Tombstone Myers and locker, let's talk about it
Has this not been dealt with because BHVR wants there to be a counter, or is this simply a forgotten exploit that isn't worth the trouble of fixing?
I don't play MM much, but when I do, I like to use tombstone with tuft of hair. For those that don't know, this basically makes teir 3 unlimited, and gives you the ability to kill healthy or injured survivors even if they haven't been hooked yet while in tier 3.
Sounds OP? Well, that would be true if popping tier 3 didn't take the entire game in this build. It takes on average 4-5 gens to pop into tier 3 with this build and that is if you are facing survivors that are just OK at avoiding being stalked. Against a true SWF team, you most likely will never pop tier 3 and they will just get away.
HOWEVER, there is a loophole here. You can only kill survivors in healthy or injured states, not DYING. So the common thing to do is to hide in lockers so that when opened, Michael grabs you, and puts you in the dying state. Even if he drops you, he cannot kill you, he can only pick you back up for a hook. thus you are escaping your grizzly fate of being stabbed to death and instead getting hooked.
Additionally, similar effect can be had if working on a gen, or vaulting, etc.. (any action that will prompt the killer to grab you).
Why hasn't this been addressed? Is it intended? Or is it just something they don't care about? What are your thoughts?
My opinion is that this is a scummy exploit and can easily be fixed by allowing Michael to also be able to kill survivors in the dying state. This will allow the survivors to waste a little bit of Michaels time, but not avoid getting killed.
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Lol lol lol lol lol lol lol.
What?? Double Iri Myers is one of the most toxic thing to face. He's still faster with Play With your food (which is easy to stack and cant be lost)
Farming stalking isn't that hard, easpecially since survivors can't know your build before Tier 2. It's also easy to get a fast Tier 2 if you're playing lethal.
There is no countering it really, it's heavily map dependant, and if you hide into a locker, it's not a counter, you're still giving a free hook, which ultimately will lead to 4 kills. Also, the first survivor has no way to know about the mori for sure.
If anything, it needs a nerf. Not necessarily because it's OP but because it's toxic, it prevents survivors from getting bloodpoints (0 guaranteed in altruism, 0 in evader...). There really isn't much a survivor can do if he's on an open map.
Even if you do end up escaping you made no bloodpoints and had absolutely no fun in the process.
If there's an exploit made, it's on Myers side because being able to take an instant kill is too strong. And applying pressure to gens being worked on is not hard at all.
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I would much rather have the developers remove the Myer's addons that let him just out right kill survivors. Than for them to change them to make it easier to do. I am pretty sure he is close up for a rework, I hope that they choose to move away from him being able to kill people.
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You might be forgetting that tuft/tomb MM applies 0 pressure throughout the entire game until tier 3, so survivors are able to do gens without incident. This makes games go faster and makes MM's job even harder. Any time he isn't stalking (when he's looking for a survivor) it's 4 survivors left to their own devices and that's bad for MM.
Have to disagree with all of your points, see below:
He's still faster with Play With your food (which is easy to stack and cant be lost)
Basic or special attacks spend a token, so yes, they can be lost. In Myers case, that means just basic attack. If you're not thinking strategically, then you might think this doesn't matter. However, this disallows you from injuring survivors unless you want to lose that stack. Injuring a survivor would be useful in wasting their time, or even faking what build you have.
This means that the speed stacks can only really be used to get to places faster for more stalk, if you use it for attack, you're losing the precious speed you need to stalk and kill later, which you will desperately need.
There is no countering it really, it's heavily map dependant, and if you hide into a locker, it's not a counter, you're still giving a free hook, which ultimately will lead to 4 kills. Also, the first survivor has no way to know about the mori for sure.
Countering it is really easy, honestly. Keep your head on a swivel, if you see MM, get out of his view. This is easily the best thing you can do and makes it really difficult for MM to pop tier 3. If you're smart about it, it will force him to look for another survivor and searching for another survivor buys you time. Remember, no pressure being applied to anyone means gens get done much faster
If anything, it needs a nerf. Not necessarily because it's OP but because it's toxic, it prevents survivors from getting bloodpoints (0 guaranteed in altruism, 0 in evader...). There really isn't much a survivor can do if he's on an open map.
