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Why do you keep ignoring MoM discussions?

2

Comments

  • GrootDudeGrootDude Member, Trusted Posts: 14,027

    Most MoM threads aren’t constructive and most ideas to nerf it would destroy it.

    If you don’t like MoM then give ideas on how to nerf it.

  • GrootDudeGrootDude Member, Trusted Posts: 14,027

    @SnakeSound222 I’ve read most of the ideas and they’d just destroy it. Funny you mention crutches and act like only survivors have them.

  • SlinkyJinkySlinkyJinky Member Posts: 371
    edited May 2019

    @Unnamed_Freak BBQC has 2, Hide behind a Gen / Hook's aura or hide in a locker

    @Sairek Well yeah escaping and mending after the hit is the optimal use of MoM, it's how you truly earn the full potential of the perk. I mean sure you can get hit twice, get downed, hooked, rescued then get hit a 3rd time, downed and hooked again (at which time the Killer had two chances to ensure you stayed hooked) and then rescued again so that the next time your hit during the inevitable tunnel it activates but your not really getting much out of it. I much prefer the escape & mend x3 method which requires by far the most skill rather than just derping your way to a hook repeatedly. But you surely knew all that.

    Again what it all really boils down to is, hit them twice, don't let them escape to mend, hook them, don't let them get rescued and you've denied (or countered) MoM's 3rd pre activation pip.

  • Mr_BlackMr_Black Member Posts: 93

    MoM is balanced because it gives one free extra hit after getting hit thrice... This means you'll have already been hooked once... So, 2 hits, downed, hooked, 1 hit, injured, 1 hit, MoM, 1 hit, down, hooked twice, 2 hits, downed... Someone can only use MoM twice if the can chase... Not to mention the disadvantageous aura read when you heal... MoM is fine as it is... It's like Dead Hard for people who can't use DH... Stop complaining...

  • SairekSairek Member Posts: 4,628

    Where's the counter play behind that, though?

    Old Legion wasn't very good, but he wasn't balanced. Not because he was bad -- but because he was so unfun to play against.

    Balance isn't just how much power something does or does not give.

  • Mr_BlackMr_Black Member Posts: 93

    Oh no, hitting someone one extra time, such a burden... They literally ruined Legion... Could've at least made it so a whiff drains the gauge by like 40% or something... MoM is fine, look at pig ffs!

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  • SlinkyJinkySlinkyJinky Member Posts: 371

    @DeadByMoonlight

    ^This is literally the answer to every MoM complaint.

    Hit them twice without letting them escape to mend and their down for the hook. Don't let them get rescued and you've just denied MoM

    If a Killer can't do that then their probably brown ranks.

  • KillermainBTWm8KillermainBTWm8 Member Posts: 4,193

    @SnakeSound222 I would like a list of these suggestions please, as I have not seen them due to the headache of how these threads are made every single day so I start ignoring them.

  • GenSim12345GenSim12345 Member Posts: 182

    MoM would get a lot less complaints, if it actually just activated on 2 hits instead of three. Theres plenty of perks to help extend or escape the chase, MoM seems to just synergize better with second chance perks, if it activated on less hits it would prob activated really early (1-3 gens)

    As it is now. Seeing MoM is just clear sign your better off breaking chase and heading to someone else, or if your a dick like me just have insidious and just camp them for the salt since they couldn't use it XD

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  • CrythorCrythor Member Posts: 272

    I would even be ok with no aura reading at all in with that changes as long as it can still only be used once.

  • MemeMeme Member Posts: 275

    Oh silly me. Thank you for telling me how to play. Guess it is time to start camping so they don't make it to the end game.

  • NuclearBurritoNuclearBurrito Member Posts: 5,381

    What if we make it so the activation requirement really IS to heal?

    For example:

    After you are healed 4/3/2 times the perk activates

    Once activated the next time you would be put into the dying state from the injured state is negated

    or for a more versatile but less reliable perk:

    Other survivors heal you 30/40/50% faster

    After you are healed 3 times the perk activates

    Once activated the next time you would be put into the dying state from the injured state is negated. This can only activate once per trial.

