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NMCKE

NMCKE

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NMCKE
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  • @FrenziedRoach said:

    I'm not a fan of this.

    I'd prefer people get some intestinal fortitude and learn to adapt.

    Tired of games catering to a bunch of weaklings.

    I agree, but what's the point in wasting time against a generator grab spirit with Ebony Mori?

    While I do not advocate DCing, I do sympathize because they were going to lose anyways.


    Before BNP got reworked, killers were DCing against SWF who popped 4 generators within the first 30 seconds of the game.

    Again, I don't advocate DCing, but I can honestly understand why because those killers were going to lose the game.


    I feel like if these things were changed, DCing would be heavy reduced (not stopped completely).

  • Since Medical Kits were changed (looking at specifically insta-heals), do you plan on changing keys or mori as well? :)

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/749688#Comment_749688

    Getting the Auric Cells back is not supposed to be the default case.

    See my post here for why:

    https://forum.deadbydaylight.com/en/discussion/comment/749601#Comment_749601

    I do not think your claim holds for the majority of players because of this.

    I know, but if you have the time, I made sure to say this in my comment, it's definitely worth buying the premium season pass. Otherwise, it's not worth it in my opinion because you would be wasting money!

  • Space Coconut, I have to disagree with this:

    2) You earn your money back

    No, you have a chance to earn more Auric cells. The money you spent is lost. You can only earn the cells if you complete the pass up to that tier. If you're short, your only option is to purchase tiers for 100 cells each or purchase more cells outright.

    You actually save money from buying the premium season pass because not only you regain 1,000 Auric Cells over the course of completing the battle pass, but you also get cosmetics.


    Let's say you bought the premium season pass:

    Net Gain -1,000 Auric Cells

    Then you completed the season pass which gave you all your spent Auric Cells back to you:

    Net Gain 0 Auric Cells

    The Cosmetics You Earned Through The Season Pass:

    Net Gain 10,000 Auric Cells (because that's roughly how much it would cost you if you bought them all individually)


    Therefore, if you have the time, I definitely recommend getting the premium, but if you don't, I don't recommend getting it.

    Also, I know, I'm a trusted member and you probably think I'm saying this because I have a deal with BHVR. That can't be anymore wrong than it already is because trusted or not, I would be saying the exact same thing here. :)

  • @Peppa_Pigsaw said:

    https://forum.deadbydaylight.com/en/discussion/comment/747998#Comment_747998

    So basically, all killers except Nurse? Everyone could use this tech, Nurse just didnt need to.

    Well, she has add-ons that make her an M1 killer so I wouldn't be surprised if you start seeing Nurses use this tech. :)

  • @lynelmane said:

    Okay so, we all remember what happened with PlayerUnknown's Battle Grounds, right? When they added a battle pass to the game, even though it's a paid game?

    Battlepasses work well on free2play games, such as Fornite and Apex Legends.. But not paid ones. Yes, those games are shooters and work differently than DBD, but we aren't talking about gameplay here.

    When PUBG added a battle pass to their game, outrage occurred. How dare you make me pay to play your game, AND pay to get anything cool? You feel left out if you don't buy the pass, because everyone has these really cool skins and weapons that you don't. The free version of passes has like 80% less stuff in it (1 thing every 5-10 levels, versus 1+ thing(s) every level)

    I have already spent real money on cosmetics before, and on DLC's, AND on the game itself. Now you want me to spend even more money on a pass that basically everyone will have unless they're 12 years old?

    Battlepasses/rifts are a money grab, CHANGE MY MIND.

    You actually don't spend anything if you buy the premium pass, and it's even arguable that BHVR loses money.


    Not only you make everything back, but you get cosmetics (and we all know how expensive they are). Therefore, since you make all your auric cells back (you basically didn't spend any money) and you get cosmetics for free — that's a huge win!

    Typically I wouldn't recommend a season pass, but BHVR made their so generous that you don't lose money and you get cosmetics.


    If you play DBD a lot, I definitely recommend buying their season pass. I know I'm a trusted member, but trusted or not, I would be saying the exact same thing here.

