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mithrios

mithrios

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mithrios
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  • @landromat said:

    It takes literally months just to change couple of numbers. Honestly Balance patch should happen 2 times in a month, not in a year. My hopes devs can speed up process once because they didn't shake meta since 2017 and it makes me sad

    welcome to the club

  • Dead hard - exhaustion perk

    Decisive strike - Anti tunneling perk

    Unbreakable - Anti slugging perk

    Borrowed time - Anti camper perk

    purple medikit

  • Instead of heal an entire health state, i would change the condition in : safe unhook or complete an altruistic action (like aftercare)

  • this thread make me think " wow people really don't know this game "

    sorry but soul guard is at maximum a 3/5 perk

    the unbreakable part is too situational, alone this perk can raise up from dying state 1 game of 50 maybe,

    and the 8 seconds endurance effect? well is useful only in combo with unbreakable( but the killer have to slug you and many times 8 seconds of endurance effect are useless because the killer is far away from you ) or if your team8 use for the people.

    so in conclusion stop claiming for nerfing an already medium( i don't wanna say weak but sure not strong ) perk.

    P.S: if i found as a killer a survivor running soul guard i'm really happy, because this mean he is not running one of the meta perk like DS, dead hard borrowed time and adrenaline...

  • For what i know last time i tried MoM (after 3.7.0), i received only 1 token after 2 hit while unhooking .

    From your experience how many stack give too you after an unhook(and 2 hit of course) ?

  • it would not encourage farming, sometimes you just have to exchange hook with your deadly teammate to save him and is nice have some bonus for that , this is a huge nerf even after the lingering effect buff... if is not a bug ofcourse

  • @Cheers said:

    Did it give you the protection hit score event?

    nope

  • Second wind totally deserve a buff, now is useless, maybe i would just change the activation condition, from heal an health state to safe unhook.

  • WOW really unti-tunneling, i like your idea! hope devs look at this post

  • i like your suggestion, hope devs read it

  • @Elena said:

    NOED basekit? Are you sure that's a good idea?

    yes,with NOED basekit you slowdown the game a lot, the time to find all totems, now is too fast from a survivor main

  • I agree, the perk is now meh 2/5 , maybe a better buff would be that you can use it with any health state ( if you are injuried you go down )

  • @HellDescent said:

    https://www.youtube.com/watch?v=jjXPO4IeXFM

    It took me over 50 tries to do 3rd level D. King's challenge(taking protection hit and escaping). I escaped 18 times while taking a protection hit. But the game just says F you and gives you distraction points, while the description clearly says "Obtained when taking a hit from the Killer within 10 metres of an injured Survivor or when the Killer is carrying another Survivor.". This game is so ######### broken and then they come up with challenges that you have no control over and are nearly impossible to do

    me too! the same bug

    if you are near an healthy survivor the protection hit doesn't trigger

    i don't think is hard to fix... devs are always so lazy?

  • @HexBananaBread said:

    It's basically old BT

    this plus new BT is the old BT, i just split the effect of the old version

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154049#Comment_1154049

    Well it has the power to take you away from a dead zone so even if you go somewhere without a pallet you can still get to a very safe pallet after being hit

    well yes but actually no

    normally after you get hit you have a 3 seconds boost at 150% and the rest 1.5 seconds at 100% with ttcm you have all 4.5 seconds to 150%

    the difference is between 1.5 seconds as 4 m/s(100) or 6m/s(150)

    in metres are just 3 metres

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154036#Comment_1154036

    resi is already becoming pretty meta honestly I see it more and more and while I agree that it will waste survivors time searching they will not be healing anymore which is kinda the problem legion and plague face with gens

    I don't agree on resiliance( i find 1 resiliance over 10 games) but anyway

    the benefits of this perk are obvious, think this, because ruin was so strong?, why pop is strong? Because punish generators going too fast

    SoF( you can combo with Thanatophobia!) doesn't increase the generators time like ruin or pop ( is already a M1 simulator ) but punish survivor to bee too greedy...

