http://dbd.game/killswitch
Actually the forum is:
(Killers gets perks like insidious, noed, ruin, barbecue,...)
(Then survivors are able to scape so they get pallets, healing, vaults, ds,... nerfed)
(Appears a new perk actually useful for survivors (also with it's own bad side) bugged with nurse and useless with the power of the killer)
Killer mains: Delete MoM is way too op I wont play this game anymore devs you're useless don't know how to balance a game (also translated to: buaaaaaa ;c) ).
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Just run Mad Grit 4head
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@Sairek Wait, what the hell happened there? Why did MoM activate endurance for Kate?? Why did it sponge a chainsaw hit?? did I miss something?
Edit: Nvm. Now I get it. It will sponge ANY hit putting the survivor in the dying state, regardless. Chainsaw hits won't count (for now) towards building up the perk.
Yes, totally fine.
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Mettle of Man will sponge any one hit that puts its user into the Dying State from the Injured State, I believe. If the Kate were at full health and then hit with the chainsaw, Mettle of Man would not activate. At least, I think that's how it is?
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Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.
M1s are for stacks, it sponges anything as long as you have all the stacks and injured. Hatchets, chainsaws etc.
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@TAG, @Delfador thanks for your answers guys.
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It's not supposed to work on chainsaw. It also doesn't work if you're full health, say if NOED is in play. You'll go down anyway. Does this video prove it's such a huge deal? Billy already got one kill and there's still a gen left. Now, there's two injured survivors nearby, and if they heal they'll be visible. Are you suggesting he'll never catch them, no matter what? Granted the saw hit was bugged or something, but... the game is still going, it's not the end of the world. Although that was a clutch basement save using the perk, I'll admit. He should have had that Kate, I'm sure it's just a bug.
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The saw hit was not bugged. Mettle of man uses the endurance mechanic which is the same as borrowed time, and BT specifically bypasses instadowns.
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Thats just what MoM will become. I've already been basement hookrushed by some suicidal MoM users and they all get away, since there is no counter. I go after the unhooker to play around DS/BT and he just has MoM.
Do you know how op that is? Rushing the basement like a mongo should result in a double kill, but everyone gets out because of free second chances even though i play it right. You cant counter that. And its the worst feeling like BT after gates. Just worse, because you can apply your personal BT whenever you want.
Its only balanced for potatoes
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This perk is the definition of BS
@Coriander The thing is, the Billy has already done his job multiple times, chasing-hitting people. As a reward for playing the game properly, he gets his nuts kicked multiple times too. In f***g haddonfield of all places.
The map is outside of the question, really. The main issue is, how would you feel about a killer perk that punished survivors for hitting skill checks? Like, every 4th skill check you hit, you get penalized with 30/35/40 seconds of your progress? Sounds cool, right?
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yup, MoM is even worse then DS was before the nerf. i cant believe they brought a perk like that into the game.
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You all sound just as bad as the people complaining about NOED
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Show me which totem I must break to prevent MoM from activating 4 times in a match.
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It would be more like 10 seconds, since that's about how long it takes to catch someone who just dropped away. And we already have Ruin slowing down our skillchecks. I know it's not quite the same, and there is a problem with how fast the game goes sometimes, but that's kind of why the game is uncertain. You don't know what's going to happen when you load in, which makes it exciting in a way.
Maybe Billy did deserve those kills, but maybe they deserved to escape too. I still don't know why Kate didn't die but she should have in that clip. I like the concept of MoM that activates only when you've been hounded by a killer and also the great drawback it comes with (if you aren't a good runner like me, you rely on avoiding the killer's gaze).
It seems pretty balanced to me, since it let me survive only a few moments more when going for Ash's Adept achievement. I think it helps exceptional players the best, but with the tactics most killers use perks are almost meaningless, making BT and Kindred the top-2 in my opinion. I don't even heal anymore, Legion/Plague why bother? Maybe my experience isn't the same, and it's actually a problem I don't realize, but that clip didn't prove it's broken to me (other than the chainsaw bug) in which case an extreme circumstance caused it to make an amazing play in the basement that otherwise wouldn't have been possible. Dead Hard would have had the same results, legitimately. I'm sure there are plenty of times people took a hit and went down moments later anyway. Yeesh, staring at this wall of text I apologize I felt the need to explain my position. Don't worry, I'm sure they'll change it after all this outcry, like everything else. I really don't see it staying as-is for long.