    The first one would be essentially the same thing but it activates faster and doesn't have the aura reading downside BUT it requires you to actually win chases in order to activate it.

    The second one is a counter to the anti-heal meta with a need secondary effect if it's used enough. Again requiring you to win chases, but since healing 3 times in a single game is rare you would be taking it mostly for the speed increase aspect of it.

  • CallMeRusty420CallMeRusty420 Member Posts: 615

    The devs have probably seen a lot of the concerns with the perk and are more than likely working on a fix. These things take time and even though I'm a Trapper main, I refuse to let MoM ruin the game for me. I just play and enjoy the game out of every chase and encounter and interaction I get. I've thought of a possible trade off for MoM to make it balanced and here's my suggestion for anyone interested.

    MoM still works the way it currently does which saves your skin for a 3rd hit but you are put into the broken state for at least 30 seconds so that way you wouldn't be able to heal until after the broken effect runs out which in turn would buy the Killer a little more time overall while the survivor still gets the initial effect.

  • GenSim12345GenSim12345 Member Posts: 182

    MoMs main problem is how late into the game it can activate, as far as i can tell at least. If it took less hits to activate then chances of it activating at say 1 gen left would probably be lessened depending on the skill of the killer and what killer used, thats my logic of balancing the perk. One that isn't just "lol, use exposed perks, or these killers that you don't like/have" to counter MoM.

  • Johnny_XManJohnny_XMan Member Posts: 1,960

    I play both sides, but am I the only one that just hadn't had a problem with this perk?

    I mean I play Wraith (probably one of the most affected killers in game) and I always seem to down them right after they use it. The chases are a bit longer, but sometimes I notice in post match chat that while looking at the survivor's perks, they didn't even get to use it.

  • SlinkyJinkySlinkyJinky Member Posts: 371
    edited May 2019

    @NoShinyPony

    You know there are perks out there that truly have no counter to them like Alert and Franklins Demise.

    Yet firstly with Alert, because their use goes totally unnoticed by Killers they don't even know it's been used against them which is why you never see threads complaining about it even though the only way a Killer might try to counter it is by not kicking Gens and not breaking Pallets. (hence the 'Alert has no counter' statement earlier)

    And with Franklins the only 'counter' to it is to either not get hit, don't bring an item, don't pick up an item so not reeealy a counter at all. This is a perk just as 'in your face' as MoM with no actual counter yet nobody complains about it. hmmm.

    Where as MoM is an in your face bright neon sign saying to the Killer "You think you earned that down? You thought you where entitled to it? NAHP!" which hurts the Killers delicate ego.

    They then come on here and rage about it when there are any number of counters they could chose from but failed to deny the Survivor before they escaped 3 times to mend, each time they escaped earning their next pip towards 1 extra hit point which can easily be chased down and hit again for the hook (I managed that one against a Survivor with MoM once today, I rarely see a Survivor with it because I don't let Survivors collect MoM pips).

  • SairekSairek Member Posts: 4,628


    Alert isn't as powerful as collecting a free health state. This doesn't punish the killer from doing their objective, nor reward the survivor for failing.

    Also, did you know you can pick up your item again after being forced to drop it from Franklin's Demise?

  • GrootDudeGrootDude Member, Trusted Posts: 14,027

    It really isn’t punished. -10% isn’t much emblem bonus.

  • NoShinyPonyNoShinyPony Member Posts: 4,403

    @SlinkyJinky Your reply means that you acknowledge that MoM has no real counter. That's a progress, good.

    Now, with bringing up Alert and Franklin's, you are comparing apples and oranges. As @Sairek said, you can't compare these perk to a perk as powerful as MoM. It's like comparing Ruin to Déjà Vu.

  • Tru3LemonTru3Lemon Member Posts: 1,302
    edited May 2019

    Not everyone have second chance meta so youre going way too far this days its very ez to play as killer since the only killers that i see its billy and nurse and those soon they will have a nerf thst they needed

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