MoM ideas
In my eyes, Mettle of man is a skill less deadhard, not DS 2.0 as some call it, but still very strong against M1 killers, especially if more than 1 player is using it.
Most players will never see the downside of the perk, which is your aura being seen by the killer outside 16 meters, because once the perk is triggered the chase continues and the survivor will be downed, not getting the chance to heal and face the downside of the perk.
And as a killer, why should you have to leave chase, let a survivor heal, just so they can face a downside of a perk, and as a M1 killer that' 2 more hits you need to down them again, precious time wasted, regardless if u can see their aura or not.
The Dev suggestion to only gain the stacks from protection hits seems like jumping through hoops just to get a perk to work.
As a suggestion, instead of changing the way to gain stacks, change the downside.
Remove the requirement to heal for the killer to see the aura, or make the survivor become broken for an amount of time.
Or make the perk more like a dead hard, don't give them the speed burst on the triggered hit, only the killer blade wipe, so they cant take the hit and boost 500 meters across the map and escape out the gate.
Or as another suggestion, make it so you only need 2 stacks, so the perk triggers earlier in the game, so 2 hits down, placed on hook, then if the killer tunnels off the hook or the saver had no borrowed time, you have mettle ready. Rather than get a slap in the face from mettle in the end game.
Comments
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Broken for the rest of the match would be ok in my eyes. Mainly because it means you'd be essentially taking one hit from your third chase and moving it to your second, throwing off the timing and momentum of the match rather than just adding a free hit. The issue then becomes if they heal between hits, or bodyblock, they then get punished hard for taking hits early in a match. Broken for a time would be crappy, mostly because it would just mean hiding for probably a minute to let the downside wear off.
The second idea would be ok but still suffers from the issue of a potential 4 bonus hits a match. Dead Hard gets people to pallets often enough, so it would still extend chases a huge amount stacked in SWF, and doesn't take away the problems of it being skill-less, uncounterable and having basically no requirement to gain free hits.
Triggering earlier in the match would be awkward, as the perk is now a vast majority of MoM hits are right before the second hook anyway. Making it take less to charge would either just mean it's charged earlier but still gets used between hook one and two which is basically no change, or push it back before the survivor's first hook which comes with the old momentum issues of the old DS, harming killers before they can even get a hold on the early game which is already a problematic time.
Personally, I'd prefer to see the actual endurance hit changed. Rather than targetting M1 hits that down you, make it resist any form of hit/power that takes you directly from healthy to downed. It would then counter exposed, one shot add ons, chainsaws, but still count as a single hit rather than a down. Rather than gaining free hits in a match that stack up with other second chance perks, it would instead reduce the amount of hits you lose to what the killers are bringing to shorten your chases. It would be similarly situational, but rather than harm M1 killers and be completely ignored by most top tier killers, it would mostly do the reverse.
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