A valid point, but I just disagree in general. I don't think this build is toxic, I think it's fun and unique. Honestly, and I may be in the minority here, but I like games that are played like this because it actually feels much scarier and more exciting. I honestly don't care about bloodpoints (been playing close to 3k hours at this point) I just want a fun game and these kinds of builds always make it more fun for me.
If there's an exploit made, it's on Myers side because being able to take an instant kill is too strong. And applying pressure to gens being worked on is not hard at all.
Totally disagree, you literally cannot apply pressure if you're running play with your food which IMO is necessary in this build. Stalking is not the same as applying pressure, survivors just need to keep cutting LOS, which is not hard to do in most maps. Yes, this may be hard in more open maps, but you know what, it's a lot easier to see him coming, and if you're paying attention, you won't be surprised by him.
In the end, you probably don't play this build at all if you think it is easy. I suggest trying it and then responding.
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Wait wait wait, you mean "scummy exploit" is a counterplay to instakill? You're not serious, right?
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The tombstone pieces desperately require changes as they aren't healthy for the game at all. So no it's not an issue survivors can avoid the instant kill that requires 0 hooks by jumping in a locker.
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You can't just treat it as a free instakill. You're ignoring the whole game spent stalking to build up to tier 3. A lot of MMs that run this build never make it to tier 3, I've played against it plenty of times, and if you have a decent team, it's very difficult for myers to pull this off.
You will occasionally run into people that don't know or don't care and let him stalk, but that is solely the teams fault.
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imo they need to go all in or rework tombstones.
make it so you can tombstone mori slugs, or remove tombstone completely and change that ridiculous achievement.
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getting into a locker against Tomestone Myers is not an exploit.
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You might be forgetting that tuft/tomb MM applies 0 pressure throughout the entire game until tier 3, so survivors are able to do gens without incident. This makes games go faster and makes MM's job even harder. Any time he isn't stalking (when he's looking for a survivor) it's 4 survivors left to their own devices and that's bad for MM.
Your add-ons won't do the job for yourself. You have to. If as myers you can't apply pressure to gens you're vastly incompetent. Also, knowing you're going to be farming Stalking, you should bring one or two slowdown perks.
It's even easier to do as myers because you don't even need to physically come back on a gen to stop survivors from working on it, you can stalk from a distance if you're chasing someone. Really, just get on a gen and survivors won't come back on it.
Basic or special attacks spend a token, so yes, they can be lost. In Myers case, that means just basic attack. If you're not thinking strategically, then you might think this doesn't matter. However, this disallows you from injuring survivors unless you want to lose that stack. Injuring a survivor would be useful in wasting their time, or even faking what build you have.This means that the speed stacks can only really be used to get to places faster for more stalk, if you use it for attack, you're losing the precious speed you need to stalk and kill later, which you will desperately need
You have a character that can instant kill healthy survivors and you're telling me it's useful to injure them...? Why would you even fake your build? I mean I guess at best you can hit the first survivor you see if you aren't stacked yet but why would you insist on injuring survivors througought the game?
Countering it is really easy, honestly. Keep your head on a swivel, if you see MM, get out of his view. This is easily the best thing you can do and makes it really difficult for MM to pop tier 3. If you're smart about it, it will force him to look for another survivor and searching for another survivor buys you time. Remember, no pressure being applied to anyone means gens get done much faster
"Just avoid being seen" isn't a counter to Myers. It's the same as saying "just avoid being killed" against any other killer, it's your goal, not a counter. Again, it's very map dependant, won't be too hard to do on lery but on eerie of crows, good luck.
Also, again, as Myers, bring some slowdown perks, call of Brine, hit the gen, gen back to 0. It's simple.
