Avatar

Hailoh

Hailoh

About

Username
Hailoh
Joined
Visits
164
Last Active

Comments


  • @KidDope25 said:

    https://forum.deadbydaylight.com/en/discussion/comment/717428#Comment_717428

    Nothing needs to be changed. The protection hits need to register. If they can’t make that happen then we need a rework

    Simply fixing the protection hits doesn't really make this perk usable. Because you still need to follow injured survivors around to tank a hit for them. Three times! I've played games where the hits themselves were smooth (As in not glitchy), but it was the situations in which you need to get them where the problem lies.

    Of course, you could just cross your fingers and hope that you'll get smacked when saving someone off hook 3 times, but that just encourages things like hook bombing and one for ones, neither of which are good ideas nor healthy for the game.

    @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/87570/mettle-of-man-buff-suggestion

    I mean this is a lot for just a simple fix. That being to give MoM the ability to gain stacks off of safe unhooks as well as protection hits, or simply make it so that the perk only requires two hits instead of three. Also the whole revealing your aura if you get healed should get removed.

    BHVR actually tried your first idea in the PTB right before they nerfed MoM. It was certainly helpful, but it was still REALLY strong. In fact, it was even comparable to pre-nerf MoM in some cases. Can't say I recommend this idea.

    As I've said before however, I also agree with the two-hit idea and taking away the aura reading. If my idea doesn't get implemented, I hope that at least this one would.

  • @Wuhelm said:

    https://forum.deadbydaylight.com/en/discussion/comment/713249#Comment_713249

    Perk should just be removed and the probelm solves itself.

    That doesn't help anyone. Don't get rid of the problem, fix it. Do something interesting, fun! Even right now, MoM being a bad perk is more useful than it not being a perk at all. The more perks in the game, the more possible diverse builds. If we make those perks good, people will be encouraged to USE those possible diverse builds. If we remove every bad perk instead of fixing it, we'll be forced into a tiny, tiny meta. That gets really boring really fast.

    @KidDope25 said:

    https://forum.deadbydaylight.com/en/discussion/comment/714559#Comment_714559

    I always countered MoM when I played killer. I was able to always get rid of them way before end game. If you guys can’t it’s cause you can’t catch survivors

    Well, that also depends on the killer. Killers like Billy, Huntress, etc. didn't have to deal with MoM as much because they never really use their M1. But against killers that DO depend on their M1, this perk was destructive. Not to mention that this applied to the worse killers as well, Wraith, Clown, etc.. Good survivors can do a lot with an extra hit. That's why they can't just get it for free, it needs to be earned.

    @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/689808#Comment_689808

    Just make the perk deactivate when the last generator is completed, and the same thing for DS because once the generators are done, at that point, you need to start getting sacrifices. :)

    I don't see a need to deactivate it once the end game starts. If you can save it until the very end, you deserve to get some use out of it. Unless this is referring to OG MoM, and not the change I suggested, in which case I agree with this idea as well.

  • Please don't start flame wars. @Wuhelm @KidDope25.

    The perk should be buffed. Better perks on both sides will lead to a more diverse and healthier meta, which leads to an even more diverse and healthier game as a whole. Regardless of spending money or DLC, all perks have a right to be usable.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/703249#Comment_703249

    Why shouldn't they make it through 60 seconds, though? Are you suggesting a good Survivor is not capable of running a less powerful Killer around for that long?

    They are capable, you are absolutely right. But they have to work for it. It won't come naturally. They need both the resources and the skill to make it through 60 seconds of chase. There are a lot of situations where this is possible, and there are a lot of situations where it just... isn't.

    If this were a full chase of 60 seconds, then yes, it would just be a free extra hit to the survivor. But 60 seconds to get a single hit seems very plausible, even with a weaker killer like Wraith or LF. Plausible, but not easy. That's the whole purpose of the perk, to encourage a high risk chase on both sides. One mistake on either side could have major consequences.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/691173#Comment_691173

    I mean, you have to consider scenarios where they are able to keep the chase going just long enough that it becomes more efficient to give up on the chase and defend gens (which can end up being less than 60 seconds). Against some of the less powerful Killers, this can reasonably happen. At that point, the Survivor has gained their hit protection without having to commit to a minute long chase.

