k7142001
k7142001
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- k7142001
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@Alfred said:
lol what you hear as a survival /= what you hear as a killer.
Actually killer hear nothing except crappy chase music, and sometimes survival's pain.
Foot steps or breathing? No way.
I run stridor and this perk doing nothing at all...
I main Spirit. That means I have always been able to follow survivors' footsteps. Survivors' footsteps are fine as they are now. I hate people who don't actually listen when they play killer and yet ask for unreasonable sound changes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/515409#Comment_515409
Spirit Fury isn't OP at all. I think you forget that Spirit Fury and Enduring together are two perk slots. MoM is only one perk slot -- a single survivor perk should never be on par with two killer perks. Spirit Fury by itself is actually pretty damn weak without Enduring.
If you're ever in a position that you can't help but drop the pallet on the killer, that means you were playing too greedy with the loop. That's your fault -- the perk didn't make that happen.
You don't need to be hit by Spirit Fury to know if it's there. You can watch other people chase and see if the killer has enduring or not. You can hear how fast the stun and the time between kicking the pallet takes, if you don't have direct line of sight. If you know the killer has Enduring, you can assume the killer has Spirit Fury anyways. Worst case scenario, you lose out on one -- one second of stun time if they don't have Spirit Fury with Enduring. If one second makes or breaks a chase for you somehow, then you probably made a mistake somewhere.
Enduring alone is a very good perk. It's a frequently used perk for killers even before spirit fury came out. You're making it sound like that enduring is useless unless when paired with spirit fury.
Also, survivors should always try to make the most of each loop. To assume a killer has spirit fury and drop every pallet instantly is very detrimental to your team. Moreover, like I said, you are not always able to drop the pallet earlier because killers can lunge into the pallets.
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@NoShinyPony said:
@Johnny_XMan My point is: You can't compare a strong, balanced, counter-able perk like Spirit Fury with a super-unbalanced, too powerful, uncounter-able perk like the current MoM.
This is not about that perks have to be counter-able. It's about balance and the current MoM is the opposite of balance. I'm happy when it's gone.
LOL, so spirit fury is balanced and MOM isn't? Survivors will only know you have spirit fury after you land a free hit. If the survivors aren't SWF, you can land more free hits. Also it's not always that you can put the pallets down earlier. It's absolutely double-standard to say that MOM is OP because it gives you a free hit while Spirit fury isn't.
While I do agree MOM should be nerfed, three protection hits is definitely not the way to fix it. It will become one of those useless survivor perks like deja vu. Actually I think deja vu will be more useful that the new MOM.
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Totally agree. A famous streamer was complaining about the recent MOM change lately and his fans immediately started a rampage on this forum and repeated exactly his words. No kidding.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/514375#Comment_514375
If you want the requirements to be reasonable, then the effect of the perk needs to be reasonable, too.
Either the perk remains powerful and the requirements to activate it are high, or its effect gets lowered and its requirements get lowered as a result.
Devourer Hope is a high risk high reward perk for a reason. Killers don't just get to mori and one shot people for getting 5 unhooks for free. They have to do that all while protecting the totem. The unhooks have to be far enough unhooks, as well. 90% of the time, the perk never even activates at 3 stacks and gets destroyed before then, but you don't see people complaining that perk being too difficult to get off.
It's not difficult to activate Devour hope. If the totem is hidden well, you can get its exposed effect after three hooks. It has more to do with your luck of totem placement than requirements to activate the perk.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/513036#Comment_513036
Getting an extra health state should be rare and hard to do. If you make a perk have a powerful effect that's easy to get off with little to no drawbacks, then why would anybody have any reason to run something else over it?
That's why almost everyone runs MoM as it is. It's easy to get off, and the effect is universally insanely good.
What annoys me is that if MoM was released like this first instead of what we have currently on Live, people wouldn't even be batting an eye.
The requirements to activate a perk should be reasonable. If you make it nearly impossible to activate a perk, the perk will be useless no matter how strong its effect is. I don't even get a single protection hit in most of my survivor games. Why would anyone think three protection hits are the reasonable costs to activate a perk?
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Three protection hits are extremely rare in a match. You should only take a protection hit when it benefits you and your teammates. To complete three protection hits, you pretty much have to follow the killer around and farm your teammates non-stop so that you can activate MOM and take just ONE free hit. It's ridiculous.
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They're making pallets unsafe and removing long loops. This is absolutely horrible because only bad killers let survivors escape at unsafe pallets.