  • @Mert_MK said:

    Another Pig nerf.

    F

    Not specifically, it's a nerf to all killers who could use this unique tech.


    Assuming this is a Pig nerf is not the correct way to look at this change/fix. You will see the bigger picture when you look at things from all directions.


    Edit: Englih is is hard.

  • @Peppa_Pigsaw said:

    For those of you who don't know, it is currently possible to walk on top of the Hay bales next to the harvester to hit survivors camping the window (Which is one of the safest spots of the game if you don't know about Harvester tech).

    Pig was especially good at accomplishing this due to her increased speed while ambushing.

    Now this tech isnt easy to pull off by any means, but if you know the pathing, you can pull it off fairly consistently. It was just learning that pathing is extremely hard because of how small that gap is.

    Now in the PTB, invisible walls push you off the hay bales, which prevents this tech from being pulled off entirely. I've tried multiple methods and they all have me the same result, me falling off and hitting a wall (special thanks to my friend Chaotic Riddle for helping me test it in KYF).

    BHVR, why would you remove a tech that required skill and extensive game knowledge that was only used on a small handful of maps and was the only way to punish an extremely safe spot if you weren't playing Nurse? It truly astounds me how completely and utterly incompetent that decision is.

    I can agree with this, this is very nice feedback with justification to support it. :)


    Yeah, I thought this was very unique to M1 killers in my opinion, and it doesn't feel cheap when it's used on you as a survivor. I would hate to see this go because it takes a lot of skill and knowledge to pull off, and even then, the survivor has counter play — vault back through the window, fake the vault if you know they will use this tech on you, or abandon the loop.


    I can tag @Peanits about this. He's pretty reasonable and loves to share BHVR's thought process behind every change. If he can tell us why they changed it, we can work with him about it.

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/746194#Comment_746194

    And doing nothing hurts the entire innocent community as the culture flaunts its toxic nature while ducking behind that convenient excuse you just put forth.

    Oh well. Sometimes you have to break some eggs to make an omelet.

    When I said you, it was meant figuratively, not meant as you personally. I did edit it to say ones instead.

    It's a valid excuse, you can't just go around and start banning people because you think they are attempting to bypass DCing.


    @TAG suggested we have an algorithm to figure out who's trying to bypass DC systen.

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/746132#Comment_746132

    Obviously there is a threshold given. But frankly if your internet connection is such that you are ruining multiple games each and every day then you are an acceptable sacrifice for the better of the game.

    Listen, in DOTA2, a game with half a million unique players playing at any given moment and 12-15 million unique players each month, in a world where India loses power daily, players from India still deal with the consequences.

    Your personal situation does not justify or warrant a gaming company to allow a problem to go unaddressed to the detriment of its community.

    It's not my problem, I have great internet connection nor am I saying bad internet justifies ruining other games.


    I'm talking about how you can randomly lag while struggling and boom, you're dead. To your teammates, that could look like a DC attempt when really it was the struggling mechanic that messed you up. There's also players who are new, and they suicide on the hook, would you count that as a DC?

    You're crossing a dangerous line because punishing for hook suicides can end up hurting innocent players. :(

  • Y'all, take a chill pill on going after @Peanits, he's just the messenger and in all honesty, they are probably changing mori and keys too. :(

  • @Tucking_Friggered said:

    https://forum.deadbydaylight.com/en/discussion/comment/741602#Comment_741602

    "Disconnecting bannable -> Suicide on hook -> Suicide on hook bannable -> minimize the game until its over -> AFKing bannable -> minimize and move every minute to prevent crows."

    Reported->Reviewed->Hardware banned->End loop

    What if it's a new player or someone who lagged?

  • @Fl4k said:

    https://forum.deadbydaylight.com/en/discussion/comment/719292#Comment_719292

    Oh no we need to use an addon to have 3 hatchets quit being entitled

    That's what makes iridescent hatchets OP in my opinion.


