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.
We have been. They wouldn't destroy the perk, they would just make it balanced, which apparently the perk cannot be because Survivors always need to have at least one crutch perk, right?
You're placing the blame on the killers and not the actual people responsible for such hitboxes.
@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.
@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.
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...
First GhostFace perk is an obsession perk. Every time you hook obsession you gain a token up to maximum of 2/3/4 tokens. Every token decreases your terror radius while in chase by 4 meters. Every time the obsession is unhooked. The rescuer becomes the obsession. So yeah, another crap perk for killers.
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.
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!
The problem is not MoM in and of itself. MoM in a vacuum is fine. MoM in a world of 80 second gens, 50 pallets per map, 10 different "I messed up, please save me" survivor perks, and adrenaline, thats the problem.
Having MoM is a perk isn't the worst. Yea, it sucks, but you can deal with it. Having some combination of MoM, Adrenaline, DH, DS, BL, insta-heal add on.... This is when its a problem.
I have no issues with survivors getting a second chance after they mess up. Its that 3rd, 4th and 5th chance that is really frustrating. Sure, we could camp, or mori or w/e, but how often do survivors complain/DC when you Mori or Camp them? If the answer to bad game design is toxic game play, then its not really an answer at all.
they ignoring it because there is nothing to say abou it. they know its broken, unfun and unfair but guess what? they dont care as long as they make money. and thats why they made this perk.
^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.
@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.
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
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.
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.
What if we make it so the activation requirement really IS to heal?
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.
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.
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.
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.
@SlinkyJinky The only "counter" to MoM is hard camping. Once the survivor gets on the hook, he can't make it off.
The problem with this "counter": The killer is throwing away the match. While the killer camps, the other survivors will do gens. After the first survivor is sacrificed, the killer might have enough time to get a 2nd survivor to camp to death. Result: 2 kills, a de-pip and a really low amount of bloodpoints.
That's not a good "counter" that you are suggesting here.
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).
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?
It really isn’t punished. -10% isn’t much emblem bonus.
@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.
Idk if you're uninformed or just blatantly lying but even if you go down and get hooked, you keep the hits you've got for MoM so if you are playing against an m1 killer, as long as you don't get camped you will get MoM to activate so it literally has no counter. It is just an insta heal in the form of a perk.
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