    And even if you raise the timer, you just risk making the perk not worth the effort to use. I could be mistaken, but I think this is the sort of idea where there isn't really a comfortable middle ground between "problematic" and "useless."

    Killers need to chase someone. If they've already found a survivor in a bad situation that they can chase, they should capitalize on that. It all depends on where the savior ends up.

    This perk puts the savior in a place where they really SHOULDN'T make it through 60 seconds (because they're already injured), but if they do, they should be rewarded.

  • @TAG said:

    I'm not sure how I feel about this. Like, this wouldn't be useful for bad Survivors, but for good Survivors, it seems like it'd be suuuper strong. Like, against most loopable Killers, this seems like not a terribly difficult task to earn an extra Health state. I worry this would further widen the gap between the top Killers like Nurse/Spirit and the rest of the pack, which is not what we need IMO.

    A 60 second chase is a REALLY long time to get one hit. Think of Decisive Strike and how long that takes to expire. Now think of that, but in the killer's favor. And if it does prove to not be enough, it could be adjusted to something like 70 or 80 seconds. 60 is just a benchmark.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/690338#Comment_690338

    You couldnt be more wrong about Autodidact. You are right that with the current version of MoM you lose time. But Autodidact focuses on healing and gaining health states, not losing them. Healing others is not wasting time at all. You only lose progress for the first two tokens, and the second one is negligible. Healing oneself with SC I with Sloppy Butcher, thats wasting time.

    I'm aware that you only lose time with the first two tokens, but it's getting the tokens in the first place that's the issue. Skill checks just don't appear often enough to consistently get enough tokens for this perk to take effect. If you only heal one person, you are most likely only going to get one or two tokens. If you heal two, probably two or three. Three, three or four, etc.. But the more people you're healing, the more you're forcing yourself into an extremely altruistic playstyle. In the time that you're rolling the dice to try to heal people slightly faster than usual, you could be doing gens. In trying to get stacks, you're just slowing yourself down. Even the result itself isn't that impressive in my opinion. It's all a lot of luck for not a lot of benefit.

  • @Kycer said:

    Nope

    Yes

    @terumisan said:

    It still sounds like a pain to deal with especially during egc

    Only if they have it active from beforehand. And even then, it's far from game changing. It would be a better idea to just not let them get the extra hit in the first place.

    @DocOctober said:

    So if someone has Mettle of Man and Borrowed Time, rescues a Survivor during the Endgame Collapse, there is absolutely nothing the Killer could do to stop either of them leaving the trial, since they are both protected by an extra hit. Sounds totally fair and reasonable, since we all know that Killers facing situations in which they are completely stripped of any power is fine.

    Similar story. This can ONLY happen if a killer got ran around for 60 seconds earlier in the game, and then never hit that survivor again throughout the entire game. If this happens, the killer deserves to be punished.

    @Kumakx said:

    https://forum.deadbydaylight.com/en/discussion/comment/689808#Comment_689808

    So if killer plays bubba and stands in front of a hook survivor has no chances to survive. Same thing. And in lower ranks it doesnt even have to be bubba, it can be any killer. From what i understand it requires killer to stay near the hook, so after unhook happens the unhooker can take the hit.

    But i do agree that this idea is a little bit off. You can gain way too much for way too little, looping killer for 60s is way too easy with good setup like shack + jungle gym.

    1.) This would not work against one shots off of hook, as you would technically be downed before the timer ends. So killers like Bubba or Billy could still camp hooks and ignore Mettle of Man.

    2.) There's also the flip side of the second point. Yes, you could get a phenomenal setup where it's very easy to get ran around for 60 seconds. You could also be set in the middle of a dead zone. It really depends. Again, high risk, but high reward.

    @CookieBaws said:

    Just reduce tokens to activate to 2. pretty much it.

