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Mettle of Man: Suggestion

Prologue

So, I use Mettle of Man a lot and it's a staple perk for me because when you can get it to activate, you feel so gangster about it. 😎

However, the perk does have a huge drawback to get it to proc, and on average, it activates in 15% of my games.

The problem I see is the perk isn't based on skill, and it's entirely bugged out at the moment. Sometimes you're like, "Why did that count?" And other times and the most frequent, "That didn't count?"

My goal with this thread is to make Mettle of Man a skill based perk that requires a lot of input on the survivor who's using the perk while still having counterplay. :)


Mettle of Man

Evil has a way of always finding you.

After getting unhooked for 30 seconds, if your next hook phase is the Sacrifice Phase, this perk activates for 100/80/60 seconds.

While activated, your aura is shown to the killer. The activation timer will pause while not in a chase or not in the killer's terror radius.

Once the activation timer expires, the next occasion that would put you into the dying state is ignored.

Increases your chances of becoming the killer's Obsession.


Explanation

Let's break it all down so we can understand what's going on here!

After getting unhooked for 30 seconds, if your next hook phase is the Sacrifice Phase, this perk activates for 100/80/60 seconds.

While activated, your aura is shown to the killer. The activation timer will pause while not in a chase or not in the killer's terror radius.

Basically, this perk tells the killer, "Let's see if you can down me in 60 seconds while you have wall hacks!" If the killer can't down you in 60 seconds with wall hacks, then you deserve to punish the killer for their poor chase — especially when they can see your aura during a chase. If they catch you before the activation timer expires, then you're dead on hook because you failed the challenge you put upon yourself.


The killer has even more counterplay, they can ignore you and use your aura as information. For example, they can use your aura to put you into a situation you can't get yourself out of, which can get you downed.


Epilogue

All in all, this perk challenges the killer and a survivor to face off in a chase. The perk has counterplay for both sides, and it has a ton of risk for the survivor who uses it.

Perk values can be changed later to fit the balance of the game! :)

Comments

  • WickedMilk03
    WickedMilk03 Member Posts: 624

    I definitely like this change but also like my own in which it would activate after winning multiple chases. I wrote about it if you wanna check it. This one is also cool because of the chase however I feel like alot of times the killer would need to ignore it to focus on other bs and get punished for it. Also the killer would know to ignore you once the aura went away. I appreciate this post on MoM tho because it is the only one I have liked of all of them.