I think it should just be an anti tunnel perk instead. Maybe for the next 30 seconds after being unhooked the next hit you take is ignored. You could add the condition that it is only effective while the exit gates aren't powered.
The problem with MOM is you can combine with other perks like DS,DH... and make the chase longer. At the same time if you are injury and you have the 3 hit you can heal 99 % and when you get hit just use your self heal you see the hit don't reset the heal bar so with only one perk you can take up to 4 hit and if you think it no big deal just think the legion if you go for the 4 hits it's take too much. Those 4 hit will most like can be use in the mid-end game make it even more powerful. In the end the MOM is op, unbalance, broken ... become you can use it with so many ways and force the killer to play either same specific add-ons, offerings or killers like the old DS.
Yeah, they will nerf it, in 1-2 years if we are lucky
Honestly, MoM is not OP. You can counter it with several killers like The Plague, Billy, The Legion, Nurse, etc. It's not a big deal and def it's not DS 2.0.
The only counter to MoM right now are m2 attacks so no stacks get gained and camping the first hook.
Is this a fun and healthy playstyle?
Only Legion and Billy are now viable against MoM...and Billy would be the only viable killer at high ranks after the Nurse bugfix.
I don't think you should have to bring mori's either and I agree with that, I just see mori's a lot of the time and long before MOM came along. They're usually brought when there's a person the killer doesn't like aka the toxic tea bagging looper.
I was watching Umbara_Bug's stream other night and she got asked how many she has and it's a whopping 598 at that time just on Huntress. Now granted she's so good she doesn't need them.
On my killers I've got stockpiles as well and go out of my way not to buy them because I don't like using them and also forget I've got them. As far as the bug fixes go my guess is those will happen at the same time as the adjustment/nerfs to MOM go through to ensure a smooth transition.
On NA PC red ranks through Purple ranks I don't see it that often and when I do it's either people going for Adept. The rest are trying it on different characters or it's a duo swf trying to tag team off.
Some of these people are too predictable though and make it pretty obvious they're running it because they'll keep running in to take a hit then running out to let someone else heal them.
I've seen killers bait it out and then just slug the person being cocky and after that ensure they only use their abilities on them to prevent that 3rd proc hit. In another thread I suggested some tweaks to the perk to make it less strong especially in conjunction with other operks like DS.
I'll try and post those to get some feedback and apologies for the flame war, we go back and forth a bit too often and get carried away.
@yeet Ok here's from that other thread but it was posted after you by a bit and so I don't think you ever saw it. Here's the post I was responding to along with the suggestion change which probably needs some tweaking.
The quote formatting bugged out.
Apr 6, 2019
Probably going to make all hits count and increase the number of hits required to activate the perk. Ideally 5, but more likely 4."
But wouldn't that just make it that much more strong though say someone heals you when the killer either slugs or sees a bright Red cape (aka Matador). So you got them down in 2 hits and they get back up via heals/ instas/UB etc.
I think 3 is fine but it should have some drawbacks like once you get that 3 hit you're now exhausted for 120/90/60 seconds.
That and or to get it to reset and perhaps have a lower exhaustion cooldown (doesn't have to be both) you have to perform a "SAFE UNHOOK".
So you'd have your 1 guaranteed usage of the perk but after that you'd have to do something Altruistic which fits the thematic aspect.
To keep you from simply recharging at will give the safe unhook a 120/90/60 second cooldown timer.
EDIT: Follow up
If it gets an exhaustion debuff that means you can't simply Dead Hard once you get hit the 3rd or 4th time to say a pallet and run off. If say using DS ( I know some survivors will flame me for this) it'd also cause Exhaustion for 120/90/60 seconds with performing safe unhooks also lowering the cooldown.
So you can't simply MOM/DH/DS/AD etc because each has it's own exhaustion cd and thus would make the usage of said perks much more strategic.
I don't think MoM should be resettable nor is exhaustion a big enough penalty
I think the usage should be situational such as when the killer is carrying a survivor.
Behavior nerf Mettle of Man?