    I'm also entitled to my opinion, just like everyone else. You are free to disagree with me and explain why you disagree.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/745538#Comment_745538

    Did it really though? I've tried it in the past. All you need to do is put on Empathy and stay close. Bonus points if you're on voice chat and they can tell you when they're about to go down. You can spend that time working on nearby totems or generators, even.

    Actually, if you was using a septic agent, poor coordination could lead to the killer smacking the healed survivor back to the ground. :)

    By no means I'm saying septic agents are fine, but I just wanted to let you there's some planning to insta-healing a downed survivor. On the other hand, anti-hemorrhage syringe basically negates the counterplay because the survivor has two health states and the killer can only take one away with their basic attack.

  • Honestly, they actually buffed insta-heals because the septic agent grants the Endurance status effect.

    Which means you can tank a hit while exposed which you couldn't do before. :)

  • Great points, Nurse isn't dead at all — she still ignores pallets and vaults.


    I honestly cannot wait for the PTB because it's where we get a hands on experience! :)

  • @Ihatelife said:

    @NMCKE Do you think that nerfing the most unfun things to play against (insta-downs, insta-heals, keys, moris etc) would resolve the problem with DCs?

    It would help, but not solve the problem entirely! :D

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/741640#Comment_741640

    I dont know, do you play the game on a daily basis?

    Does the game has a Did You Have Fun rating?

    Yes, it does. :)

  • @Tzeentchling9 said:

    https://forum.deadbydaylight.com/en/discussion/comment/741615#Comment_741615

    That is my point though, unanimously agreed upon by whom? The vocal minority? It's too subjective to determine and you can't base it on what gets the most DCs in a match either because that just weaponizes DCs like what happened with Freddy.

    Again, no one is saying that better balance won't result in less DCs, it probably would, but that shouldn't be the focus of the issue.

    Holy moly, didn't think I would ever reach 30 notifications before! So many people to discuss with and talk about this as a community! :D


    I think @ScottJund is trying to point at things the majority of the community, both killers and survivors, think are just unfun.

    This includes a lot of things such as Ebony Mori, certain killer add-ons, keys, insta-heals, and so on.


    Players typically DC because they had enough. Well, if we can figure out why they "had enough" then we can try to alleviate the unfun factor of certain things — which could help both sides overall.

  • @Mister_xD said:

    that would be really cool!

    though, it would also be a lot of work for basically nothing, so i doubt they'll implement this, sadly :(

    Anything is possible to be honest! :D

    We just need to get a response from a developer about this: @Peanits

  • @ColonGlock said:

    If you only have "fun" when things are going your way, play a singleplayer game.

    Since these disconnects ruin other people's games they should be discouraged in some way.

    And bringing up punishment for survivors who die on first hook is a strawman.

    They would never do that as that would mean bloodpoints for the killer, and the whole idea behind disconnecting is to deny points and/or to throw a tantrum.

    They should punish DCing, never said they shouldn't.

    I'm just offering a different approach on the whole DCing situation, and punishing suicides is crossing a dangerous line. It's not strawman, it's an actual concern that requires a lot of tracking to do correctly or you risk punishing innocent people.


    If we changed a few things for both sides, and make the environment much more friendly. Then that could help DCing, that's really all I'm saying.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/741384#Comment_741384

    Alternate solution: Change how kobeing works to make it harder to deliberately die on the hook without being super blatant about your intentions.

    This would definitely work to be honest! Just one thing, nothing huge!

    Now, how would tell the difference between someone who wants to ruin the game and someone who is new to the game?

  • You will receive the punishment equivalent to DCing 4 times since you ruined the game for 4 other players.

    This also prevents SWF dodging once you see what killer it is because you will have to take the punishment for your 3 buddies and the killer. :D

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/741343#Comment_741343

    The same as whatever is considered a non-punishable frequency of DCing?

    That's what I was worried about:

    It's going to be very difficult to find the right frequency for everyone. :(

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/741332#Comment_741332

    I believe they said that with dedicated servers, they'd be able to detect tools for other forms of rage quitting besides DCing. So suiciding frequently on hooks and even being AFK.

    Other games have made similar tools for similar griefing behaviors, so I don't see why DBD wouldn't be able to.

