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So...Mettle of Man

I know it is a tricky subject. But it clearly needs a buff. As a killer main who sometimes play Survivors I gotta say it is super unless EVEN with builds around it. So keep this in mind. This is before "For the people" comes out for testing with it.

But what if we have safe hook saves count as half a charge. Rather than a full one. So 2 protection hit and two safe unhooks turns it on. Or six safe unhooks. (If you get that what is your team even doing?!) It procs up. Just a thought.

Comments

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    They just need to either fix protection hits OR give it another condition.

    Protection hits are so busted atm.

  • FoxWolfFrostFire
    FoxWolfFrostFire Member Posts: 197

    Agreed. The hiccup for me is...What is the other condition. If they make it too easy we circle back around to it being a major KILLER problem, rather than a minor survivor problem. We don't want that lol.

  • Auron471
    Auron471 Member Posts: 1,310

    pretty sure they changed how prot hits are scored rercently.

  • Dreamnomad
    Dreamnomad Member Posts: 3,935

    I agree that it needs a buff. Protection hits are a pretty terrible way to earn a free hit. This perk basically says "don't do anything productive most of the game and then you can waste 15 seconds of the killers time". I think a better way to earn tokens would be for every 30 seconds you are chased by the killer. No body can say that you didn't earn it if you kept the killer busy for that long. Or better yet, a mix of a number of achievements. Like 1 protection hit, being chased by the killer for 75 seconds, and 1 safe hook rescue. That would be fair I think.

  • FoxWolfFrostFire
    FoxWolfFrostFire Member Posts: 197

    @Dreamnomad

    I have to say. I think you're on to something with the chase thing. But I think 30 seconds is WAY to short. Good survivors would eat killers alive if it was just get chased for 90 seconds get a free hit.

    My suggestion would be every 45 seconds you run the killer or every 1 protection hit you gain a token, It becomes active after 4 tokens.

  • Mrjuice
    Mrjuice Member Posts: 94

    It could be 30 seconds without getting hit but only activates once per match

  • TR_stonez
    TR_stonez Member Posts: 54

    Apperantly protection hits only work if the survivor is already injured and in a certain radius of the survivor or get smacked while they are carrying the survivor items the easiest way to get them and that isn't ideal unless your running breakout and things that help with it's not ideal to use even for the most altruistic people I just feel like if it does get buffs killers won't be happy

  • Rlabotath
    Rlabotath Member Posts: 125

    Mostly killer player, giving my thoughts.

    What if mettle of man was reworked almost entirely? Here's an idea I have:

    This perk has 4/5/6 charges. Each time the killer attempts to apply a debuff, lose a token, and attune this perk to the debuffs for 30 seconds. You don't gain the debuff, but until the perk is no longer attuned, you'll gain the debuff.

    The idea is if you get hit by a huntress hatchet that would apply SB (I know it isn't, but the add-on essentially is SB), you'd lose a token and not gain either debuff unless hit within the timer. It's not game breaking, but has a stronger effect than "block one hit while injured." it'd be great against Doc, since Static Blast won't grant any Madness, less effective against Legion, since they can just stab you again to apply deep wounds. Obviously Plagues power, and hex perks with permanent effects would pierce through the perk. But effects like Haunted Grounds, Retribution, SB, BBQ (aura reading) would proc.