A valid point, but I just disagree in general. I don't think this build is toxic, I think it's fun and unique. Honestly, and I may be in the minority here, but I like games that are played like this because it actually feels much scarier and more exciting. I honestly don't care about bloodpoints (been playing close to 3k hours at this point) I just want a fun game and these kinds of builds always make it more fun for me
"You're right but I still disagree" pretty much sums up the internet.
Just because with 3k hours you've finished the garm doesn't mean everyone did. Of course you don't care about BPs when you have every perk tier 3 with all characters and have at least 100 of every item/add-on. But we do.
It's not exciting or even scary to be grabbed, killed, and forced into another game, it's boring.
Totally disagree, you literally cannot apply pressure if you're running play with your food which IMO is necessary in this build. Stalking is not the same as applying pressure, survivors just need to keep cutting LOS, which is not hard to do in most maps. Yes, this may be hard in more open maps, but you know what, it's a lot easier to see him coming, and if you're paying attention, you won't be surprised by him.
Lol. "Play with your food is bad in this build" followed by "it's necessary in this build".
There is no better pressure in the game than stalking because you can get survivors away from gens from very far away. It's not about paying attention, it's about being completely unable to continue a generator once myers is around. How's that not pressure. Also, I'm not sure what you mean by "you can't apply pressure with Play With your Food", are you implying that one single perk stops you from playing other slowdown perks or are you implying that you should work on a generator in front of myers???????
In the end, you probably don't play this build at all if you think it is easy. I suggest trying it and then responding.
I did once. It was very easy. I think i'm an ******* for having even tried this build as I knew what came of it and I still ruined the game for 4 survivors. I didn't need to try it, I already know what it's like to face it.
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There is no counter to those add ons except the thing you call "scummy exploits". Crouching isn't a counter since Myers can move, you know? So, you can't expect people to run while crouching. It's all about map when it comes to those add ons stop crying about it. I just hope that they remove or rework those add ons. It's ridiculous to expect a survivor to run from a killer's eyesight.
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Your add-ons won't do the job for yourself. You have to. If as myers you can't apply pressure to gens you're vastly incompetent. Also, knowing you're going to be farming Stalking, you should bring one or two slowdown perks.
You can only apply pressure in the form of stalking, but not injuring or hooking. Your argument that it's easy to apply pressure is false, because you literally can't do 2/3 of the actions you should do to normally apply pressure.
It's even easier to do as myers because you don't even need to physically come back on a gen to stop survivors from working on it, you can stalk from a distance if you're chasing someone. Really, just get on a gen and survivors won't come back on it.
All the survivor has to do is run away and find a new gen. He can't stalk and chase properly, so while he is chasing you, the other 3 can do as they please without any pressure. Again this is why this build makes it difficult to apply pressure. MM at this point has to make a decision, leave you, or chase you. Chasing you means less stalking, leaving you for a new survivor means no stalking until you find one, and if they do the same thing, then he's in a bad place.
You have a character that can instant kill healthy survivors and you're telling me it's useful to injure them...? Why would you even fake your build? I mean I guess at best you can hit the first survivor you see if you aren't stacked yet but why would you insist on injuring survivors througought the game?
I'm not insisting on it, since it doesn't work well for the build, I was only responding to your erroneous point that you can't lose stacks on PWYF. If that were true, then I think the build might be OP because you WOULD be able to injure survivors and make them waste time in healing. Remember, you can't kill them until tier 3, which will be late game, any delay BEFORE that would be helpful, but that's what makes this build hard, you get virtually no slow down, no pressure.
"Just avoid being seen" isn't a counter to Myers. It's the same as saying "just avoid being killed" against any other killer, it's your goal, not a counter. Again, it's very map dependant, won't be too hard to do on lery but on eerie of crows, good luck.
Open maps, it's not hard at all, just look around and stay out of his view. If he gets a good angle on you, run away and make him chase. On closed maps, you have more of a point, but it's still not hard to watch the few angles he can get on you and as soon as he's there duck behind something, make him work for the stalk.
It may not seem like it, but the worst thing for MM at this point is constantly having to chase and stalk. The LOS breaks easily and is weird with small obstructions, and it's easy to make it super hard for MM to get decent stalking points if you know how to run around corners crouch and repeat when he re-adjusts.
