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Mettle of man...

Yep you guessed it another buff mettle of man thread so let's get started.


As it stands the purpose of mettle of man was to give a powerful ability at the cost of a devastating downside however the downside could easily be avoided by keeping you healing progression at 99% so here is my proposed buff/rework


Mettle of man

After being hit by any attack 3 times the perk activates

The next attack that would put you into the dying state will be ignored the killer will see your aura when further than 16 meters and you will suffer from the mangled status effect

Mettle of man deactivates when put into the dying state


This way it is more of a stall for time perk than a get out of jail for free card

Comments

  • twistedmonkeytwistedmonkey Member, Trusted Posts: 4,101
    edited October 2019

    I dont think not healing was the major issue.

    The main problem was it punished the killers just for playing the game. The aura isn't much of a downside for good players as they will still waste the killers time and if all 4 run it that is 4 extra chases in a match which can be a lot of time.

    While the nerf killed the perk I'd prefer it to be reworked as something else entirely.

  • JawsIsTheNextKillerJawsIsTheNextKiller Member Posts: 2,204

    I'd like to see it counter instadowns instead. The original punished the weaker killers too much.

  • 8obot1c8obot1c Member Posts: 1,129

    Whats the picture icon for mettle of man supposed to represent? Ive been wondering this

  • BazzajackBazzajack Member Posts: 56

    Yeah it should defo be a counter against the exposed affect

  • TAGTAG Member Posts: 8,334
    edited October 2019

    The problem with MoM was the free health state it granted with zero effort. Your suggestion brings that back, so...no thank you.

  • 8obot1c8obot1c Member Posts: 1,129

    mettle of man in my opinion should work like a borrowed time for yourself and after 3 safe unhooks then you get a free hit

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