I'm seeing nerf threads but no proposals for a nerf

All I have seen on MoM thus far are complaints. I personally don't think it's OP...yet. It's only been out for a day so it is FAR too early to say how good it is.

Assuming it should get nerfed here's 1 suggestion:

  • MoM stacks should only be added when a killer lunges; however the range at which a survivor can't be seen is increased to 32-40 meters

This would allow m1 killers to have an easier time; getting closer to not lunge would make this effective against the large hitboxes on killer weapons the increase in aura reading range helps the survivor a bit more due to how easy it is to counter now

Comments

  • Killers need their lunge and most of their hits are lunges. This wouldn't help them almost at all.

    Honestly the perk is just poor design to begin with which makes it difficult to adjust. It needs an entire rework as to what it does fundamentally. Second chance perks aren't healthy for the game nor is ones that have no counter "generally".

    If we're forcing a tweak on it though, remove the speed boost component of it that normal killer hits would give. This allows you to body block with it and take an extra hit, but you aren't gaining ground in a chase. A body block perk is more reasonable than ANOTHER chase extender. You'd still get a little ground from the swipe animation but nothing too extreme like how it is now. It also adds a counter now in the form of STBFL.

  • Did we reach the point where WE should tell the Devs how to fix their game?

  • @Coder said:

    Did we reach the point where WE should tell the Devs how to fix their game?

    No. But why aren't we giving feedback so the devs can see a decent change we want.

  • Because Killers got tired of second chance perks, also got tired of making DS balance threads.

    We get that devs messed up once with DS but they came out with a perk that is basically the same... If you mess up once is ok, but messing up twice on something we all knew was broken is just wrong. Even when the perk was leaked there were a lot of threads telling them to just remove the perk while they could but as usual we got ignored... This is what they get now, killers who are tired of getting ignored are leaving the game or playing survivor...

    Have fun with your new long ass queue times...

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/401627#Comment_401627

    No. But why aren't we giving feedback so the devs can see a decent change we want.

    "So the devs can see a decent change we want"

    You mean like all the threads about Legion, Freedy, hatch, genrush, end-game, totems, and of course the endless QoL changes to killers? Sure, they'll see them as they say, but guess what... None of those ideas made it live, not a single one of them, so... Why bother anymore on trying to fix their mistakes?

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/401631#Comment_401631

    "So the devs can see a decent change we want"

    You mean like all the threads about Legion, Freedy, hatch, genrush, end-game, totems, and of course the endless QoL changes to killers? Sure, they'll see them as they say, but guess what... None of those ideas made it live, not a single one of them, so... Why bother anymore on trying to fix their mistakes?

    I said decent because half the changes suggested are terrible. Not saying mine is good but I mean...

  • As another already said, a lot of people are frustrated because the devs said something along the lines of "the problem with DS is that it punished killers for a mistake they didn't make and completely stole their momentum" and then released a perk that does the exact same thing within a month. It makes absolutely no sense in the context of things the devs said and changed not one month ago. The people on these forums are passionate about this game and MoM in conjunction with the stated logic behind the DS changes reeks of dysfunction behind the scenes in my opinion.

    As for tweaks, remove the speed boost survivors are given when hit and instead move them at a speed similar to getting hit with Clown's gas. If we're going to punish killers for doing their objective, at least do it in a way that is less likely to potentially throw the game for them.

  • Exactly. How many "here's an idea of how to fix DS" threads have been created? they took years to acknowledge the problem. So I'm expecting the nerf to MoM in about 2 more years or so.


    Meanwhile, killer mains, go play civilization.

  • Cause killer Mains arent interested in how survivor Things work, they just want to 4k easily.

  • We've given them suggestions in the past.

    Many were ignored.

    Others were sold to us in the form of Perks instead of core mechanic changes.

    It does not feel as though the devs care about the balance of the game but rather just focusing on the money of selling the solutions.

    It's more disheartening than anything else.