"You're right but I still disagree" pretty much sums up the internet.
I said you have a valid point, not that you're right. It's just your opinion, therefore not fact. Though people treating opinion as fact does sum up the internet. :)
Lol. "Play with your food is bad in this build" followed by "it's necessary in this build".
I never said it was bad, I just said you could lose stacks. At this point I'll stop discussing with you. I want this to remain civil, but you keep misrepresenting my arguments. It's fine if you disagree, no reason to be nasty about it.
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It's likely not been addressed because MM is a very old killer with very old code, and also it would feel wrong to remove this ability from survivors because tombstone has no counterplay otherwise. I know tuft of hair and judith's tombstone takes a long time but tombstone piece and j.myers memorial can get you a kill at 4 or 5 gens consistently if you have the right build.
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Still, just feels weird that MM can't kill a survivor in dying state. I get that's done that way to probably protect from the tomb/memorial build, but can't we just adjust that build instead? It's just such a shame when you've spent the entire game stalking, all gens have popped, and survivors can just hide in lockers.
Ultimately, I think the build is in a good place because if you are good at it, tier 3 should pop around 1 gen remaining (it's usually already in progress). That means survivors just have to finish a gen and avoid MM until doors are opened. This shouldn't ne super hard to do since MM hasn't been chasing like normal you will still have a ton of pallets to use.
Sure 1 or 2 survivors may die, but I don't think that is bad for balance. It just seems like hiding in the locker is the action that really kills this balance.
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The counter is not letting MM stalk you easily. Yes, he can move when you're crouched, but forcing him to move means he's not stalking. If he tries to stalk and move, he's super slow. You can just break LOS easily by finding a nearby wall and then getting a ton of distance on him.
In this build it's all about denying the stalk, and keeping him on the move looking for survivors.
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Thanks for the confirmation, I guess it's good to know that it is by design. Has there been any discussion on changing the build overall or will it always stay the way it is now?
It just seems so counter-intuitive to the core of the build, which is to make MM spend most of the game stalking for the bonus of being able to kill the survivors once you do catch them. If that is considered too powerful, why not change or remove the build all together?
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Thank you for explaining why and addressing all of the points that were made
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Tombstone myers is a meme and hopping in lockers is part of this meme. It makes this meme fun on both sides. Without locker "exploit" iri addons would require rework so killing survivors would be late game mechanics not something you can do at 4 gens left
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This means you still don't know how to play this killer properly. If played optimally with all the slowdowns, tier 3 will pop at 3 to 4 gens (this is with expectation that someone did not give freebee to mayers - in that case it can pop at 2 gens). Meaning you have a killer that could have guarded his strong 3-gen from the beginning (because he knew he will need it at late game), has 3 stacks of play with your food = zooming thru the map and literally insta-kill you once he gets close. THIS IS ALREADY NOT HEALTHY/BALLANCED.
And even if you get into the locker and killer grabs you - you are almost guaranteed to get 1 kill. Because who would be able to rescue? Anyone going close to MM will instantly die. So even this counter is basically last-resort death sentence (the only silver lining is, that MM will need to camp or someone might possibly be able to rescue. Or if MM catches/hooks someone else, then your teammates might be able to get you out).
Like there is so little survivors can do against this... It's just lucky that it requires huge BP investment that is almost guaranteed to be wasted. Otherwise more players would play it and it would be impossible. Over all - this build will guarantee at least 1K if you know your mayers well (yes if survivors are vastly better (say 300h killer against 8K avg survivors) then you will not be able to catch even one survivor - but that IS skill issue). And it is very easy to get more.
If any change was to happen to this - I would propose to delete these addons (and replace them with something reasonable).
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All the points made are the author babycrying about the easier build in the entire game to get 4 kills, still being supposedly "too weak".
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Wait, a strong addon that can take a player out of the game instantly has counter play??? whattttt!!! thats so wild.
