The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
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Why don't people like mettle of man?
It seems like a balanced perk. It gives a great benefit to the survivor if you earn them, by taking protect hits. Taking protection hits are easy as you can take a hit if another survivor is being carried. It just doesn't make sense why it's not used more. I refuse to believe survivors are too lazy in order to get a protection hit.
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True that you can take hits while they are carrying a survivor but why? 1 bodyblock isn't enough to do anything to help the team, and is more so in favor of the killer. Imo, it just doesn't give consistent value in comparison to other perks, though +1 health state is really strong.
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I never tried that perk before. But I thought about trying it out; it just seems hard to trigger without a very high risk of dying even before it does. I'm not the best at looping but I figured it could be something like MoM, Iron Will, Self Care, Resilience and bringing a big medkit (to use the selfcare bonus & get back in the game much quicker).
99 the heal and maximise resilience procs on gens while being able to finish it off to take a protection hit or just not get into the dying state
I'd have to get much better at looping for this to work though.. I'm pretty bad.
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Yeah but every time you take a protection hit to build up the stacks to use it, that's another heal you have to go through as well; that's less time doing anything else.
It can be done, and it can be strong when it works out well, but the coordination and everything required makes it ONLY useable in a SWF; and even then it's often better to take so many other things.
That is still leaving alone all the after it procs effects too.
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I have made a build around mettle of man that have worked in solo.
Mettle of man
Dead Hard
Self care (with medkit)
Breakout
The best strategy i have seen is to take a 2 protection hits as early as possible and save the third protection hit for when you really need it. Its more of an aggressive risk vs reward build.
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The problem is that the effort to get Mettle of Man to go off usually requires throwing the game. It's not an easy perk to activate (and it shouldn't be easy).
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I agree. Getting a endurance status effect shouldn't be easy and requires risk in order to use successfully. Its in my opinion perfectly balanced.
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Not sure if it's just me, but I feel like Mettle of Man shouldn't have the penalty that reveals your aura afterwards β it's just unnecessary.
Perhaps Mettle of Man can be reworked into something that promotes healthy gameplay? It just doesn't seem like something you'd want to use because the requirement is very demanding.
It would be nice if the perk was reworked to discourage tunneling / camping, like DS but done better.
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Would be nice if the aura reveal worked like OoO at least so that you know when the killer can see you. (heartbeat)
NOT saying you should also see the killer, I mean standing outside the terror radius reveals your aura after MoM procs.
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Because of exactly what you said: it has to be earned.
Many players want passive, brain dead perks, like DS, that donβt actually require the survivor to do anything to get it active, other than the one skill check they have to do IF it even needs to be used at all.
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I hate it as Killer because of bad memories of its original state.
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Because it sucks.
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It takes all those perks, an item, coordination AND some downtime to pull off ONE time and then have your aura revealed.
I mean it used to be OP as hell and all it did is promote and reward the annoying "Hook swarming" that the killer had to deal with. It was obnoxious and awful, I would rather the perk remain useless than ever become like that again.
However yeah, toning down the after effect honestly might not be that bad of an idea.
It's great when it works but I've only ever had mettle of man work against me like....one time....ever....as killer.
Edit: I want to be clear about the fact that I think the current requirement to activate it is fair; as it's basically a get out of jail free card you get to hold onto until you or a teammate needs it. I just am unsure if the aura reveal is really required; I feel if it was treated as endurance like everything else in the game it would be fine, then they would at least have to go and mend.
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On paper it just seems like a lousy perk with too many downsides just to be able to withstand a second hit. I donβt think itβs worth it.
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The time spending in trying to use MoM is time you never get back for gens, even when it works.
But you can use Mettle of Man in combination with Breakout and WGLF. When taking protection hits you earn the 25% BP stacks of WGLF and MoM while giving the carried guy actually a good chance of escaping the grasp of the killer.
But, when you fail, the damage is done. And when it works, the damage is also done by not working on gens.There are many builds for both sides you canΒ΄t really use because its outside the Meta.
Survivor = directly wasting killers time
Killer = Slowing down as much as you can.
On the survivor side you usally can run different builds because you are only 1/4 of the team. But as a killer its basically impossible to get any build to work when the game only lasts 3-4 minutes. You need those 2-3 perk slots to make the game playable for yourself.
And not everybody has acces to this perk anyway.
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To be fair it's about controlling WHEN you can take a second hit that is incredibly powerful. It can mean the difference between dying to noed or not, between getting a teammate out of the match who is hurt at EGC or not, between being able to get that unhook from the camping killer or not.
