Mettle of man change ideas
Currently mettle of man is absolutely broken and garbage. You basically have to throw the game to get it to work. I propose that it should be changed to only give stacks when safely unhooking survivors, but bump the requirement up to 4 stacks before it can work. That means at most, of survivors play it perfectly, it could activate once for two different survivors because there are a maximum of 8 saves from hooks. Protection hits are unreliable and buggy. The old MoM was Way op where everyone could get it to work basically 100% of the time. This way, at the absolute maximum, it could work twice but only with extreme coordination. I also propose that instead of just ignoring the damage, the survivor would suffer from deep wounds.
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Safe Unhooks are less likely to happen than you think.Maybe change this for any Unhooking. Or if you want the Hooks to be safe, it would be fine to leave it at 3 stacks, maybe even 2. The idea of causing Deep Wounds is interesting too. Perhaps you're onto something here.
It's up to the devs to listen and add all of these possibilities to a PTB at some point.
I do feel they should focus on reworking a few things for the next release. Instead of adding new things, fix the old.
Alhtough I understand that the constant addition of new content is what makes this game special amongst other multiplayers
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The problem with it before was every survivor could get it easily. We need to make it still be difficult to get, but not require you to throw the game. I think if we go lower than 3 it would cause the same problem as before by it being too easy to get, and it would have to be safe unhooks otherwise the survivors would just farm their teammates.
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oh, i feel you man, but the thing with game developping is that when it comes to this subtle nuanced changes, the only way is to playtest and check the effects of the changes made.
The devs need to catalgo a few of our suggestions and consider their plans for the future of the game and analyze all of it within a PTB.
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I agree that they should consider it in ptb. They just have to be careful
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But to get mettle to work with working protection hits, you still almost have to throw the game. I think something more consistent would be better for the perk.
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I actually got Mettle to activate 4-5 times here, you don't need to throw the game to use the perk, you just gotta go and help the team from falling to the hands of the killer
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I disagree with you, but I respect your opinion. I just think protection hits are too difficult to get, even if they fix the protection hits, it is just too inconsistent, because if you are following an injured survivor, and planning to take a hit, you are not working on generators, which hinders your teams ability to escape.
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4-5 times??? Lmao ok.
Must have been a very boosted killer.
Honestly OP has a point. This concept sounds good on paper but in real time, you would have to play pretty altruistic and doing that sometimes means you’re not focusing on the objective. Which means 2 people are on gens (objective) while you’re over there trying to play hero.
Also a good killer will probably switch targets making you go down instead of his original target.
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Actually the killers were good, you just have to know how to take hits for someone being carried
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Oh, I think I misread, you meant 4-5 times not in the same match.
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If it was 4-5 times in one match that would be a very boosted killer
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mettle of man just needs to be reworked protection hits even fixed still make the perk way to hard activate
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It was just fine the way it was on the PTR when you could get it with safe unhooks. You should be able to actiavle MoM without having to be damaged then be forced to heal back to healthy three times. This perk is baisically useless for solo que survivors.
Having to put yourself in danger for a teamate in order to use the perk to protect yourself defeats the whole purpose of use using the perk in the first place. I might as well use borrowed time or dead hard which could do the exact same thing but much more easily.
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Devs dont care the perk sucks. They will always make excuses because survivors arent allowed to have a new powerful perk.
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Now that’s just closed minded and also wrong. They literally just said above they do care. And what about perks like adrenaline, balanced landing, d-strike. Don’t just claim the devs screw you over every chance you get. the devs actually care about the game’s balance and the people who play it
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I'd consider current MoM an endgame perk at best, because that's the most often I can get it to activate. It's quite easy to activate you're a survivor who cares for the state of others. Despite protection hits being a little wonky, a few procs actually work fine. Blocking for a hook is sure to always gain MoM stacks, getting hit next to a dying survivor, or hit while attempting to unhook a survivor.
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Except those perks you named were released long ago, MoM was the most recent perk that was powerful, while it did need a nerf I do feel the way they nerfed it kinda killed the perk for most players. I do enjoy Inner Strength perk recently released, but wouldn't call it strong.
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Yeah but effort it takes to get those hits and the time required to get healed back up just isn’t worth the current reward. Taking on hit while injured and then having your aura revealed afterwards it’s not a good enough reward.
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I know a guy who plays solo and runs mettle of man, everytime I've played with him he constantly takes protection hits to activate the perk. He doesn't seem to struggle activating MoM (I think he runs selfcare along with it) and I've witnessed how it has saved his life at the exit gates a few times. I think MoM is fine in its current state.
I recently recorded a video while playing with him, I'll put it here when I upload it.
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The issue with this logic is, that you assume it is good that 2 survivors are within a chase. But to be true, the only time, 2 survivors should be on the same place are during unhooks, heals and a crucial gen to pump out. In every other scenario it would be better to spread out and pressure multiple objectives at once, so the killer really needs to down the chased survivor really fast. Each second in a chase gives 3 survivors free reign to focus on the objective.
Creating a Perk that discourages, no, even reward to neglect the objective for a potential use of a perk in the later part of the game isn't really a good thing in my opinion.
We already have amazing Perks that offers a similar effect like MoM, like Adrenaline or Dead Hard. The first one rewards you for doing the objective and even provide a nice speed boost. The other one can be used to dodge one hit, provides some distance and is in your control. Especially the distance gain can be used for amazing plays. The new Styptic Agent even gives you a short version of MoM on demand.
Right now you have to get out of your way to trigger MoM for very little payoff.
I would love to see a rework of that Perk, because a free hit will always either be too broken or the condition so unfavorable.
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Here, you can see Meg taking several hits and then healing.
You can't see how MoM saved her life at the exit gates, but it did. Trust me. I would encourage you to run MoM along with a medkit and selfcare and share your experiences.
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Just fix protection hits. That's all they gotta do. It basically takes 5+ protection hits to get it now, fixing it would make it actually 3 like it says and then it'd be alright. Maybe grasp rescues should count too just as a nice bonus since it doesn't happen often
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The Deep Wound effect isn't a good change, MoM would be useless against Freddy and Stealth Killers
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Safety unhooks are guaranteed with borrowed time if you didn't realize I don't feel like dealing with 4 mom again
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There are, at most, 8 possible unhooks total each game, a single survivor, can get at most 6 unhooks. This means, at most, you would have to deal with 2, at that would be in extreme circumstances. Most of the time everyone would attempt to save and possibly one person could get MoM working, if they tried really hard
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