I don't think reusable is what I was trying to imply but as an Exhaustion based perk it'd limit other uses that make it problematic. If you also made DS an exhaustion perk that'd help them from being combo'd together and the 120/90/60 second Exhaustion.
That would make it similar to Deliverance's cooldown and to help remove the exhaustion faster you'd have to do safe unhooks. So you'd have to make some risky plays and put yourself at risk from the killer.
So you still have the 3 hits but special abilities within that 1-3 second span should still ignore the proc and only be counted as M1 outside of that. So if say Freddy sleeps you and within 3 seconds of transition hits you you don't earn any procs on MOM.
@powerbats since it isn't implied. It would also need to not activate during exhaustion. Since otherwise you could just reverse the order and be no different from before
Here's my rework, it solves a community problem so hopefully y'all will like it! :)
Mettle of Man:
Evil always finds its way to you. Everytime you enter a chase for 15 seconds while winning it afterwards, receive a token up to a maximum of 5/4/3 tokens. When at maximum tokens, your next source of damage that would put you into the dying state will be ignored. After a successful Mettle of Man, the killer will see your aura when you're in a 8 meter range.
Increases your chances of becoming the killer's obsession.
Sorry forgot to add that since as an Exhaustion perk it'd be subject to the same rules hecne you want to use it sooner do safe unhooks.
at tier 3 thats 45Seconds of chase for just 3 TOKENS. for a perk that can only be used once and hoping to lose the killer. also im tired of these token perks theyre trash. anyways, good suggestion but i dont like it
Yeah, but it can be used more than once and I used tokens because it's easier to word the perk.
Let’s see how long it will take to be nerfed lmao (rip)
Mettle of man is still easy to cope with as killer. I would say it's just as easy for survivors to cope with noed.
You guys know you could just use devour hope right? Sure the totem can be destroyed but it is a counter if you down them at full health.
Can we at least see what the end game changes are before we discuss nerf options?
See ya' in 2021! 🤗
this would be like telling survivors to rely on finding a key in a chest to counter remember me
MoM has no actual gameplay counter other than face camping, NOED can be dealt with by taken out a totem.. hell it can be outright prevented. If MoM was as easy to deal with as NOED I wouldn't have any complaints.
Yeah only killers get nerfed instantly. Survivor stuff takes a few years of abuse before the devs take a look
I think MoM is worse than the old DS because you had a chance to prevent DS from activating no matter what (missing the skill check or being lucky enough to have a hook nearby) with all Killers. MoM cannot be stopped from activating unless the Survivors do not unhook or kill themseleves on the hook.
I think the two biggest problems with MoM is that it still acts like the Killer hit you and that you can heal to 99% and then heal yourself back to healthy. Here is what I would do to fix them:
1. The Killer’s weapon would either go through the Survivor or act like it hit an object.
2.The Survivor cannot heal past a certain percentage while the perk is active and all of the healing progress is lost after the perk is used up.
Nothing wrong with it really.
if there were anything the survivors would have to do in order for it to activate, i dont think ppl would complain that much about it...
the way it is now, survivors just get benefits for scrwwing up 3 times and facing the right killer (pretty much anything but billy), which makes it feel like a bad designed perk.
I didn't say it was a good counter but you guys constantly saying there is absolutely 0 counters is untrue.
you must not play at high ranks. All chase extenders are OP with the current state of gameplay.
What I mean is this.: Until there is a secondary objective to complete to prevent full on gen rushes, they will stay over powered. If staff simply made each generator require a single part that had to be found, before they could be repaired, it would solve the problem.
Why is this the case?:
All generators can be done in under 5 minutes. That means with any chase extender it's really easy for a group of 4 to send there distraction out to the killer, and have 3 people rush gens. The distraction will be put down, but will be grabbed as the gates are opened.
This isn't a rare case, this is exactly what is happening.
Cough Legion cough, cough Clown bottle exploit cough and need I go on and oh Legion still hasn't been fixed all these months later.
Also DS wasn't an abuse so your argument falls flat on it's face and infinites didn't take a few years to address.