Michael Myers Rework

  1. Slow early game: Michael Myers is known for his slow early game. It takes time for him to build up his power, which can put him at a disadvantage against survivors who can quickly repair generators and start escaping. A buff to his early game would make him a more viable choice for players who want to play as Myers.
  2. Limited one-hit-down potential: While Myers does have the ability to one-hit-down survivors once he has built up his power, his ability to do so is limited compared to other killers like the Hillbilly or the Huntress. A buff to his one-hit-down potential would make him a more formidable threat to survivors.
  3. Limited map mobility: Myers is not a very mobile killer, which can make it difficult for him to chase down survivors on larger maps. A buff to his mobility would make it easier for him to catch up to survivors and prevent them from escaping.

Myers is an iconic killer and the game just makes him look like trash.

Comments

  • Seraphor
    Seraphor Member Posts: 9,367

    I disagree that a 'slow start' is something that needs to be fixed. This is fine, providing the slow start also gives the ability for a better comeback later in the game, which Myers has. (mostly, this can be hindered by finite stalk potential, which DOES need to be fixed)

    To say this should be changed by buffing his early game (and in exchange nerfing his late game by necessity) is proposing a standard killer play style and reducing game play options.

    Is exactly the same concept as removing end-game perks. NOED, No Way Out, Sole Survivor, No One Left behind, etc. These perks put you at a disadvantage early game, but pay off at end game.

    If anything, I'd like more killer concepts that can do this. Have killers weaker at the start of the game, so that they're capable of being given more effective powers (and therefore more variety of powers overall) late in the game.

    Ultimately a basic M1 killer is still capable of pressuring survivors, while they build up their other powers. Trapper might be the worst killer, but he's still a viable killer, and then he dominates if and when a survivor gets caught. For Myers, his M1 status is balanced by his one-hit-down potential, he doesn't need to worry about chases, because he can cut them in half by downing a survivor in one hit.

    And as I mentioned at the start, his one area that does need an improvement, you missed entirely. The fact that each survivor has a finite amount of stalk that you can harvest from them. This can cause scenario's whereby you 'deplete' a survivor, then use your power on an unstalked survivor, they die, and you've lost 1/4 of your potential power.

  • GhoulNative
    GhoulNative Member Posts: 34
  • KalamariGaming
    KalamariGaming Unconfirmed, Member Posts: 4

    Myers doesn't have any disadvantages in tier 1 but is still undetectable and moves a 4.4, as well as being able to switch between tier 1 and 2, tier 2 allows you to spend stalk points that you get from survivors allowing you to do actions faster and you move a 4.6. if you fill the stalk meter all the way up then you get tier 3 which boosts all actions to be faster and allows you to insta down them. Once survivors reach a certain limit at stalk points, you can mori them out of the game but you can only do this to one survivor per trial. Myers also needs new add ons and tombstone add ons no longer have mori capabilities.