DWolfAlpha
DWolfAlpha
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- DWolfAlpha
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I'm more interested in why broken keys show up in chests. They literally do nothing without an add on.
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Didn't they also recently make it so Deathslinger lost stacks from shooting, too? I swear, I reeled someone in to hit them and lost 2 stacks.
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As a killer that actively avoids tunneling, I can say I've been frightened into attacking the guy that just got off the hook cuz they ran into me from the corner.
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1516904#Comment_1516904
I want to believe you but sadly I could say the opposite and without proof it is just words. I could say ME and my friends all Rank 1 BEST META PERKS EVER went against a Rank 1 and time played was a hour on their account and they killed us in 2 minutes.
I mean sorry if it happened and not saying it is not possible. It could be a vet player switching to another platform and farmed enough bp to for some reason max this killer and then play it at rank 20.
I gotta ask at Rank 20 what perks did this killer have and what Iridescent add-on did they have?
I only ask because I cannot assume they had unlocked to many fellow killer perks so they must have had to use very vague perks. I could be wrong.
In the end however yes Rank can make mistakes but it still was not nearly as bad as what we have now.
It was on console, so I couldn't see how long they played. I think it was after the toolbox nerf. My assumption is that they either hadn't played in a while, or they afk'd a bunch to derank.
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@Wylesong said:
I am seeing not just mods but other players defending the whole Rank means nothing and it is a soft way of determining a players skill. They also say it just means that player plays a ton.
This is simply not true. You do not just get to red rank killer or survivor by playing 1000 hours and sucking. You need to do things to meet criteria to pip and rank up.
As survivor you need to do gens and save people and win chases. You cant just see the killer and fall on the ground and go oops i am dead but I played 1000 hours so I am ranked now. It does not work like that.
As killer you cannot see the survivors and lose chases and not pressure gens and expect to rank.
I do agree yes Ranking is a bit easy but I have almost 1000 hours of play and never been Rank 1 on either side. I mean by what people are saying I should be rank 1 because I play a lot but it simply is not true. I have some good games and some bad games. Some games I Pip and some I DePip.
Rank DOES equal skill because it shows the killer can and does know how to win chases. They have an idea of what perks work together and how to apply pressure. On survivor side it shows the survivor knows how to loop and win chases and can save fellow players and do gens without worry.
Overall I do not mean to seem rude but if rank never mattered then why have any rank or matchmaking system? It is because even the developers know you cannot put a Rank 1 with a Rank 10-20 and think they are at the same level of skill because it is not simply just play time but it is SKILL.
Sorry just wanted to put that out there and I know it is just another persons dumb opinion so please ignore me. I hope you all have a good weekend and your matches be great.
Went up against a rank 20 once with 3 t3 perks, a purple, and an Iridescent add-on. Destroyed us. Average rank of survivors was about 9.
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I... what? Devour is one of the few perks that discourages camping. Like actively. And it's something you have to work for. This is like saying that Furtive Chase encourages tunneling. Like, what?
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I say just eat the DS. There have been times I hit the guy that just got unhooked as I came around a corner. I don't like tunneling, so I usually leave them on the ground. If there's an obsession, I'll pick them up and then drop them, just in case of DS. I don't mind DS, except at the exit gate.
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Only thing I can think of is that he still uses a kanabo in blood rage
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Sprit Fury, Enduring, Iridescent Pin. The goal is to land a hit in FF as you get hit with a pallet. The pallet breaks, and the stun is is much less than the fatigue from FF. Breaking pallets with Iridescent Pin counts towards Spirit Fury.
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Honestly, I really wish it allowed you to get off the hook even if it was your second hook.
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1497656#Comment_1497656
sigh I GUESS, but it's just not the same. You can't have TWO minotaurs. There's only one labyrinth. It gets weird.
Um, other than the powers themselves, Billy and Bubba are similar. Both have a chainsaw and a sledgehammer and can one hit survivors.
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@BigTimeGamer said:
I know you said not to say it but, whats wrong with just closing chat and moving to next game?
Because then they get away with it. It reinforces their behavior and then they think it's ok. The mindset of telling someone to kill themselves being ok needs to be crushed.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1494935#Comment_1494935
It isn't implemented yet
Ah. Ok.