    I seen Overwatch have something very cool in their DC system that would benefit Dead by Daylight greatly.


    Basically, when someone DCs within the first minute in the game or so, the game is canceled and the person who DC'd gets a heavy punishment.

    If someone DCs after the first few minutes or so of the game, a minute timer will start where you aren't allowed to leave the game without punishment. The person who started the timer will get a heavy punishment.

    At the end of the timer, you are allowed to leave game without a punishment but you will still suffer a de-pip.

  • @Mister_xD said:

    so...

    how are we gonna make the guy stay in game who DCs as soon as he goes down?

    or the guy who DCs when he gets a map, killer, offering or add ons he doesnt like?

    i know what you want to say, but due to the, sometimes really ridiculous, reasons players DC it would be impossible to "fix" them all.

    there needs to be harsher punishment, or those players will not stop and keep ruining the game for others.

    That's obvious, he paused the game and willing selected to leave despite the consequences that comes with DCing.

    This would be okay to punish more.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/741332#Comment_741332

    "You can't punish people who suicide on the hook because there are many variables to consider:"

    I think the only variable you need to consider is how often it happens. I can't imagine a scenario where someone frequently kills themself on hook for a reason other than wanting to ragequit without actually DCing.

    What frequency do you think would be fair to everyone?

  • @[Deleted User] said:

    The problem is that people DC because they're unhappy about <X>. <X> can be pretty much anything, from just the killer they go up against (had 3 people insta DC against a Nurse which left me to just 1v1 her. She was actually very nice), to people get unhappy that they just got downed first and so they rage quit.

    How do you fix things like this? Are people just not allowed to play any strong killers? Are survivors just unable to be the first one downed?

    At some point the player needs to take responsibility instead of saying "it's the game's fault!".

    Be mindful that DCing currently is INCREDIBLY lenient. My brother's friend DCs in at least like 20~25% of his games (and this is why we don't play with him) and to my amazement he's still not banned. This behavior of his is not exclusive to Dead by Daylight. In a fighting game, if he gets hit 3 times before he even lands a hit on the opponent, he will surrender. Not even put up a fight. It's ridiculous how much he does it.

    I've seen people be banned for DCing, so I know it is a thing, but you have to do it A LOT. To make it so these people like my brother's friend don't DC, you basically have to cater the game to them and I don't think is a smart or healthy move at all. Ultimately, if they're DCing that much, and truly aren't enjoying the game, they either need to take a long break, or seek some other game they enjoy more because it's certainly not this game and ruining other people's matches isn't good, either.

    I don't think anyone who doesn't serial DCs would mind if that threshold was lowered, once properly working dedicated servers were out and the game stops spontaneously crashing for no reason.

    I will say however that incentives that reward good behavior is always a win win for everyone, but I don't think it should be taken much further than that. This won't stop serial DCers, but it will help keep those on the fence a bit more on the good side.

    There's a difference:

    There are going to be people who DC just because they got outplayed.

    There are going to be people who DC just because the killer is a Prayer Beads Spirit.


    While I agree players should be responsible for their actions, you can't force players to play against something. If DCing gets out of hand and we Up The Ante on DC punishments, what's going to stop people suiciding on the hook?

    You can't punish people who suicide on the hook because there are many variables to consider:

    • Did they lag?
    • Was it a new player?


    I don't think it would hurt if both sides got their OP stuff taken away for the better of the game in my opinion. :)

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/739269#Comment_739269

    Small Game and Hunch. I exclusively play solo and if I’m seeing NOED a bunch, I throw on Hunch and it makes totem breaking a cinch. But typically even without the perks, it’s not hard to be proactive with totems, even against the quicker killers.

    I understand what you’re saying just fine. It’s just a weak excuse.

    Ironically, in my opinion, Detective's Hunch isn't that good for totems when you have Small Game that can tell you where they are on the go. :(


    I think Detective's Hunch should reveal everything for a longer duration, or give it the Dark Sense treatment where it activates whenever a generator is completed — not when you complete a generator.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/739194#Comment_739194

    Which is why they got removed.