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154015#Comment_1154015

    Yeah but you’re proposing a perk that will butcher m1 killers who already need all the help they can get

    M1 killers are in a bad shape now and they will be in the same bad shape even with ttcm

    what M1 killers need is a game mechanic/some good perks that slow down the game, not nerf any potentialy/survivors perks(maybe some nerf but is not the point ) ...close off topic

    anyway

    ttcm is probably a good perk but always think : is really OP? this can be better of the meta(DS/DH/Unb/Adre)? I don't think so, if i run ttcm i remove one of the meta perk...

  • @Mo4ntus said:

    I feel like this is too many effects cut it down to either the gen which honestly seems pointless because people would just start using resilience and the other one you might as well just use nurses

    Probably too many effect i would remove this part "If this hex totem is cleansed by an Healthy survivor that survivor becomes injuried."

    this perk can be useful in many situation, :

    • a generator completed in front of you, now you can down with one hit instead of start a chase
    • survivors who complete a generator now have to mend and lose time , ok they can play with resiliance(not a common/meta perk anyway), or risk to be downed in one hit.
    • you see aura of survivors after healing ( you can also combo SoF with Nurse Calling )
    • is an oppresing Hex perk that force survivor to search for it (like old ruin),lose time and not genrush
    • SoF punishes what the survivors know best...the genrush
    • SoF afflict each survivor on a gen so you with only one gen done you injuried more survivor

    And many other situation that don't come in mind

  • @Mo4ntus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1152398#Comment_1152398

    Yeah because the devs don’t want exhaustion level perks to synergise with exhaustion perks this would be like a 2nd sprint burst

    You right but Ttcm can't be considered an exhaustion perk, every exhaustion perk gives at least 3 seconds boost, ttcm last just 1.5, if i would add exhaustion status i will change the boost to 3 seconds

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/135821/try-to-catch-me-new-survivor-perk-idea

    Seems like a great idea, but let's add more cream to the deal here:

    Try To Catch Me :

    When you receive a hit from a killer basic attack, the sprint last 2 seconds longer than normal.

    You recover exhaustion while running at 30%/40%/50% the normal recovery speed.

    A perk with just :"You recover exhaustion while running at 30%/40%/50% the normal recovery speed" would be very OP

    the only thing that i would change is add a timer to avoid any abuse

    Try To Cacth Me :

    When you receive a hit from a killer basic attack, the sprint last 1.5 seconds longer.

    Try To Cacth Me has a countdown of 100/80/60 seconds

  • @Happygamer96 said:

    Call it “dying breath” (sounds cool) it could be an exhaustion perk.

    yeah sound cool, i don't like the idea of an exhaustion perk because it would have bad synergy with other exhaustion perk, maybe i could add a countdown like 60 seconds to avoid styptic or fast heal...

  • @Mooks said:

    I like it

    Could also be an Exhaustion Perk, maybe with adjusted duration?

    I prefer this way if it is an exhaustion perk it will has very pour synergy with other exhaustion perks

  • @GReY_WolF said:

    Cheat Death - survivor perk.

    Once activated, the next occasion that would put you into the Dying State is ignored and you break into a sprint at 150 % of your normal running speed for a maximum of 3 seconds. After 3 seconds you automaticaly put into dying state.

    Causes the Exhausted Status Effect for 60/50/40 seconds.

    Cheat Death cannot be used when Exhausted.

    You do not recover from Exhaustion while running.

    Despite this perk could look like useless it actually have many great uses:

    Run away from the basement, despite it is hardcamped.

    Unhook trade vs campers (does not work vs grasps tho).

    Take position under pallet/locker for further save from teammates.

    Have great synergy with tenacity to cover great distances and probably get away from the killer.

    Escaping through gates/hatch.

    Tap generator (or even finish) before being knocked down.

    And probably some more uses!

    should be 5 seconds imho

  • @kcwolf1975 said:

    Is this glitch happening on ps4?