  • @Blueberry said:

    Killers need their lunge and most of their hits are lunges. This wouldn't help them almost at all.

    Honestly the perk is just poor design to begin with which makes it difficult to adjust. It needs an entire rework as to what it does fundamentally. Second chance perks aren't healthy for the game nor is ones that have no counter "generally".

    If we're forcing a tweak on it though, remove the speed boost component of it that normal killer hits would give. This allows you to body block with it and take an extra hit, but you aren't gaining ground in a chase. A body block perk is more reasonable than ANOTHER chase extender. You'd still get a little ground from the swipe animation but nothing too extreme like how it is now. It also adds a counter now in the form of STBFL.

    @Blueberry

    Honestly, the perk isn't too bad, it just needs a way for killers to PREVENT it from activating it. I'm not counting camping, 1 shots, and moris because these are too situational for the killer. I actually made a thread on how to give the killer a way to PREVENT it from activating it. I'll PM you.

  • Devs have confirmed the perk is bugged and won't provide a list of what it should/shouldn't work against, but yeah, let's provide balancing suggestions :-/

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/401623#Comment_401623

    @Blueberry

    Honestly, the perk isn't too bad, it just needs a way for killers to PREVENT it from activating it. I'm not counting camping, 1 shots, and moris because these are too situational for the killer. I actually made a thread on how to give the killer a way to PREVENT it from activating it. I'll PM you.

    I think its current state is more broken than DS was on release and that was extremely broken.

    That said, it depends what change you're proposing. Currently I don't think it has any counters. The current "counters" we have are like telling the killer to just break the pallet to counter looping. So basically unrealistic. I'll read what your idea is though.

  • I said this in another thread

    Mom should have conditions like DS was changed to have, maybe make it after an unhook and add a timer so it's another anti tunnel perk but instead of a stun you get a 1.5s boost.

    They could also start to look at certain perks that have a similar effect like those two as not single entities but a duo set so certain ones don't work in conjunction with each other so you chose Mom or DS but not both as using either auto deactivates the other.

  • @twistedmonkey said:

    I said this in another thread

    Mom should have conditions like DS was changed to have, maybe make it after an unhook and add a timer so it's another anti tunnel perk but instead of a stun you get a 1.5s boost.

    They could also start to look at certain perks that have a similar effect like those two as not single entities but a duo set so certain ones don't work in conjunction with each other so you chose Mom or DS but not both as using either auto deactivates the other.

    The 3 hits before it activates IS a condition

  • A day is enough to see if the perk is broken or not, hell even just the definition of the perk during the leak was enough, it's litterally a free dead hard, that slows the killer and speed you up, without applying exhaustion and requiring no timing.

    As for a rework of it, it's the trickiest part..maybe...maybe make it gains stacks when helping someone and when you unhooked someone twice or something you are protected from a hit? Or maybe rework it into an anti tunneling perk.

  • I was thinking about changing it to where the Killer's weapon either goes through the Survivor or acts like it hit an object. The Survivor would glow for about a second or two to tell the Killer that MoM activated and that the hitboxes didn't mess up. The aura reading would either stop at 40 meters or it would be removed completely. As for fixing Survivors healing to 99%, I'm not sure if I would prevent the Survivor from healing for a few seconds after MoM activates or not let the Survivor reach a certain percentage while healing when the perk is ready to activate.

  • I was referring to a condition more similar to DS so it's another possible anti tunnelling perk with a different effect.

    The whole point being make it so it's one or the other as they negate each other.

  • Make it activate the first time the survivor is hit. They are then broken for the rest of the game and can be moried without hooking.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/401627#Comment_401627

    No. But why aren't we giving feedback so the devs can see a decent change we want.

    Ok. Sure.

    Whenever you are hit in a chase, gain a token.

    If the killer would be holding a survivor, if you would take damage from that killer expend a token instead of losing a health state. You do not block the killer for the next 10 seconds after losing a token.