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MoM is incredibly op. Since it’s an obsession perk only the obsession should be able to have the ability to get a free hit. That’s it. If you run the perk and someone else is obsession then the perk is useless and stays inactive with no ability of being activated for you sorry but that’s way it should be.
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@Coriander It can extend a chase from 10 seconds all the way up to 60 seconds, depending on the survivor skill, map, place in the map it's activated, amount of pallets already used up to that point, etc.
The point I'm trying to get across is, the killer is penalized for doing his simple job, and that is just terrible design from my POV. If a killer is penalized for screwing up, let's say as an example, whiffing 4 times, bumping into stuff with a chainsaw, things like that, I would say "ok, you got it coming", but it punishes a killer for HITTING people, come on.
The chainsaw hit is not bugged, BTW, MoM will sponge ANY attack that would put a surv in dying state, coming from an injured state. That means, if the killer has NOED and the surv with active MoM stays injured, MoM will sponge the hit, too. Myers EWIII gets also kicked in the nuts, by this logic. It's plain ridiculous.
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Oh, I didn't realize that. I saw NOED kill someone at full health even though MoM was active. It says basic attacks, isn't it supposed to only work on M1 hits? Well, you're right, if he's making hits then he deserves the kill, but that's why perk choice is important because they can change the game. I don't see MoM as overly-powerful IF it's used by itself, but when combined with others it can be a real thorn, I agree.
I think they should have limited perks for that reason. You're only allowed one or two of them, or perhaps categories. Maybe a Super Perk that cuts your available slots in half, so you're stuck with just two. I don't know, I just think that something significant should change instead of perks on top of perks (although I do like to see what they give us every Chapter).
Perks can make the game fun, and for people that have been playing a long time they can really change things up, though I see it's not always for the better. My killer hasn't gotten to red ranks and never will, so it seems like a problem for people that know what they're doing. But newbies really do need some extra help, though I don't think the game should be balanced around that exactly. It's not easy to balance a game like this, and taking ranks into account it becomes even harder. I don't have an answer for those who dislike the new perk, but I'm sure it will change soon given all the problems it's causing. No one wants to lose players over this, so I hope killers can deal with it for a little while longer.
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Buaaaaa
''Survivors can't realise they're not suposed to survive, also they shouldn't have a perk similar to borrowed time because it would help them to survive from our op buffs in a ranked videogame''
Yes, that's it, another hit, there's no more
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@Coriander I think I understand what you're saying, and that's why I've always advocated to balance the game around ranking brackets. Let the new guys playing survivor equip 6 perks, have 4 hook stages, easy skill checks, etc. Killers are butchering everyone in the R20 - R16 now, so they can even be toned down to only equip 2 perks, whatever. When they climb out of the newbie ranks, never let them inside again, so they won't grief the real new guys.
But don't design tools with new guys in mind, and place them in experienced guys' hands because it breaks the whole game for red rank killers.
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Yeah, something like that would work. I hate to see seal clubbers because that's just unfair all around. I've been trying to come up with a complete game re-haul but I've only got the framework down, I don't know what details would make the game fun and fair for all. I'm going to make a post about it though, so maybe other people can fill in the gaps. I'm trying to solve the problem of gen rushing and games being so short in general, so people can squeeze more fun and playtime out of each match without the possibility of being camp-farmed out within moments.
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Yeah it all sounds as a new game, in an alt-universe. Good luck on your post, though, and hopefully it gets valuable input.
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MoM is like old DS. Only a problem if multiple people have it.
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So you mean to tell me absorbing a hard to hit chainsaw strike is not OP? You realize that the billy is being punished for using his chainsaw right? If everyone runs this, Billy becomes an M1 killer. The second most powerful killer in the game getting kneecapped by the use of a single perk.