    I thought about this idea as well. And while I do think that's a good basic fix, it still doesn't solve many of the problems that the perk has (Needs entire builds/playstyles based around the perk to get any utility, for example.). If this idea doesn't get implemented, this is one that I would like to see put in instead. But I still think that mine is more interesting.

    @PigNRun said:

    It was a bad start when you talked down on Autodidact. Its not perfect, but nowhere near trash.

    It's not trash, you're right. With the right circumstances, it can be a phenomenal tool. But getting those right circumstances to fall into place is a hassle, and in order to set them up, you need to sacrifice doing other important things (Objective). Mettle of Man is the same way in its current state.

    @Pandom said:

    https://forum.deadbydaylight.com/en/discussion/comment/689808#Comment_689808

    I think you're slightly misunderstanding what OP's suggestion was.

    After unhooking, you take a hit and a 60 second timer begins. If the timer runs out before you get downed, THEN you get to tank an extra hit. This honestly seems entirely avoidable, especially during EGC where it's not likely that a survivor will run you for a whole minute.

    ^What this guy said.


    I'll keep responding to comments as they come along, but I do want to highlight that this change does NOT guarantee a free save in EGC. In fact, its utility is probably the lowest in the endgame, when most safe pallets are gone and you are more likely to be downed sooner. Now, if the savior has Mettle of Man ready to tank a hit, that might be a different story. But in order for that to happen, they must have taken a protection hit earlier in the game, get chased for 60 seconds, and then not get hit for the rest of the game. This is a pretty hefty gamble, and it's what I love about this change. It's high-risk, high-reward in a really healthy way. No tricks, no crutches. It requires skill to get this perk to work out, but when it does, you will have as much potential as you could ask for on your shoulders.


    I think a lot of misconceptions are circling around this change would work, but I'm always here to answer any questions you all may have. Feel free to leave a comment!

  • @TheEndOfSolace said:

    It does exactly what its supposed to do I use it all the time I dont think it needs a buff. Sounds like you just need to be quicker to altruism

    I also use it all the time. And in its current state it's fine. But that's the thing, it's just fine. It's nothing like BBQ where it is probably the best perk in the game AND gives you extra BP. The only reason I'm suggesting a buff is because of the recent dev update (and because I kind of have the mindset of "buff everything until it's undeniably usable".).

    @Tsulan said:

    I´d be okay with an aura reading buff for WGLF. Similar to BBQ.

    If a survivor gets hooked, it shows survivors that have it, all other survivors for 4 seconds. Exactly like BBQ does. With the same restrictions. If someone is hiding in a locker, he wouldn´t show up.

    That way, survivors could save a lot of time, by determining if other survivors are closer to the hook.

    I actually really like this idea!


    I threw around ideas like the survivor unhooking seeing the killer's aura after the unhook (similar to Breakdown, but for the savior, not the saved.), but that was a little unexciting. I thought about adding more people to that idea, like all survivors or both savior and saved, but the former seemed too broken, and the latter still seemed too unexciting. This ONLY affecting other people with the perk is a really good middle ground, and I could definitely see it being used.

  • @PigNRun said:

    https://forum.deadbydaylight.com/en/discussion/comment/565045#Comment_565045

    (Referring to the first half)

    And thats wrong. Getting tokens isnt reliable enough. A second effect for this perk doesnt matter at all as long as getting tokens isnt limited by the amount of possible hooks and a faulty protection system.

    If you believe the perk has reliable ways to get tokens, then how many tokens, on average, do you usually end up with during a match? As someone who uses WGLF on every single Survivor that has it every time, I can say mine is maybe 2 tokens. And this is both considering matches I get literally no tokens and those were my team mates are downeed left and right for me to get tokens.

    On average, I usually get about 2-3. If I play more riskily, I can usually get 4 by taking protection hits (which I usually don't find buggy at all.).


    I do get what you mean, though. If we're trying to balance BP between killers and survivors, getting 4 stacks should be just as easy with survivor as it is with killer. I think the best approach to take with this would be to fix protection hits entirely (specifically ones not on survivors in dying state [like survivors in killers' grasps].).