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I mean being able to die when you haven't been hooked at all and you're healthy is kinda insane. So going into a locker is quite literally the only thing you can do against a tombstone myers. Either way the person will die, so it doesn't really matter unless you're going for the achievement. Locker is the only counterplay and it doesn't even save you from dying, just from getting insta dead.
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I was watching someone the other night against Myers, he tried to get the achievement but the survivor kept getting in a locker. After 20 minutes he gave up. 😂
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Well I wouldn't say that's the main issue. Because Sadako and Pig can both in theory kill a survivor who is healthy without having hooked them. However, survivors can do something about condemnation or the rbt to prevent being killed by them. Whereas with Myers you have to not only avoid being seen by him, but you also have to hope your teammates don't get seen by him.
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Use corrupt invertion and dead lock. Makes lot easier to get infinite tombstone even when there is still 4 gens left. Works agains't average and ok survivors. But good survivors will make you have harder time.
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It's not an exploit, correct. It's a cheap trick that shouldn't deny a super hard achievement.
Tombstone needs a whole rework if you ask me. I think Lockers shouldn't counter it, but the Add-on should be given some other kind of counterplay. A counterplay that requires skill and effort instead of just getting in a Locker.
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I can’t see any other way to counter it other than jumping in lockers or holding M1.
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People really out here saying jumping into a locker is an exploit 🤡
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What counterplay could there be that killers would accept? Tombstone lets you kill healthy survivors regardless of how many times they've been hooked. That's insanely strong and as such it makes sense that the counterplay is to hide in a locker.
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Whether or not a survivor hides in a locker shouldn't matter unless you're going for the Evil Incarnate achievement. If you grab them from a locker, it's still a kill. Nothing else in the game dictates you just kill all 4 by your hand.
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I think the full Judith's Tombstone should allow locker and ground moris at the cost of a few nerfs to balance it out:
Even higher stalk requirement. (So when combined with fragrant tuft of hair (You know, the only way to run it) you must drain every last drop of stalker juice out of all 4 survivors to pop EW3)
Myers can no longer lunge period when tombstone equipped. (This might seem a bit excessive but it's to stop something like a Myers using the EW3 long lunge to down someone in the middle of a loop then ground-tombstone them.)
Tombstoning now costs a Play With Your Food stack. (Also might be a tad excessive but there's gotta be nerfs to compensate locker and ground moris. It's also a bit silly literally doing a mortal kombat fatality on a survivor isn't counted as an attack.)
Survivors get an early warning Myers is running Tombstone right out the gate. The old, scrapped EW1 theme plays when Myers is stalking and about to hit EW2. (Also uncertain on this, but at least survivors are warned this particular Myers is extra dangerous.)
With those nerfs I'd be willing to accept locker and ground moris. I definitely think the Evil Incarnate achievement is poorly designed and reliant on survivors letting you get it, as many will hide in lockers as the last survivor or DC just to deny you the achievement.
Actually, that's another possible solution. How about locker/ground-grabbing the final survivor in the trial (You know, after the other 3 are dead) auto-tombstones them? The game's already over at that point.
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I agree, i play myers too and when i first played as him with tuft + tombstone i couldnt imagine how broken it was
I understand that myer's whole power is to be deadly but jeez
If they were to nerf it, i would say nerf tuft of hair to not be infinite, but allow infinite stalking and have the duration reduced by 30 seconds, meaning survivors have a chance to escape death by waiting out the duration
Of course this could be abused by stalking like an afk player so they coukd make it so that stalk points slowly build back up rather than it just being an infinite amount you can drain from a single survivor
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I mean, him killing people is thematic so i wouldnt outright remove it
It is very powerful, but thats kinda the point
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What about those trying so hard to get Plat on ps4 ps5 and just get hard counter by some man child who just hides in a locker because you need to mori the last one.
Personally I thing that it's fine where it is but allow a unique mori for lockers that still counts towards 🏆.
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Yea I think they're avoiding buffing myers because he has some of the strongest addons in the game. They're a bandaid fix on one of the worst killers in the game.
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