But, hey man you do you Mr.ArmchairDeveloper. It’s also quite distasteful that you’re still using the whole “killer main vs survivor main” mentality. This post won’t go anywhere productive if you put people in a niche or stereotype.
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Emmmmm... Have you seen the level of hipocresy between the two paragraphs you wrote?
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@DarkWo1f997 you just used the survivor main vs killer main mentality.
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This is why I think MoM should not work with DS it should be either or make running both a waste of time.
Being able to run them both is more of a problem imo, they could then add a timer to MoM and make it a hook condition also with a slight boost (1.5s ?) so its made like DS another anti tunnel perk just a different way of working.
Much like the exhaustion mechanic using one means you negate the use of the other.
Post edited by twistedmonkey on0 -
did you just call insidious a strong killer perk...?
yeah, im not taking this serious anymore.
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I'm sorry but anyone who defends this perk and says it's not OP either doesn't understand the game or is willfully ignorant.
By the way, Next time you try to prove a point maybe come up with some logical explanations, This post come across like an angry 12 year old. It's not about 'Angry Killer Mains' It's about overall balance of the game to keep it fun for everybody.
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Or just play Billy, he can counter with m2 4head!!.. Oh wait.
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I didn't say in any moment that it is not op. Don't invent your aguments. I said that it is useful for survivor
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There’s no hypocrisy in any of that. Mere fact, hillbilly’s power is directly nerfed by this perk, the only strength he has, is his chainsaw’s ability to down survivors instantly as a reward for a well calculated charge.
No offense, but unlike you, I argue from a game design standpoint of what would be fair for the person being affected negatively by a game mechanic or core function.
Lets ignore that im a legion main that wants him to be harder to play so he’s more respectable as a killer, making quite a few comments and posts suggesting penalties or slight changes to make him less annoying and reliant of feral frenzy, and more of a poison/debuff based killer.
I never had a problem with decisive strike, sure it’ll stun the killer, but the thing is at least you actually got the down, and there is counterplay to decisive. Whereas with metal of man, there is NO counterplay.
I’m not using any bias, I think DS being nerfed was competely unnecessary because it was only a mild annoyance to a killer and not a crutch that fights the killer.
Please explain to me how listing the consequences of a self training perk is showing bias.
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@TreemanXD how so? Explain and I will counter.
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I love the elegance in your sarcasm. Adds flavor.
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In the second pargraph you criticised what you wrote in your first paragraph. Also, it looks like you don't know how the perk works. It only charges by hits with the basic weapon, not the chainsaw, also if the survivor is not injured and you use the chainsaw, the perk won't activate.
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So you agree that it's OP but have an Issue with people sharing their negative feedback of it? How else do you express your disapproval of a perk?
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No I didn’t at any point actually,
and here’s the thing, when more than one person is running it against a Billy, it DOES absorb the chainsaw if charged. There is absolutely not counter play, what do you suggest, he only uses the chainsaw? Great so everyone would escape because his 50/50 that he uses to catch survivors off guard to score hits is gone.
His is performance is entirely dependent on addons vs this perk. Btw, thats not balanced.
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The issue I have is that is that I tried to make killers mains see survivors can have their own good perks and there shouldn't be any problem with that. At first I was angry with the DS nerf, but then recognised that devs know they make everything with a reason, and so the killer mains should see it.
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Done it for you
Have you tested the perk in many ways? Because I did it with my friends so I can tell what I say.
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There’s the killer mains vs survivor main divide and niche again.
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I completely agree that Survivors should have good perks, Both sides should. But the problem with this perk is that It's just too strong to not have a Bigger drawback or Prerequisite or even a single counter. It's unbalanced and that's what has most people upset.
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Great. Highlight what I say that aproves what you say.
I may understand it wrong, but test new perks is survivor main mentallity?
