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MoM rework idea.

Poweas
Poweas Member Posts: 5,873
edited April 2019 in General Discussions
So I've thought of a rework to MoM to introduce counterplay, but also keep ot just as strong. Kind of like the rework to DS.
My idea is to make MoM get stacks only from bodyblocking.

Here's the current MoM,


Mettle Of Man-

Evil has a way of always finding you.

After getting hit 3 times by a Killer's basic attack, 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.

"Evil has a bullseye on my back the size of Tiger Stadium." — Ash Williams

It's obviously unfair and the downside is not that big. My rework idea is-


Mettle Of Man-

Evil has a way of always finding you.

After getting hit 2 times while bodyblocking a Killer's basic attack when they are carrying a survivor, Mettle Of Man activates.

Once activated, the next occasion that would put you into the Dying State from the Injured/Healthy State is ignored.

Mettle Of Man will reset 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.

"Evil has a bullseye on my back the size of Tiger Stadium." — Ash Williams

This rework gives it counterplay (drop the survivor you're carrying) while also making MoM take less stacks, activate as much times as you want and it has a downside because the killer can simply drop the survivor.
@Peanits and @not_Queen would this work?
Post edited by Poweas on

Best Answers

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Answers

  • Ihatelife
    Ihatelife Member Posts: 5,069

    @ClogWench @brokedownpalace The rework of MoM promotes a good behaviour, but compared this with WGLF, Imagine this situation: I'm 2 meters away from the hook and my mates are gonna get a hit for basically no reason for me, and after that I'll get camped because the killer will think that my mates are around me.

  • ClogWench
    ClogWench Member Posts: 2,582

    Your iteration of it would also turn it into a viable counter to NOED as well

  • Karl_Childers
    Karl_Childers Member Posts: 669

    Interesting. It should definitely be 2 hits like you have it and I like the change too where now it’s just any dying state hit, so it now includes one shots when healthy as well. This seems like a very fair change.

  • ClogWench
    ClogWench Member Posts: 2,582

    It's more likely the killer will pursue the person they just hit. If not, they were likely to camp you regardless. As it stands that exactly scenario already happens a lot anyway so it wouldn't be anything new

  • Tzeentchling9
    Tzeentchling9 Member Posts: 1,796

    It should still be 3 hits or this and an insta heal could deny any hook.

  • Ihatelife
    Ihatelife Member Posts: 5,069

    So at least making for WGLF more ways to get a tokens will also not hurt anyone. It's just a bloodpoint farm perk so it wouldn't anyone.

  • ClogWench
    ClogWench Member Posts: 2,582

    I don't understand your point. Why would they rework it? It just synergizes well with this iteration of MoM

  • Carpemortum
    Carpemortum Member Posts: 4,506

    So we removed the only downside?

    Why remove the aura reading when people already cry its OP and had no downside (which being seen is absolutely a downside).

  • ClogWench
    ClogWench Member Posts: 2,582

    Because now it has more strict requirements to activate rather than simply getting it naturally throughout the trial

  • artist
    artist Member Posts: 1,519

    I hate the idea of having my teammates following the killer while he is chasing me instead of doing gens so they can use their perk. I can see a lot of games being thrown by survivors because they want to activate mettle

  • Carpemortum
    Carpemortum Member Posts: 4,506

    But those were BOTH peoples points. That it's a free reward with no downside. Now it would literally not have a downside. And honestly, like 75% of the MoM I've actually seen used are people doing this already. Trying to bodyblock knowing they get an extra boost to their power.

  • ClogWench
    ClogWench Member Posts: 2,582

    It wouldn't necessarily need a downside when it's a) stricter and b) can be punished by simply dropping the survivor. It's also now countered by a number of other perks, and in order to use it you need to break off from a gen and get hit, and then heal in order to get the second hit. With those kinds of requirements and consequences it hardly needs the downside.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    By that logic it could be punished now by not chasing the same person all game.

    But my point is. People ######### about it now when it actually has a downside. you dont think this change would have the same outcry simply for it having NO downside? The community would remain the same about MoM. Heavily divided.

  • ClogWench
    ClogWench Member Posts: 2,582

    The downside now barely matters as is. My point is that at least this change would give it some form of actual counterplay instead of just picking Billy or face camping. The killer would have better control of their ability to deny useage of the perk, without just outright not attacking survivors.

  • Poweas
    Poweas Member Posts: 5,873
  • Poweas
    Poweas Member Posts: 5,873

    @artist that's the beauty of it, if the survivors want to, they'll sacrifice gen pressure to get a lengthier chase. It takes a carefully thought out plan, and it becomes tactical perk to be used carefully.

  • Poweas
    Poweas Member Posts: 5,873

    @Carpemortum you're not looking at it properly, right now, a skilful survivor doesn't get phased by the downside, it actually helps to make the killer throw their game to tunnel you and they adrenaline out of the gates in the endgame. It's abusable and ez to use.

    With my rework, it'll have no counterplay, but it'll be easily avoided, exactly like the new DS, I was inspired by the DS rework, and thought of it. No good killer should #########, because the risk of it, should be obvious, and they can slug the survivor.

    Knockout, would work a treat with this. If you think the downside right now is too much, then you don't fully understand how advantageous it can be for top tier survivors.

    I'm saying that, because I was a top tier survivor a while ago (now I'm more upper-mid tier since I main killer and 30% survivor.)

    Bodyblocking makes it counterable, but the 2 stacks and lack of aura, makes it just as powerful, but with counterplay.

    Please try to see it from my way.

  • Poweas
    Poweas Member Posts: 5,873

    Also @Carpemortum the downside will be similar to the new DS, so I doubt it'll be complained about because to counter DS, you don't tunnel, to counter MoM, you simply don't hit someone while bodyblocking. I doubt anyone would complain about it.