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/565057#Comment_565057

    I see your reasoning, but I'd like it in perspective.

    If you don't me asking, do you play with friends or alone? And at what rank?

    As a survivor, I solo queue. I usually average out at high purple ranks, but I've gotten to red ranks. I'm just starting out as killer, and usually lurk around mid green ranks.


    Let's look from a killer's perspective first. Let's also assume that as of right now, killers get ~26k base BP per game. If a killer does decent and manages to get 4 fresh hooks, that 26k base BP is increased to 52k, enough to clear out a bloodweb and most of a second one (maybe even more if you're better at clearing webs than I am.). Right now, this isn't a big deal, because BBQ is a really good perk anyways, and one that people would use regardless of its BP gain. But this takes a nosedive once survivors' perspectives are taken into account, because WGLF, in its current state, is a worthless perk without the BP gain. In order for your change to take place, WGLF would need to be more than buffed, it would need to be changed entirely. Now, suddenly, new ideas need to be made to influence the meta, how it fits in with David's adept build, and more. And applying this change to killers and not survivors wouldn't solve the problem either, because that would make survivor/killer BP unbalanced.


    At the end of the day, I think it would make more sense for BP gains in this sense to be based off of perks. If a player wants more BP, they should run these perks. If they don't care, they are more than welcome to run a separate perk in its place.

  • @Visionmaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/565045#Comment_565045

    I am suggesting that every survivor gets +25% bonus BP for safe-rescuing or taking hits for other survivors up to 100%, and every killer gets +25% bonus BP for every fresh hook up to 100%. Less pressure to reduce the BP grind for new players, and bonus BP isn't gated behind purchase of Leatherface for killers.

    BBQC's aura reading gets buffed in some way or another effect added, while WGLF is free to be its own perk, just like the exhaustion recovery iteration you suggested.

    I'm not sure if that's a great idea. Getting saves and hooking survivors are already built in mechanics to the game that players are expected to complete. Just to give them a massive BP boost (even bigger than the BP boosts given now) regardless of whether or not they sacrificed a perk slot for it would make BP grinding a bit too easy.

  • @Dehitay said:

    The buff that gets asked for time and time again is for healing other players to give you tokens since protection hits and safe unhooks are difficult, bugged, and/or require competing with other survivors.

    @[Deleted User] said:

    Honestly I think just performing a heal by itself giving a token would be too easy and make it way too easy to stack. Would also be a ######### show during the actual game as people will just want to heal each other for tokens. Hell, half the time I already get two or even three little lost ducklings following me around to heal me when it's a damn Legion.

    I think healing people and getting stacks should probably be limited to only after exit gates are powered (read: when powered -- not when EGC has started). People love healing in front of exit gates before escaping anyways as well.

    I think the way you GET tokens right now is fine. I think what you DO with them needs to be buffed.

    @Visionmaker said:

    Pipe dream, but I think BBQC and WGLF BP bonuses should be passive and both perks adjusted to be viable.

    BBQC is a near mandatory DLC payment and WGLF is a handicap. Buffing WGLF would solve WGLF's problem, but not BBQC's.

    If this were to happen (BBQ getting a nerf and WGLF getting a buff), I think that another perk should come later to take BBQ's spot. All assuming that this is what you're implying.

  • @DwightsLifeMatters said:

    https://forum.deadbydaylight.com/en/discussion/comment/397789#Comment_397789

    Where you got these information?

    EAC doesn't check. ini files at all (could change tho, but since release they haven't)

    image.png

    Found here: https://forum.deadbydaylight.com/en/discussion/43698/about-editing-appdata-local-files-to-increase-fps


    I've also heard this in miscellaneous places on the discord.


  • @DwightsLifeMatters said:

    https://youtu.be/aTFym-Iqrss

    Follow this video guide, u can also watch his other videos for some more tweaks.

    If you still need more fps, you can change how big the window of DbD is (windowed mode, and as obvious it is: as smaller it is, as high the fps) and the next step would be to do tweaks in engine.ini

    Editing .ini files is bannable, no (Or at least UAYOR)?

1 2 ›