Ash's Former Best Perk

Mettle of Man sits in the game now as one of the worst in the perk list. Protection score events are even bugged half of the time, meaning you could take a hit for another survivor and not gain a charge at all. I've discussed with others about how the perk can be different.

The concept was that it acts similarly to Stake Out, but within a chase.

Mettle of Man will activate after a variable amount of time in a chase. This perk can only be built up when injured. The obsession and aura effect remains as normal.

Would this be a good change or no?

Comments

  • MoM is the proof that if this game last for 15 years, the survivors' meta perks will be always the same.

  • God, i wish people would care like this about Perks that have been weak for years.

  • the issue with your idea is that it requires being chased, what will happen if the perk is effective? You'll just see killers "chase" you with the survivor at the corner of their screen so an actual chase never activates and the perk doesn't either.

  • Moonwalk for dayyyys

  • Mettle of Man: After being hit 3 times by the killer, Mettle of Man activates, allowing you to heal yourself at 150% normal healing speed. Self-care or medkit NOT needed. Does not stack with other perks or items. Once the perk activates and you reach full health, all tokens are lost. Reusable.

  • Mettle Of Man was just stupid


    Against the 3 meta killers it pretty much just extended the chase. Billy had his insta down, Nurse has teleports behind you, and Spirit can just keep zooming

    The only killers it truly countered were the M1ers. Which made playing them ridiculously annoying as it allowed survivors to have four potential health states with dead hard and mettle of man. The fact it could also counter insta downs such as Myers tier 3, Rancor, NOED, was just absolutely absurd


    Mettle of man deserved it's nerfs. It was a crutch that broke the game balancing, gave Ash a bad name, and deserves to linger in complete obscurity like old Legion


    Mettle of man deserves a complete rework, not a buff

  • @[Deleted User] said:

    I wish people would just forget the "free hit effect" and just make MoM do something different.

    A free hit effect is too difficult to balance around. It's either too powerful or its not, which can be wildly shifted due to the meta. And right now in the current meta, 2/3rds of the killers cannot afford to spend an extra hit to pressure the survivors because generators are done that quickly, let alone if multiple people are running the perk or running multiple second-chance perks.

    I agree, something new and fun but true to the spirit of Ash. The idea I had was to be able to repair generators and cleanse totems while in the dying state after filling the recovery bar. This would go with the theme of his other perks and prevent slugging.

  • Ashs best perk is flip flop. Period. Always was.

  • They need to keep the extra hit just rework the way it procs.

  • @Aceonfire said:

    Mettle of Man: After being hit 3 times by the killer, Mettle of Man activates, allowing you to heal yourself at 150% normal healing speed. Self-care or medkit NOT needed. Does not stack with other perks or items. Once the perk activates and you reach full health, all tokens are lost. Reusable.

    That's actually a very interesting idea. Might be a little steep to consider it reusable, you'd have to get hit 6 times in a game just to use it twice. But it would make healing in the late game more viable over just rushing generators for adrenaline, and it could be used to heal up quickly and go for an end game save.

  • @Carpemortum said:

    Ashs best perk is flip flop. Period. Always was.

    nice joke, I like it.

  • Not a joke. With how often unbreakable and DS are, killers enjoy leaving you for "JUST long enough", to where even if neither are being ran, flip flop helps. Pair it with tenacity and/or unbreakable and it's great.

    Sorry that "can be abused in a bad state" doesnt mean good perk to me. Even when MoM was that useful, it wasnt his best perk.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/626711#Comment_626711

    Not a joke. With how often unbreakable and DS are, killers enjoy leaving you for "JUST long enough", to where even if neither are being ran, flip flop helps. Pair it with tenacity and/or unbreakable and it's great.

    Sorry that "can be abused in a bad state" doesnt mean good perk to me. Even when MoM was that useful, it wasnt his best perk.

    to be honest, I don't think that strategy is fine, you should keep more useful perk with you, including DS and dead hard, rather than flip flop...

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/626263#Comment_626263

    That's actually a very interesting idea. Might be a little steep to consider it reusable, you'd have to get hit 6 times in a game just to use it twice. But it would make healing in the late game more viable over just rushing generators for adrenaline, and it could be used to heal up quickly and go for an end game save.

    It's we'll make it, but for yourself and that's just how Ash rolls so...lol.. There are some killers it'll be worthless against and others it would shine. Definitely agree would be a gamechanger at end game but being a perk that shouldnt be complained about too much imo. (though it still will be)

    oh and almost forgot, the best part - it's NOT dependent on another mechnic (protection hits) so you are wiping the variable problem right out! KISS KISS

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/626263#Comment_626263

    That's actually a very interesting idea. Might be a little steep to consider it reusable, you'd have to get hit 6 times in a game just to use it twice. But it would make healing in the late game more viable over just rushing generators for adrenaline, and it could be used to heal up quickly and go for an end game save.

    sir it's an interesting idear but not a acceptable idear, right?

  • @sanki said:

    https://forum.deadbydaylight.com/en/discussion/comment/626731#Comment_626731

    to be honest, I don't think that strategy is fine, you should keep more useful perk with you, including DS and dead hard, rather than flip flop...

    You should play your game and let me play mine perhaps.

    I also never said I run them. I was merely speaking in hypotheticals as to why I felt it better than MoM.

    Nice try though.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/626751#Comment_626751

    You should play your game and let me play mine perhaps.

    I also never said I run them. I was merely speaking in hypotheticals as to why I felt it better than MoM.

    Nice try though.

    come on, don't be unhappy, I will try that, I mean that your idear is not bad, it is just a bit weak to against with the killer.

  • @BlueFang said:

    Mettle Of Man was just stupid

    Against the 3 meta killers it pretty much just extended the chase. Billy had his insta down, Nurse has teleports behind you, and Spirit can just keep zooming

    The only killers it truly countered were the M1ers. Which made playing them ridiculously annoying as it allowed survivors to have four potential health states with dead hard and mettle of man. The fact it could also counter insta downs such as Myers tier 3, Rancor, NOED, was just absolutely absurd

    Mettle of man deserved it's nerfs. It was a crutch that broke the game balancing, gave Ash a bad name, and deserves to linger in complete obscurity like old Legion

    Mettle of man deserves a complete rework, not a buff

    "The fact it could also counter insta downs such as Myers tier 3, Rancor, NOED, was just absolutely absurd"

    It actually couldnt? Unless you count them during injured (which would already be an "insta down")