    And MoM will still be monstrous in the endgame.

  • Bongbingbing
    Bongbingbing Member Posts: 1,423

    Still strong but now has counter play, I like it!

  • GrootDude
    GrootDude Member Posts: 14,110

    A change I’ve thought about was making I it self bt. Basically if you get unhooked Andy have this perk bt will trigger (does not stack with the a actual bt.)

  • Carpemortum
    Carpemortum Member Posts: 4,506

    @Poweas yeah I get what you're saying. Like I said I'm not against changes, I dont run it myself. I bought Ash for Ash and think it's just a lot of hype.

    I dont think its downside is too much, I just disagree with people saying that its nonexistant.

    I would love for it to be in a place both sides can agree with, I was just saying based on how this community has been of late, I would expect knee jerk reactions to a change that (even if absolutely more balanced like DS change) had no apparent downside.

  • GrootDude
    GrootDude Member Posts: 14,110

    Forgot to mention while you get saved inside the tr.

  • Poweas
    Poweas Member Posts: 5,873

    @Carpemortum yeah I agree, if this change came through, I'd do my best to explain why it did though, and most people on this thread seem to agree, I can't see survivors and killers being unhappy. There'll be a few, but IMO, it's one of the best changes I've thought of.

  • WaffleFalafel
    WaffleFalafel Member Posts: 384

    I think with this idea would be better with a 7% haste added to make sure the survivor can get to a hook to body block when the killer is transporting a body to the hook.

  • White_Owl
    White_Owl Member Posts: 3,786

    I like this idea +1

  • GrootDude
    GrootDude Member Posts: 14,110

    @WaffleFalafel but to avoid exploiting make the movement speed only trigger while the killer is carrying someone, kinda like agitation.

  • WaffleFalafel
    WaffleFalafel Member Posts: 384

    Agreed. I'm wondering about stacking with Hope though. Personally I think it shouldn't, but Hope is already situational.

  • Crythor
    Crythor Member Posts: 296

    I have to agree this would be a cool Perk. Your idea is solid and i would love it if MoM gets reworked like this!

  • Crythor
    Crythor Member Posts: 296

    This post deserves more attention tbh.

  • CashelP14
    CashelP14 Member Posts: 5,564

    It's main problem is prolonging a chase. I think it should be only 2 hits but will only activate when within 8m of a hooked survivor. It doesn't prolong a chase but only works when going for a save.

  • Poweas
    Poweas Member Posts: 5,873

    That just makes the rework terrible @CashelP14 because MoM becomes too situational.

  • CashelP14
    CashelP14 Member Posts: 5,564
    edited April 2019

    @Poweas it actaully has a purpose with this change. It protects someone saving another from the hook. Like ds is now for anti-tunnelling this is for that hook save when a killer is camping the hook.

    At the minute unless I'm forgetting a perk there really isn't a perk to help against camping killers for the unhooking survivor. If you want to add that killers can't grab survivors while they are doing the save then it has a useful purpose.

  • Poweas
    Poweas Member Posts: 5,873

    DS helps, if you use it correctly. MoM in my rework idea, would be balanced but making it situational and only for unhooking is a bad idea, since if they got STBFL, you're going down instantly.

  • CashelP14
    CashelP14 Member Posts: 5,564

    I just don't think it's worth the body block. Most people don't run self care and the body block won't save the survivor unless everyone joins in.

    I just don't see a reason to run it personally. It does encourage body blocking which is good but pointless body blocking isn't a good thing.

    I don't run it now but if I could save someone from a face camper I would.

  • MrsPiggyIsSoSneaky
    MrsPiggyIsSoSneaky Member Posts: 571

    I see how this would be better and all and that it now has an actually counter to it, but their is two problems that I see out of this.

    1. Is that the perk is able to be reused: This would cause problems by the high amount of body blocking that would be present in one game and would cause trouble for killers to get someone on a hook, yes perks like mad grit, iron grasp, agitation would help out, but even that won't stop them from wanting to get hit so that they can use it for a mistake that they will make that will reward them instead later, and just imagine that with a SWF team of four, and not only that, it would cause some players just to follow players that are in a chase and not doing gens, just so they can MoM activated, which would cause a problem, one is being chased, and one is waiting, that would be two people off gens or more and that would hurt the team.
    2. Cause an increases amount of free escape from the killers shoulder: To put it simply, I am carrying someone and I am either far or close to a hook, someone comes by and blocks me and I have to put survivor down and now two things can happen: One, that same person comes back and I drop the survivor down so much that the survivor gets a free escape or I do drop him and go after the other one but by the time I get that one down, someone else has already healed the other one to full health.

    Also this would cause perk builds to be limited to what can counter MoM

  • Poweas
    Poweas Member Posts: 5,873

    @MrsPiggyIsSoSneaky

    For 1, you have people off of gens which keeps the game slowed down, and to your advantage.

    For 2, Knock out, and agitation can completely prevent those scenarios from happening. And a chasing killer (Nurse, Billy, Hag, Spirit, Wraith, Myers and Huntress) get a major advantage from that. Trapper too, to an extent.

  • Maximus7
    Maximus7 Member Posts: 441

    Yeah, I agree with this rework. It's still a damn good perk, is applicable against every killer, and isn't too easy to get. Hell, I wouldn't mind if it even worked on hits that took you from healthy to dying with this rework (though if this was also done, making the amount of bodyblock hits you need increased to 3 would probably be for the best). Either way, I've seen this suggestion thrown around quite a bit and I really agree with it.

  • PigNRun
    PigNRun Member Posts: 2,428

    Why not just run Empathy instead? Lets you know when someone is going down.