely high risk play to leave your generator - run towards your looping injured teammate to try and get rid of bloodlust and get some space for him.
Even if it's a normal M1 killer in that perfect microcosm of Wraiths, Nurses etc... the complete banality of what generates a "Protection Hit" event is completely off. I've stuck myself INBETWEEN the survivor and the killer - both basically touching the red stain while hugging that survivor's butt pixels as the killer struggles to get around me to hit them at the window and finally having to settle for smacking me, and 0 protection events. Other times I get smacked by a hatchet from across the map while someone is working on a totem 5m away and I get the event even though he had NO chance of being hit by that hatchet at all (this is also never consistent).
Even for the archive THE MOST RELIABLE WAY to get protection hits is to just run at the killer who is picking up an ally to let him get free hits (because against any experienced killer that will not result in a struggle out for the carried survivor). This is also how I "forcibly" would get it if I had even 1 protection hit.
The old one might've been a bit too strong against normal M1 killers but without unhooks also counting like "We're gonna live forever" stacks - it's basically a struggle for the entire match just to activate this perk let alone get any use out of it. If unhooks were added I would even be okay with it requiring 4 tokens from those events to be activated once (so you basically only get it once) simply because it's the worst perk in the game at the moment behind "This is not Happening" and "Deja Vu".
Edit:
Current Mettle of Man: After you earn 3 Protection Hit Score Events, Mettle of Man activates. Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored. The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.
Mettle of Man will deactivate the next time you are put into the Dying State. Increases your chances of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
Proposed Mettle of Man: After you earn 4 Protection Hit Score or Safe Rescue Events, Mettle of Man activates. Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored. The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.
Mettle of Man will deactivate the next time you are put into the Dying State. Increases your chances of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
P.S. I am acutely aware that Killers have tons of utterly useless or hard to value perks too but they really need their own threads (Cruel Limits, Monsterous Shrine, Terriotorial Imperative, to a lesser extent Beast of Prey and Insidious)
Comments
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🤫 no 🤫
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Someone was traumatized during the dark times when the original version of this perk was meta but you gotta admit it's unusable atm
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Not sure about these 4 quotas of either or, that could lead to stuff like ptb MoM. I think it'd be better if you needed 2 Protection hits and an Unhook rather than 4 going either way. Thats just me though.
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it's not unusable, I still run it. I do agree it is a little weak tho. I think simply reducing the number of hits you need to take by 1 would be plenty of a buff tho, if it counted unhooks it would be so easy to farm someone to get it, take a hit during carry, run and hide, unhook instantly, take another hit, and boom. You've only given up one hook and you already have mettle. You can already kinda do this, run mettle with breakout and styptic agent medkit, take a hit during carry, pop styptic, take another hit, block hook, and you trade yourself for the other survivor and get mettle.
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Makes the perk's activation requirement way too strict and complicated. 4 stacks but safe unhooks/protection hits is a good idea though. Atleast makes the perk bit more usable.
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I don't feel like thats nearly as strict or complicated as something like Deathbound. The change is certainly better than what we have now, but I think it could be improved.
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nope leave it dead. this perk should have never made it past the idea phase.
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How about 3 Safes OR Protection Hits...
This could be useful :D
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I think giving survivors the chance for a 3rd hit is too strong unless they build around it.
It should just be reworked into something else, the devs were on crack when they made the perk in the first place.
I like running current mettle of man cause i use medkits with healing boosting perks to farm the hits and waste the killers time, if every survivor could do it easier it'd just ruin the game imo with how map design is and games going as fast as they do.
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The only change Mettle of Man needs is to remove that aura reading downside. The fact it takes so much time to get setup to just use is downside enough if you ask me.
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Extra health states have historically been a problem. My advice tweak mettle so after your second unhook if the next hit counts as a protection hit and you would be downed instead the perk activates applying deep wounds. Make the extra health state situational. If its a body blocking perk it could have new purpose.
Obviously the perk deactivates once it has triggered once. Your suggestion is still to flexible to not be abused. The condition is difficult I respect that but extra health states are too powerful to not have conditions attached beyond just earning it.
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I personally have no issue activating MoM, but it does need a buff.
Instead of providing an extra hit when injured, the survivor should be able to take an extra hit while exposed or 1 hit as well.
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Omg, thank you! I have always thought this perk was useless after the nerf. I've only ever gotten it to work twice ever. I was thinking that they could buff it by either having you take 5 normal hits or only 2 protection hits. 3 is outrageous, with 5 normal hits, if you heal each time you're unhooked as you normally would then you'd get it by your third down. Or with only two protection hits you could take one, go heal, take another which would encourage you to run aura perks like aura or assistance perks like breakout. Or maybe both, bond could help you find the survivor before they're actually downed and breakout would help them escape more than you just taking at max, 2 seconds from their 10 second wiggle timer.
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Noooooooo
........No........
Nnnnnnnno
Nononononopiddy nope nope nope.
MoM has the potential to be the most busted perk in the game, and safe unhooks can easily be cheesed. Very, very easily. That would make it almost the same as old MoM, except you need 4 unhooks instead of 3 hits so a full party of MoMs probably wouldn't be able to activate. Still, they'd get 2-3 though, surely that's fair and balanced? 2-3 survivors that sometimes take 3-4 hits to down depending on whether they had an autoheal or styptic? And still have DS/UB? Maybe even a DH? Yeah, that's fine, I'm fine, you're fine, we're all fine.
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the perk was just a quick cashgrab, no way it gets buffed again
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Run saboteur , breakout, mettle of man, and Unbreakable
I've found this build to be the best way to utilize current mettle of man , other than this there isn't a whole lot of use for the perk in my experiences
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Eh.... I'm nervous about reworking MoM. It's pretty hard to get protection hits right now as the detection can be iffy.
The prevalence of than and sloppy nowadays disincentivise it further. but I feel like unhooks might make it too strong.
Seriously, launch MoM was AWFUL to play against as killer. I stopped playing killer until it was nerfed after the first week.
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There's no reason for all perks to be good and usable. Most perks are like current mettle of man in that they aren't really good.
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