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How to fix Mettle of Man and all of Ash’s perks

Rework mettle of man altogether or make it 2 protection hits. I suggest to make mettle of man a perk where you can earn the right to negate all status effects that the killer can push on the survivor.

for example. Clown’s bottles will still slow you down but his add on to put you into exhaustion will not do anything for the amount of tokens you have on mettle of man.

Like maybe for every survivor you heal or save from hook you get a token up to 3 and a token depletes when a status effect occurs.

(@ everyone who can’t read without these paragraphs, go back to 3rd grade)

for flip flop let your recovery put up to 80% on the wiggles meter then flip flop will ACTUALLY work it wouldn’t be OP it would reduce slugging and let it work instead of it working once every 200 times.

for buckle up keep its effect but add a secondary effect where if you have it on healing downed survivors will increase 30-40% faster whichever is the most balanced and it also includes you if you’re down. So if you have buckle up and you’re downed if someone heals you they heal like 30% faster also it doesn’t stack with multiple buckle ups for obvious breaking the game reasons.

what do you guys think? I’m a killer main and I think these are fine (flip flop may be a little op because I slug for the 4K and that might hurt this but I’m willing to let it be since ash has the worst or 2nd worst teachables in the game).


  • siyke26siyke26 Member Posts: 50
    edited October 18

    I am survivor main and this would make them a little more viable than how it is now. I don't run any of ashes perks so as it stands he is just a special skin.

  • EntityEvictorEntityEvictor Member Posts: 343

    I like the buckle up and and flip flop ideas, maybe flipflop can just let you keep a portion of wiggle progress instead, as of MoM, i think it should just inflict deepwound instead if you get hit into the dying state for x seconds after unhooking/protection hit tokens

  • bubbascalbubbascal Member Posts: 318

    TBH, they need to just fix protection hit scoring as well as clarify which protection hits count. Because right now, it's possible to obtain two "Protection" scoring events at the same time, and have only one or NEITHER count towards Mettle of Man progression.

    Not only that, but the perk is not specific for how long your aura is shown to the Killer when fully healed. A friend of mine said it's around 10 seconds... if they are right, that needs to be put in the perk description.

  • PGJSFPGJSF Member Posts: 180

    I like your suggestions for MoM. I’d think something like:

    You start the trial with 3 tokens. Each time a status effect would be applied to you, a token is consumed and the status effect does not apply to you. Every two protection hits you perform, you gain a token. Being downed removes all tokens.

    This could finally be a fair counter to Sloppy Butcher and I don’t see it becoming too meta. Still better than how it is now.

    Only problem with my reasoning would be Freddy and the constant Oblivious...

    just my 2 cents

  • Vigi1antVort3xVigi1antVort3x Member Posts: 42

    If it becomes a status effect perk, Im sure nobody would actually use it. Now if the hit protection scoring is fixed and Mettle of Man is 2 protection hits to activate, that would be groovy.

  • djsponge10djsponge10 Member Posts: 115

    Because MoM has a cool down that isn’t mentioned that’s why you can get 2 protection hits but only 1 count

  • djsponge10djsponge10 Member Posts: 115

    Just what would happen is yo wont be oblivious the whole time you’re oblivious until you’re woken up and put to sleep again which is a good positive of running it

  • Luigifan64Luigifan64 Member Posts: 707

    M.o.M- Either two protection hits (like you said) or stacks should be gained through safe unhooks as well as protection hits.

    Buckle Up- I actually agree with you, however I think it should just be a static 40% boost to you healing other downed survivors and 40% boost to all other survivors healing you.

    Flip Flop- This one is basic, simply just remove the 50% conversion rate so that way when you have a 50% recover bar you will have 50% wiggle. I also would like to see Flip Flop give you recover progression if the killer decides to drop you (which will in turn contribute to more wiggle progression because you have FF).

  • djsponge10djsponge10 Member Posts: 115

    For flip flop doing so will completely kill slugging if it goes up to 95% which will make a 4k even harder to get since y'know DS is a thing. if yOu knock a guy down with DS and flip flop they win theres no counter

  • Luigifan64Luigifan64 Member Posts: 707
    edited October 21

    You misread it, flip flop would ONLY go to 50% of the wiggle bar, but the conversion rate is 100%. This means that you only have to recover halfway in order to fully use the perk properly, but the wiggle progression cannot go past that 50% unless the killer drops you (or if you're wiggling).

  • cricketscornercricketscorner Member Posts: 279

    They should merge the current MoM and WGLF and do something else entirely with MoM imo.

  • djsponge10djsponge10 Member Posts: 115

    Oh yeah. Just the way you put it made it very confusing

  • djsponge10djsponge10 Member Posts: 115

    Make it so you instantly die. I’d like that. All survivors just die

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