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I'll repeat it. Devs know what they launch before launching it. There are two or three perks in the game files that never cane out. Inagine why
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Lol that’s a fact. A billy can’t tell who has it until they activate it. That’s not hypocrisy at ALL. All the survivor has to do is GET HIT to be rewarded with a second god mode phase. This means coordinated survivors can bait billy into normal hits through body blocking, and then absorb the chainsaw hit outright for a friend if they are struck with it when the perk is activated. Nice try though.
There’s no getting around that, it’s either you use the chainsaw all the time so they don’t get stacks, making your games unfairly one sided and boring. If metal of man could not absorb a chainsaw hit at any time from billy, then it would be fine, but it does absorb whatever attack they are struck with while the perk is active.
The only killer that this would actually not effect is nurse, because she doesn’t have to work as hard for her kills when it comes to looping and chasing as she’s all about closing the gap to get hits with her power. Her power is the only one in the game that needs to be used constantly during the match. Billy requires a lot of calculating and extremely quick reflexes. More so than any other killer.
It’s a dirty perk that is way too strong against killers especially poor Freddy and legion, who seriously struggle with downing survivors in their current state.
metal of man will almost always activate in a match because of the nature of the game, breaking chases is essential for killers if they can’t outplay a looper, so guess who benefits with alone time to heal AND a build up of a THIRD strike condition?
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Yes of course they know, Are you suggesting there's a counter of some kind in the game that hasn't been released?
Even if that was the case, As the game is now that Perk is way to Powerful unless they released a counter very soon which I highly doubt will happen since Most likely the next perks to come to the game will be in the next chapter which is a long time away.
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I'll explain it to you because I can tell I tested it.
We tried to see if it works with every killer, and it couldn't work against leatherface and hillbilly's chainsaws, trapper's traps, hatchets, feral frenzy, corrupted purge vile and nurse (because it's confirmed that this one is bugged). The chainsaw couldn't make any progress to the perk in any state.
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No, but also not every single survivor will pay 5$ just for MoM. Maybe many people will use it at first, but they will use more perks after this period
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Testing perks is not survivor or killer mentality. You literally said, and I quote,”The issue I have is that is that I tried to make killers mains see survivors can...” We are PLAYERS. This isn’t a faction war you know, plenty of people play both sides and if you main something, it doesn’t mean you’re opposed to anything on the other side via bias.
I did not at any point address players in my argument. I pointed out the incredibly strong advantage over killers that survivors can have every match and don’t actually need to work for. It’s a self training perk. Decisive strike you had to hit a skill check, this? It’s just on and you get the speed boost from the hit and everything.
This is especially horrible in the hands of a bully team, this perk has been, and will continue to be, abused by anyone that likes to loop. Great, there’s a perk now that actually encourages LOOPING. Do you not see that? Do you not see that the dynamic of the game has been shattered by something that directly tinkers with the amount of effort that one side has to provide over the other?
The killer has to find a way to compensate for the lost time of that chase, and now the chase taking even LONGER because of a portable easily achievable invincibility frame that can be used in every game.
I promise you the moment you run into more than one person using it, you’re going to suffer beyond what’s fair.
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Gonna let you go because you didn't see what I tried to make you see with the highlighted text and you still talking about that mentallity
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that highlighted text was not hypocritical in anyway, and it’s a fact that there’s no counterplay unless you’re a nurse or a frenzy happy legion. And neither of those things are a favorite of the community. The rest of the roster suffers.
You up want this perk to stay because you like it’s benefits, good for you, but testing it with your friends is bad data versus playing a live match against very competant and coordinated survivors.
the perk has no downsides, no hard work needed, just play as usual and every time you’re hit you get a gold star on your chart towards your ability. All you have to do is get HIT. Not pallet stun, not successfully win a chase, you can stand there, and get whacked.
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he can tho, just not when holding a survivor.
killers arent suppose to be able to counter everything and neither are survivors.
I mean if it makes you feel better suggest a penalty for MoM , like idk once activated it reduces how many "hooking" it takes to kill you by 1.
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Show me where I said NOED was a problem there? You are just looking for an argument over these things
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