    If you want more of a horror feeling for the survivor side, that's fine. If you want hiding in plain sight to come back, that's not okay.

    I want it to be scarier for survivors to be honest! :)


    Also, what happened to the red light in the basement? :(

  • @Elk said:

    This is very good! I love this game a lot and it would be cool to see them. I like the idea for the eggs and all of the perks. The only one that would be a problem is Technology Progress. I personally don't care for gen speed perks, but people will complain about it, even with the requirement of a safe unhook.

    That's why I added a lot of conditions to the perk in order to get faster repair speed.


    Also, autocorrect is my curse!!!!!

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/739597#Comment_739597

    It does. Slight speed boost.

    your Movement Speed is increased by 2/3/4 %.

    Ah, thank you! :D


    There should be more perks like NOED!

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/739590#Comment_739590

    I agree. There is a good amount of things that need looking at.

    Mori

    Keys

    Insta-heals

    OP Killer Add-ons (looking at Prayer Beads, omegablink, iridescent hatchets, etc)

  • @HellCatJane said:

    @NMCKE lol. Good point.

    No mither, baby! Let's go!!!!

    No One Escapes Death also provides a speed boost, right? I can't remember if it did or if it was removed. :(

  • No need to call people out because of their opinions. :(

    Keys are pretty OP, but they are other things that need to be looked at too.

  • @Blackowt_9120 said:

    https://forum.deadbydaylight.com/en/discussion/93266/the-last-noed-post-we-need

    People get upset with NOED because they don’t do bones and feel entitled to escape if all the generators are done. Reward for failure on the survivor side would be keys and instaheals. Especially keys. You can apply enough pressure that survivors don’t finish a single gen, close the hatch, and someone can still escape. That’s rewarding failure. NOED does not reward failure.

    No One Escapes Death doesn't bother me, especially when I don't heal.

    I think the perk is pretty balanced. :)

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/738180#Comment_738180

    I can confirm that facing people who know what they're doing (including @NMCKE here) can be a huge pain for even the most experienced Spirits (like me, if I do say so myself).

    @artist, I faced Masantonio's Spirit before and was able to do very well against him despite Masantonio's Spirit being crazy.

    Did I go down? Yeah, I got downed, but I shouldn't be able to run killers for 5 generators, especially when I was facing someone who knows what I'm doing as a Spirit main. I think our chases were around 1 minute, and that's pretty decent in my opinion.


    You just have to play smart and think like a Spirit main. :)

    If you have a video of you going against a Spirit, I'd like to analyze the video. I can tell you what exactly is the right call at specific situations and give you in depth feedback!

  • Image the light from the sun is what makes the red cracks in the ground?

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/738128#Comment_738128

    the spirit is thinking "I see scratch mark, I go there. I hear sound, I go there". there's nothing to outsmart or outplay. it's basic tracking.

    I'll give you some advice for the seasoned Spirit players: You don't need perks for this.

    • Don't run back to the Spirit because she could be faking it — oldest trick in the book for every Spirit main.
    • Windows force a 50/50 with her because she doesn't know if you're going to fake it or not.
    • If she begins to stand still at a dropped pallet, drop the loop and go to the next one. Staying at the loop will get you hit because she will predict you.
    • Don't make it obvious what you're going to do next. If you know she's phasing and you're confident she's hot on your trail, don't run to something she might phase to such as pallets or vaults (exception: If she been Phasing for a while, drop the pallet because she doesn't have enough time to go around).
    • If you're going drop a pallet, try walking to the side of the pallet instead of staying in the center and don't always throw the pallet down. Throwing the pallet down while she is phasing tells her information, so she will immediately adapt to the situation and go around the pallet.
    • (Cont. from the tip above) If you know she's just started phasing and you're at a pallet, drop the pallet on the side she is on because most spirits expect the survivor to drop the pallet on the side away from her. Some spirits even prepare for this by phasing around the pallet to go for a hit.
    • Count to 3 seconds when she fakes a vault, but make sure you are running away from the vault. If you counted to 3 seconds and she hasn't vaulted, she's likely phasing around so run towards the vault but don't vault the window nor get too close to it!
    • If you have a lot of distance between you and the spirit, run in one direction then walk in another direction. This is classic and most spirits expect this, but this works against good spirits more than it should.
    • Running towards completed generators can hide all sources of sound coming from you.
    • If you have a flashlight from a chest, aim it at her while she is standing still. Blinding her means she is faking, but if you can't blind her, she is phasing!
    • Gen-tap when she's using prayer beads because it makes her impossible to grab you. You only have to gen-tap when she's not occupied with someone.
    • If you know she is phasing, walking back to her husk while avoiding walking on your own scratch marks (she might bump into you if you do) can juke her sometimes.
  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/737921#Comment_737921