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Idk where they got that info, but you can watch tru3ta1ent's video that came out the other day to see that isn't how it works. I believe the video was called something about nerfing an overrated killer.
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@Veeramid said:
We all dont like lopro chains. Its an extremely situation hillbilly add-on. Iridescent add-ons are also supposed to be strong but not op. They are also meant to alter a killers base game play. This add-on only alters game play. With these terms set let's rework the chain.
Something all hillbilly mains hate is the new over heating. Its not bad at all its just an inconvenience. To address this problem with an add-on of iridescent quality will be unique so that is the goal of this rework. Ive come up with two ideas for you BHVR.
Lopro Chains
Light chains that decrease the weight of the chainsaw, allowing for greater maneuverability.
*Breaking a pallet with the chainsaw will reset the heat that has built up on the chainsaw
*You gain no heat for the next 5 seconds
This change is meant to allow the chainsaw to be used in a more versatile way. It also keeps some of the aspects of the original lopros chains with the prerequisite of having to break a pallet. The next rewrok is a little more unique.
Lopro chains
Light weight chains that decrease the weight of the chainsaw, allowing for greater maneuverability.
*the chainsaw can be used while overheated
*you gain considerably increased steering while using the chainsaw when its overheated
*hitting a survivor with the chainsaw while overheated gives them the deep wound status affect
This rework is more inline with what I'd like to see. It fits with the description of the lopros chain perfectly. This rework also allows him to use his chainsaw to still get around the map when he's overheated.
Thoughts of my ideas down bellow would be greatly appreciated.
I think they should just make it so that it still works normally unless you go through a pallet. Although, Monto had a decent idea that it also allows you to keep going if you hit someone with the chainsaw.
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@Zeus said:
Is this the add-on that lets you run through a pallet? Isn't it good enough already?
No, because it comes with the downside of no longer downing survivors. Regardless of whether or not you go through a pallet first.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1490985#Comment_1490985
The only thing I can think of is Adrenaline = surviving late game.
I mean, maybe? Probably more likely that it represents Meg running the killer around as a distraction while everyone else is free to escape.
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My question is, how does this fit the lore? The challenges of the archives generally are either "do the thing you already do," or "do something that represents the highlighted characters." There was one like this in the last tome, but it fit Dwight. This really doesn't feel like it fits either Meg or Ace.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1489694#Comment_1489694
Playing on PC. It might be harder to see on console because you play on TV, which means you are sitting further away compared to a monitor.
I mean, my tv is decently sized and I sit fairly close. But like, I found my totem, went behind a wall and could barely see it. Across the map, it was practically invisible. With BBQ, the survivors auras were the same color and intensity as the generators. I'm fine with general look, but color and intensity need to be fixed.
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... what? Not. With BBQ, they blend in with generators. And totems are practically invisible. At least on console. Is it different on PC?
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Only thing I hate is the auras.
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@zoozoom6 said:
i was hoping they would have an audio cue similar to a fully wound up hatchet for huntress when the charges are full or empty
It's more like Nurse. There's a light clicking noise every time a charge refills.
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@gatsby said:
As a Killer, the second I see Tenacity I get extremely suspicious and insta-hook the Survivor. It's not a subtle perk at all and its pretty much only optimal in designated slug builds
What do you mean "as soon as [you] see Tenacity?" You can't tell they have it til after the trial.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1471787#Comment_1471787
They can be. But there are situations where other killers would be preferable to Legion, and situations where legion is better than other killers.
It might have something to do with the fact that I'm better with Legion than any other killer. They are also the only ones that I have gotten to prestige level 3 with.
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Legion is a good killer that just requires a different play style and counterplay than most other killers.
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Idk. I think it would have been cooler if one of the rarer add-ons made it that way instead of, say, hemorrhage. I kinda wish one of them removed the torment effect from the trail and added it to the punishment. I miss very rare and ultra rare add-ons that altered how the killer's power worked.
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@CotJocky said:
Could be a good counter to being camped and your "savior" is near by for the unhook. Deliverance is a very limited perk with a one time use. This sounds like it could be made in a similar way. Nice idea.