    Yes

  • @Kind_Lemon said:

    I quite like:

    Distortion:

    Your aura when read appears as a(n) 8/12/16 sphere centered within 6/10/14 meters of your character. Your character model does not appear in auras.

    very complicated 😅

  • @Milo said:

    Any Means Necessary - Do you mean ANY pallet you throw down? Am i the only one that think on this perk it would be too good?

    Boil Over - How exactly would you control it?

    Camarederie - tbh i feel like this would be way weaker than its current version. It should have/either have a) work with bigger range b) work with killer instead of a survivor (after some delay obviously so it doesnt activate as soon as killer hooks you)

    No Mither - "Grunts of Pain caused by injuries are reduced by 50/75/100 % at any time." This shouldn't be at any times if it gets buffed to 100%. It should be 100% in injured and 50% in dying state.

    Open Handed - I dislike this because, if played as SWF or cordinated solos (somehow), would remove almost most of the aura reading perks.

    Slippery Meat - I think that most of the times it would cause you harm (if used with diffrent exhaustion perks) or do nothing at all. (unless it ignores exhaustion?)

    Small Game - Don't think that's the buff it needs.

    And Vigil - would still be kinda useless.... Mostly because most effects are pernament till x condition was met. It would help a bit buuuut yeah.

    (if i didn't mention a perk that means i'm neutral or happy with your idea!)

    Any Means Necessary: yes,every pallet. many time you can't raise up any pallet because they have been all destroyed so i add another primary effect, if you think many killer just avoid the stun or take it because they have enduring is not a great deal

    edit: math wrong !i wrote 20% but in my head i think to 10% so without enduring 2,2 seconds from 2 and with enduring 1.1 seconds form 1

    Boil Over: i play on console, so maybe with analog stick, i don't know on keyboard

    Camarederie: when a killer camp the strongest thing your team can do is rush gen and no wasting time near to you. i reduced the time because if not it coud be abused by rush and just save you at the last moment 

    No Mither: yes, you right

    Open Handed: 8 m is a very short range, maybe 6m ... the strongest combination i can think is with OoO, killer perks like nurse calling , B&chili ecc.... they all work in long distance,

    Slippery Meat : nono it has exhaustion if not it would be too strong imho , the purpose of the perk is to escape fast that you can from the killer and after that recharge other exhaustion perks like dead hard/balance

    Small Game: true anti-totems-perk, i think it's a perk that lacks in the game

    Vigil: it still can be cumulate with your team so i coudn't make it too strong

  • @NullEXE said:

    I'm just going to be the first to say. Survivors need a lot of nerfs right now, not buffs to their weaker / less used perks.

    ofcourse survivor need a nerf, the purpose of this topic is to revaluete some perk little used in the game

  • @Milo said:

    Any Means Necessary - Do you mean ANY pallet you throw down? Am i the only one that think on this perk it would be too good?

    Boil Over - How exactly would you control it?

    Camarederie - tbh i feel like this would be way weaker than its current version. It should have/either have a) work with bigger range b) work with killer instead of a survivor (after some delay obviously so it doesnt activate as soon as killer hooks you)

    No Mither - "Grunts of Pain caused by injuries are reduced by 50/75/100 % at any time." This shouldn't be at any times if it gets buffed to 100%. It should be 100% in injured and 50% in dying state.

    Open Handed - I dislike this because, if played as SWF or cordinated solos (somehow), would remove almost most of the aura reading perks.

    Slippery Meat - I think that most of the times it would cause you harm (if used with diffrent exhaustion perks) or do nothing at all. (unless it ignores exhaustion?)

    Small Game - Don't think that's the buff it needs.

    And Vigil - would still be kinda useless.... Mostly because most effects are pernament till x condition was met. It would help a bit buuuut yeah.

    (if i didn't mention a perk that means i'm neutral or happy with your idea!)