    ty for more perk-based counters. this is even worse because your goal with these perks is to not get in chase period because she's THAT dominant in them. this only supports my point

    Well, there's actually a lot you can do in a chase, you have to think what the killer is thinking then adapt to the situation.

    Sometimes the most obvious choice isn't the best because she knows that.


    However, if you're really struggling against Spirit, there are perks to help you out.

  • @Regionlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/738046#Comment_738046

    But spirit in every post has a defence party claiming Iron will and spine chill fixate are some kind of counters. When none of them really are versus good spirits, and I don't need these perks versus any of the other killers, so why the f would I consider perks a counter to her exclusively? Alright, done with this nonsense thread.

    Calm down, these perks are actually really good, but you have to understand what a Spirit player thinks then use that to your advantage.

  • @Regionlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/737921#Comment_737921

    It's been said many times, but perks shouldn't be the mechanic to counter a killer. Also, many people play survivor for the fun chases, and hardly anyone enjoys vs spirit. If I had to vs spirit or Nurse every match I would just stop playing survivor.

    Both sides are forced to use perks to counter strategies.

  • I was thinking once you start mending, you must finish mending.

    Therefore, you can't mend in plain sight or else you're dead.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/733252#Comment_733252

    probably because any counter people have given me that isn't perks doesn't work. that includes you.

    However, Spine Chill and Fixated is anti-spirit, you don't even need Iron Will if you play everything right because you won't be getting hit when she can't find you. :)

  • In a perfect world were DS only activates on killers who tunnel, I would agree. However, since DS can be used for more than anti-tunneling, then I have to disagree, sadly.

  • I can tell you're quite heated right now, but don't worry, we all get upset at one point.


    Just take a break, do something else to cool off — maybe play Minecraft? I play Minecraft when I'm upset because it is a soothing game! :)

  • Give BHVR a break — the game has improved over the last year it's hard to not commend them! :)


    Also, coding isn't as easy as you may think because you have to work things out in a incremental process. You have to think about what's going on at all times, and think about why it's happening.

    Then if something is wrong, you have to figure out why it happens so you know where to look and see what's going on in the code so you know how to fix it.

    Now, imagine doing this when you have 10,000 upon 10,000 lines of code!


    Here's an example:

    There's a bug in my program, I want you to find the bug and tell me why it's a bug.

    20191005_104310.jpg


    I made this one pretty easy, but you should get the point. BHVR does a lot and you can't always rage at them for every human mistake they make. :(

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/736502#Comment_736502

    Well I can only guess that it’s the one thing they have right on PS4 over other platforms.

    I genuinely ALWAYS receive a MoM stack by those 4 listed circumstances.

    Sometimes it doesn't work for me when I take a hit whilst the killer is carrying a survivor.

    Other than that, it usually works.


    I think they should fix protection hits, or replace the condition with something as difficult as getting 3 protection hits.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/736381#Comment_736381

    I do.

    All the time.

    You are guaranteed a MoM stack when taking a hit:

    • whilst attempting to revive a downed team mate.
    • whilst healing another teammate.
    • When the killer is carrying someone to a hook and you’re attempting to body block them.
    • While unhooking a team mate (which probably means you should also be using BT)

    You forgot that the protection hit register only works whenever it wants to.

    Fix that, then, as a person who uses Mettle of Man, will say the perk is balanced. :)

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