Yeah, that was the idea. Give your saviour a quick second to avoid being grabbed when they go to pull you off the hook.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/1467050#Comment_1467050
You saying that reminds me of the Server Hit Validation thing the devs are doing. That could be tied to it in some way. Just speculation though.
Maybe. Hadn't thought of that.
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@popoles said:
It messes up almost every lunge. Nurse is very hard to play on console, I don't need to have it harder!
I don't think they should remove it. It's there for a reason. But they've already acknowledged that it isn't working as intended. I really wish they would focus on FIXING aim dressing. If you missed or just didn't watch the stream where they talked about it, the game is supposed to register the hit before the aim dressing, but instead it is re-checking hit detection after changing your view. They said that, when aim dressing activates, you're supposed to already have confirmed that the hit landed. It's only supposed to adjust visuals so that the hit doesn't look weird.
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@Veen said:
I mean it's one of the maps to get used to, remember when the game got released.
God I hated the Game when it first came out. Finding the path to a hook on either side made me pull my hair out with how often I hit a dead end following the aura of a hook.
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@H3xB0rr0w3dT1m3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1465915#Comment_1465915
Even though there are only about 4 good pallets and all the others are horrible?
Pallets are only useful in a chase. Midwich is better for hiding than running. If you're never seen, pallets aren't really necessary. I think the main reason many people don't like this map is because, although stealth was meant as a main mechanic in this game, the Meta has become "run around like an idiot and distract the killer while the others do gens." Doing that in Midwich gets you killed.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1466436#Comment_1466436
You say that like people don't run head on just to meme on/annoy the killer.
Exactly. But this one cannot be used throughout the entire trial. By design, it can only be used in a single situation, and then it's rendered useless.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1466135#Comment_1466135
Maybe then have less range as 15m is pretty far. Main problem I also see with this is people using it instantly to annoy the killer and just encourage them to full on face-camp because someone used this perk to stun them asap.
Yeah, maybe the range is a bit much. And if the survivor spams it instead of using it to counter camping, all they really did is waste its ability to actually help them.
Right now, the only real anti-camping perk is BT, which is hard countered by stealth killers and Freddy.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/1465020#Comment_1465020
Yes, literally that. I should be rewarded as a player for mastering the mechanics of the game, and my experience should matter and help me win chases. Killers like Spirit, Deathslinger and PH all can get downs with very little possible input from the survivor, unless the killer is bad. And that's not the way the game should be, and therein lies the problem with BHVR's current design philosophy: They're so obsessed with making killers "anti-loop" that they've essentially removed survivor skill from the equation. It's just like old Legion, where going down isn't an "if" but a "when". So yes, when my thousand hours in this game is suddenly meaningless because the killer ignores survivor input, it is very boring.
If you go up against a killer that counters loops, and you can't use stealth to, you know, avoid being in a chase in the first place, I would posit that you haven't "mastered the mechanics of the game." Almost every killer that counters loops is beaten by stealth. Except for Doctor. Still have trouble figuring out how to counter him.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/174005/new-perk-idea-take-that
Having a stun perk related to being hooked is a bad idea. A hooked survivor is supposed to be immobile and helpless.
Also, having their blood spray out 15 meters is ludicrous. It would be like the old bug where Huntress got blood on her screen when she hit a survivor with a hatchet, even if it was miles away.
It's like the survivor is spitting up blood at the survivor, but I figured having it as a projectile wouldn't really work. It's meant solely as an anti-camping perk. It can also only be used on first hook, up to 3 times. Or, like, 6 times if you also have Slippery Meat.
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@Hallowgeek said:
https://forum.deadbydaylight.com/en/discussion/comment/1466071#Comment_1466071
I personally wouldn’t call it survivor sided. Especially when a killer has NOED or Devour as totems are definitely a lot harder to find on that map. Whenever I play as Michael on Midwich I feel like a machine. He’s very strong on there. 😂
Played on Midwich about 15 or so times as survivor. I've only died maybe 2 or three times. Never gotten hatch as I've only ever seen it once. And almost all of those were either a 0k or 1k. I've found that hiding in Midwich is much easier than searching through it.