    Any Means Necessary : yes every pallet,many time is a perk that you never use in a match because every pallet is been destroyed,so i add another primary effect that is not reallly impactful if you think many killer just avoid the stun or if they take it they have enduring.

    the stun time would be 2.4(normaly without enduring is 2),and 1.2 with enduring (normaly with enduring is 1).

    edit: i make the wrong math ! maybe a 0/5/10% would be better , 2.2 without enduring and 1.1 with enduring

    Boil Over: i play on console, maybe with the analog stick, i don't know with keyboard

    Cameraderie: when a killer camp, the strongest thing that your team can do (to punish the killer) is genrush and not stay near to you wasting time, i reduced the time because if not it coud be abused by just rush and unhook at last moment

    No Mither : i was meaning this, i wrote wrong , you right

    Open Handed : 8m is very short, maybe 6m, the strongest combination i can think is with OoO, for killers perks like nurse calling,B&chili ecc.. they all work in long distance, so i don't know how it coud affect killers perks( i don't mind anyone)

    Slippery Meat : i think if it ignore exhaustion it will be too strong ,the purpose of the perk is to escape fast you can from the killer so you can recharge other exhaustion perk like balance/sprint ecc...

    Small Game: true anti totems perk ( i think one perk of this type lack in the game)

    Vigil: still cumulate with teammate so i coudn't make too strong

  • @thrawn3054 said:

    It still amazes me how many people don't see the value in Spine Chill. It's incredibly useful in almost every situation.

    the fact is simple : you can run only 4 perks and spine chill is not in the top 4

    p.s: anyway spine chill is a good perk

  • @Yung_Slug said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138459#Comment_1138459

    "Just look around to see who's coming."

    Any stealth killer with half a brain cell isn't gonna approach you from where you can see them clearly.

    even if the killer can come near to you without let you see him, if you are at least a decent survivor and don't make you grab but take a hit is fine

    i trade 100/100 a hit from a good stealth killer for a second chance perk instead of sphine chill

    spine chill still not worth a slot imho

  • At the best spine chill is a 3/5 a normal perk

    oblivius ? Who cares!

    stealth ? Just look around and see if the killer is coming

    6% boost ? Nice but can’t be the reason to use 1 perk slot

    moral of the story ? Just use DS, DH , adrenaline and unbreakable

  • 2 protection hit woud make MoM a fair perk but absolutely not broken

  • @Sinner5Gonn4Sin said:

    Evil has a way of always finding you.

    After you escaped it 4 times despite the wounds you collected, Mettle of Man activates.

    Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.

    The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.

    Mettle of Man will deactivate the next time you are put into the Dying State.

    Increases your chances of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    Essentially a risk/reward system that would reward you for breaking chase while being injured. 3 times would be cheap since Dead Hard is a thing, but other than that I always thought it would fit Ash a little better lorewise.

    i think you need precise and defined ways to get tokens and not something not constant like chase,

    this is my main suggestion:

    Evil has a way of always finding you.

    After you earn 4 Protection Hit Score/Safe Hook Rescue on another Survivor in any combination, Mettle of Man activates.

    Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.

    The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer.

    Mettle of Man will deactivate the next time you are put into the Dying State.

    Increases your chances of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.


    I challenge you to say that this change would make mom op, it woud be just more useful and more fun to use

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/920881#Comment_920881

    Because it's a free hit..its not hard to see how getting it whenever you want can be pretty busted

    So do you think borrowed time is broken? Because this is quite the same...

  • @immortalls96 said:

    Umm... well..no..that would be just as terrible as original mettle of man

    Normally is just a self-borrowed time for hard safe while the killer is camping, or maybe a forced bodyblocking ( but can be dangerous). i don’t see how it coud be broken as original mom...

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/920514#Comment_920514

    you don't realize how much 1 hit can mean in red ranks.....