You take hits when it's optimal for you so that you can use it when you NEED it.
The problem is the requirements themselves mean you are both A- near teammates a LOT and B- Doing that which means you are not doing anything else currently; both can be a huge problem, especially with less experienced players.
I've seen some newer players taking hits they don't need to take trying to use mettle of man, only to go down because....they are just hurt for no reason, he was going to make it to hook with that survivor anyways, except now you are hurt AND he knows where you are, AND he knows you are near hook.
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I actually love the perk, I have 2 builds for it, one where I use it with breakout and prevent teammates getting hooked, and another one with medkit and inner strength, I just take hit and heal.
The frustration part of this perk is not even the perk itself, its the stupid game, I can't tell how many times I've taken an hit literally GLUED to the injured survivor, and didn't get a protection hit, that pisses me off.
And I agree, the aura revealing should be removed, it was okay if u think how the perk worked in the original state, now just doesn't make sense
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I hate MoM but that is just because of how overpowered it was when used against any m1 killer, just the same reason why people hate legion.
Right now MoM is just not worth it since you are basically throwing.
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Good old Occam'sΒ Razor working its magic right there 'theΒ simplest answer is most often correct'
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Compare it to any other perk like Adrenaline and it is 100x harder to pull off through normal gameplay.
I have it and the 6 times I brought it I pretty much suicided trying to get it to activate and succeeded 0 times.
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It's the only survivor perk that was over nerfed.
Completely useless for solo survivors and even SWF teams don't use it.
Since the nerf I've seen it exactly once.
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It's trash.
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Never got it to activate without high risk of throwing the game.
Perk is not a perk at all, it's a liability.
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I mean it used to be OP as hell and all it did is promote and reward the annoying "Hook swarming" that the killer had to deal with. It was obnoxious and awful, I would rather the perk remain useless than ever become like that again.
Making the perk better wouldn't make it OP, if the developers make their moves correctly! Actually, there's a lot of safe moves you can do with the perk: Don't be afraid of taking risks, the developers have a PTB for a reason β Nothing OP will make it past the PTB.
- Completely remove the aura reading penalty after a successful activation
- Reducing the protection hits down to two
- Making the Endurance effect apply Deep Wounds after a successful activation
I don't want to go crazy here, but making the perk less dependent on an entire build, item, add-ons, and SWF would see it get more use. You even said you seen it trigger once out of all your killer games! π
Edit: Added your idea βΆοΈ
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While mettle of man can absolutely be used effectively it isn't very useful against any instadowns, the spirit's haunting or corrupt purge. So yea, it kinda sucks
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I never said that. I said it used to be OP in its original state. It was borderline game breaking in fact, I stopped playing because of it and had to wait until the nerf to start playing killer again.
I have no problem with your first and third changes; but reducing the protection hits required I feel would be too much on top of them. So long as that part of it remains the same, I don't see any problem with improving the perk.
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Itβs a bad perk because mediocre survivors basically throw the game trying to get it to proc only once.
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What about instead of protection hits you do safe unhooks?
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You take 3 unnecessary hits for 1 extra hit as well as having the killer see your aura for the rest of the game if you heal again.
It's much better to rush gens. The only time it might be somewhat good is in a team of SWF... BUT even then it'd be better just to rush gens.
If I want to take an extra hit, it's much better just to equip a Medkit with Styptic Agent. You can take the hit whenever you want and don't need to earn it - all it costs is the addon.
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That would be far too powerful. Safe unhooks are not a risk they are usually a requirement; protection hits are an actual cost.
I see what you are trying to do, shifting the requirement to something productive to survivors it is a good idea ; but unfortunately that doesn't quite work either because it needs a "Cost", so it can be earned.
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The third idea: where a successful Endurance activation leads to Deep Wounds β would ideally balance out two protection hits since the survivors would need to waste 12 seconds Mending afterwards.
I believe this wouldn't be powerful at all, in fact, a previous comment of yours even said: "I've only ever had mettle of man work against me like....one time....ever....as killer."
I know Mettle of Man has a powerful effect and that we need to be careful, but I hate to see the developers not taking any risks in making it more usable because of that. If the worst happens, it's on the PTB and that's where it's going to end at β that's the purpose of a PTB. π
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Well since they put the criteria on three protection hits (aka free hits) - they can start by removing the aura read which they left on it for some inane reason from the first version of MoM.
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