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I like it. Definitely survivor sided, off set by easily patrolled exit gates. If you know the layout of the map, at least. So many places to hide. Whenever I'm in a chase, I run through the rooms. Definitely the best way to escape the killer. Idk what chases you've been in, but when survivors just run down the hallway instead of weaving through classrooms, it's the easiest thing to catch them. Stealth is definitely better than running though. Like I said, so many places for them to hide. Scratched mirror Meyers heaven, though, I'm sure. Haven't tried it there yet.
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I actually really like Midwich. As survivor, at least.
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@Kaiju said:
How could it work tho? Since the camera obscura was needed to even have a chance against it. Idk seems weird to me stunning a spirit with a piece of wood when he could just phase thought and if even happens I would like to have either Mio from Proyect Zero 2 or Miku as u said.
Yeah, I get that. As far as working in the mechanics of the game, it could just be that the Entity made him corporeal for the purposes of the trial. Beyond that, though, no, I can't really come up with a power that would make sense. But, I mean, I always had the same issue with Pyramid Head. Thought him having the sword would be cool, but it always slowed him down. They made it work, though.
@ Antares2332 said:
Yes, but I don't think they add it in the game, they are not popular characters.
Yeah, I kinda agree with you there. The franchise was kinda forgotten after Namco America refused to allow Fatal Frame 4 to be localized. And the only one we got after that was for the Wii U, which kinda failed.
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@immortalls96 said:
You forgot to mention iri heads would be useless as iri coin has shown why it would be...I'd prefer something good but fun to use over gimmicky and unusable in 99.999% of scenarios
Really, the only reason iridescent coin isn't that useful is because it only works on 15 meters out with a max range of 18 meters. That's a pretty small window. With Huntress, no such range limit exists, so you can potentially hit someone a good 50 meters away.
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@Boss said:
Saw the usual "genrush" comments & discussions pass by, and i thought it'd be a good idea to ask.
The short version: How mandatory is it to equip one or multiple slowdown Perk(s) on your Killer?
The long(er) version: It happens quite regularly on here for people to share how fast matches can go.
So i'd like for you to imagine your favorite Killer to play as, and then tell us if you use slowdown Perks, how many you use if any, and tell us which those are if any.
Also, if you don't use them on your favorite Killer, please do tell us why.
Older players might remember how good Brutal Strength was back in the day on Killers who weren't Nurse.
While it wasn't mandatory, it was unusual to see a Killer not use it due to the sheer time you scrape from breaking Pallets.
If you currently feel that way about a slowdown Perk, that's when you should mention it here.
So, my favorite killer is still Legion (I know). So for me, I use Dying Light and Thanatophobia. I tend to use BBQ as well, mainly for blood points, but the aura reading helps too. The last perk I use is a bit of a toss up between ruin, devour, and PGTW. For add-ons, Legion Pin and the green duration add-on. Sometimes I spice it up and play something completely different, but that's usually it for me.
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@xXCAM3R0NXx said:
The amount of times I've been killer and I've been chasing a survivor. They come across a locker and immediately jump in, I end up hitting the locker accidently which is a good way to avoid a hit, but then they either:
- Get grabbed whilst climbing out the locker
- They stay in the locker and I grab them out
- They keep jumping in and out and eventually get grabbed/hit
- Get hit whilst climbing out the locker
Either way the survivor is going to get hit or grabbed, so why do people do it?
If you do it, can you explain why you do it?
Depends. If I have DS and head on, I might be trying a double stun. If you're lunging, I might hop in a locker trying to juke the hit. If you're Bubba, I'm probably avoiding your chainsaw.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1452901#Comment_1452901
What I don't get is "no mither" - in the perk text they use "can't be mithered" to mean "can't be arsed" but I've never heard anyone say that whether they're from Manchester or not. Maybe they should've called it "no arse"
edit: actually no arse should be a pyramid head perk since they nerfed his
Mother - "To make an unnecessary fuss, moan, bother." (From Google)
Pretty much, no bother. Can't be bothered. Don't care.
