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Mettle of Man Buff Suggestion

Hailoh
Hailoh Member Posts: 83
edited September 2019 in Feedback and Suggestions

M.o.M. recently got a well deserved nerf. It used to be impenetrable to M1 killers, and just plain annoying to killers overall.

But now it's on a similar level to Autodidact. where in VERY niche situations, in builds COMPLETELY based around the perk, it can have some use. I think that this could be done just a little bit better.

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Mettle of Man

Evil has a way of always finding you.

After unhooking a survivor, taking a protection hit for the unhooked survivor 5/10/15 seconds after the unhook will activate Mettle of Man.

Once Mettle of Man is activated, a 60 second timer will start, and your aura will be briefly highlighted to the Killer. While the timer is active, you will be put into the Broken state.

Once the timer ends, the next hit that would put you into the dying state will be ignored.

If you are downed before the timer ends, Mettle of Man will deactivate.

Mettle of Man will only allow you to ignore one hit per match.

Increases your chances of being the Obsession.

The Killer can only be obsessed with one Survivor at a time.

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This allows for a lot of counter-play on both sides. In this situation, the killer has to make a choice. Either:

a.) Hit the savior, and take a chance at activating Mettle of Man.

b.) Hit the saved survivor, and take a chance at activating Borrowed Time.

If they decide to hit the savior, they will be notified (hence the brief aura highlight), and will be encouraged to chase the savior further. If they fail to end the chase in 60 seconds, then they will be punished. If the savior can't be chased, then this perk is useless.

This acts as an anti-tunneling tool off of the hook, but it's in a really healthy way. It involves a lot of choices, a lot of strategy, and a lot of chases. This creates a little game within the game. How fast can you catch the savior?

It's a high risk, high reward scenario, it synergizes well with some perks (Borrowed Time comes to mind), but also doesn't synergize with others (Adrenaline on the saved survivor also comes to mind.). It counters one-shot downs (notice how you don't need to be in the injured state to ignore the hit), and has some major benefits, but it requires you to not get hit for 60 seconds (Not even Adrenaline can save you in this chase, as you are in the Broken state! Even more risk.). This is a perk that still needs to be set up, but can lead to some amazing benefits. It's not a perk that leads to a free escape, it's a perk that can lead to some really interesting moments on both the survivor and killer side.

I could really talk about this perk all day because I find it really interesting, and a really healthy buff to M.o.M. with lots of counterplay and strategy. But I'll leave that to you.


Also, a quick shoutout to @NMCKE, who (by pure coincidence) posted an idea to buff this perk that's actually really similar to mine just a couple hours ago. I only noticed it while I was writing down my ideas, so I couldn't pull much inspiration myself, but it's still another really cool idea regardless. A link to that post can be found [here].


Let's get this perk changed!


EDIT 1 (9/28/19): A quick thank you to everyone for the discussions that have arisen from this post. I made this post less to encourage THIS change to be implemented (as much as I wish it would), but more to start a discussion about MoM as a whole. Please remember to keep things civilized, and I'll keep responding to your comments as time goes on!

Post edited by Hailoh on
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