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I always just thought it meant hard to kill. Kind of like die hard
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Imagine thinking Bubba is OP...
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1449269#Comment_1449269
You're fine. All you have to do if you NEED gold and not iri is make sure you get downed at least 1 time before escaping. If you havent been downed yet, maybe wait at the very edge of the exit area before escaping to let the killer down you and crawl out.
The challenge is gold or better. You literally just have to escape to meet the requirement.
@hinoutoumei said:
https://forum.deadbydaylight.com/en/discussion/comment/1449265#Comment_1449265
ugh. thank you.😂
sorry for wasting everyones time. makes sense now. Now I know what I am aiming for here.
It's also stated in the game when you hover over the emblem after a match.
@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1449215#Comment_1449215
Had a game once where I got gold after DYING... dunno what happened there.
How? Just... what?
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@Wamps said:
Our Dead By Daylight Fan Film, "Saved By Daylight" is Back and will be released on August 8th Live on our Youtube! We received the official GREEN LIGHT today and are thrilled! See everyone in the fog soon.. Thanks for the support everyone! If you have any questions or comments about the film, Please share and I'll get back to you ASAP!
https://www.youtube.com/channel/UC9A1tkasOZyMf8_H8H0xK_A?view_as=subscriber
https://us.v-cdn.net/6030815/uploads/QPAZDHHA8KBR/full-cast-jpg.jpg
Man, I was so bummed to hear it was cancelled. This is fantastic! Glad to hear it is still happening!
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1446811#Comment_1446811
Never said it didn't have some synergy, but you shouldn't have to bring 3 other perks just to have a better chance of using MOM, that's bad design.
Yeah, I understand wanting a perk to work well by itself, but other than the Meta perks, most of them really do need a full build around what you want to do. Sure, some work better, but it still gives me great satisfaction when my anti-slug build pays off. Break Out builds can be difficult to pull off, but if you manage it, it can be a game changer. Metal of Man is just one of the perks that works better as a spice to top off a build that puts close to the killer and an injured survivor.
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@piggygonemad said:
I'm not even mad about her power, i just dont understand the extra tools she gets for no reason at all. Why does she get a unique pallet break animation so you cant flashlight her during it? why does she go invisible when shes walking? It just lets her end loops easily because you cant see if she double backs if she gets lucky and goes invisible as she turns around. The spirit already has an insane power that negates the survivors skill and leave the encounter to a guessing game, does she really need to not have an animation when she vaults a window so you have no idea if which way you should loop?
Pretty sure Spirit got a vault animation, like, 8 months ago.
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@Artick said:
We know MOM is a kinda iffy spot, where we can't have it be easy to activate since it's strong, but in it's current state is way too unreliable, requiring players to completely throw the game just to get the stacks. Chances are if people just did gens instead of hunting MOM stacks they wouldn't need to tank that hit anyway.
People proposed several changes for MOM, where the most common one seems to be to reduce it to 2 protection hits. While this seems fine, I believe devs may be a bit scared of implementing it, so what I suggest is 2 protection hits and one unhook. Wohoo, put the pitchforks down, this is NOT how it worked in the PTB. In the PTB it was either protection hits either unhooks(so you could do 3 unhooks and activate the perk), my change requires exactly 2 protection hits and one unhook. This is a middle ground between 2 and 3 protection hits: more consistent than 3 protection hits, but harder than 2(basically replacing one protection hit with one unhook).
"But what if a survivor unhooks and immediately takes a hit? The perk will instantly gain two stacks". Yes, this is true and this was the main issue with the PTB MOM. However, the fix is really simple: add a cooldown of 5 seconds or so between gaining stacks. This way, when a survivor unhooks and gets hit by the killer right after the unhook it would still give one stack, not two. The cooldown could have been a solution to fix the PTB MOM too, since the main issue was being able to get 2 stacks instantly. So yea, either my version with 2 protection hits + 1 unhook or the PTB version, but with the cooldown could work fine, or at least are worth a test.
At the very least, keep it at 3 protection hits but remove that horrible drawback. It's not justified anymore with the current activation system.
Idk. MOM synergizes well with Breakout now. Bring it with a sabo build, it works great.