    I’m red rank, 1000+ hours and imho 2 protection hit are fine,in a normal game is not common take 1 protection hit, in a match played well (gen rushing )you can take protection hit only during save if the killer is near or while healing a survivor near a killer( rare situation ) otherwise you go out of your way ( don’t make gen ) to obtain protection hit,

    to obtain 2 protection hit you shoud force by bodyblocking a carried survivor,

    for 3 you just play another game, chase killer and wait until he grabs someone

    2 protection hit are enough, you shoud work for them but you don’t have to throw your game to obtain stack

  • @PigNRun said:

    @Deadeye I mean.. I literally said I pulled off MoM several times, and escaped. Not all the time, but 4~5 games per day, activating MoM in 3~4 of those matches, escaping in 2~3 of those matches. So, my veredict is... Pretty easy to pull off if you adjust your gameplay.

    If you dont like the perk, then I guess you shouldnt run it. My MoM + Inner Strength + IW/Empathy + WGLF combo yields good results.

    I use a similar combo: breakdown-MOM-inner strengh -empathy and the only few times i can activate the perk i just stand and wait/follow the killer, don’t do gen and in the end probably die because i didn’t help the team, now MOM is just too hard to activate imho, if you put the stack down to 2 you shoud be able to trigger the effect often, if you are worry,it it will not became meta...

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/112739/how-would-everyone-feel-about-a-direct-mettle-of-man-buff

    I remember release MoM

    I don't want this perk to become common, it is fine being niche. if it becomes meta it is to OP

    MOM with 2 protection hit instead of 3 will not be meta, DH-DS-BT-AD are just better option

  • @Dreamnomad said:

    I don't agree with how you want it buffed, but I agree that it should be. There is room for the perk to be useful without being over or underpowered. Like here is an idea. My main beef with the perk is that you are wasting a ridiculous amount of time not working on generators or being useful to your team trying to build up the tokens. The payoff is not worth it. But if some of that lost time was mitigated then it might be worth using. So for example, if there was a secondary effect that healed yourself after taking a protection hit while being outside of a chase for 45 seconds then it might be fair.

    What do you think about a combination of 4 protection hit/safe unhook ?

  • @Venom368 said:

    https://forum.deadbydaylight.com/en/discussion/comment/917453#Comment_917453

    Can I get confirmation that taking a hit near a survivor in the dying state on the ground, whether healing them or standing within a certain radius of them, should NOT count as a protection hit after the recent update?

    This is what I have experienced, but it wasnt explicitly stated in the update notes. Other players have told me they have still gotten protection hits from being near a downed survivor, but I havent seen any proof of this.

    You don’t get stack from being near a downed survivor

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/917453#Comment_917453

    In the next PTB, try mettle of man with 2 protection hits instead of 3.

    I think this is the right change

  • @MissBehavingX said:

    what do u guys think about pairing MoM with breakout? Maybe that would make sense? since you usually get hit while trying to use breakout on a carried survivor.

    I tried this combo a lot and i can i say it’s a poor combo...

  • i think MOM shoud have more ways to get the stack, like for example a combination of 4 protection hit/safe unhook, i know this combination has been tested in june ptb (3 stack not 4) but with increasing number of stack MOM would be definitely easier to activate than now but still hard to obtain.

    4 protection hit

    3 protection hit / 1 safe unhook

    2 protection hit / 2 safe unhook

    1 protection hit / 3 safe unhook

    4 safe unhook

    those are imho an honest cost to activate the perk.

    what do you think about it?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/917439#Comment_917439

    I'd probably have to disagree there. I think having a perk that rewards you for taking hits for other people has a place. It doesn't necessarily need to be meta, fitting into a niche build is perfectly fine. Sticking it in a build with Breakout can pay off nicely.

    I could maybe get behind a slight buff, but I'd also like to see if protection hits could be improved a little more first. I've had a couple times where I didn't get a stack when I should have.

    In my opinion You shoud be able to get MOM stack in different ways other than protection hit,what about a combination of 4 protection hit/safe unhook , i know it was tested in ptb ( it was 3 not 4 ) but with the increase of stack shoud be more easy but still hard to obtain .

    2 protection hit/ 2 safe unhook

    1 protection hit/ 3 safe unhook

    3 protection hit / 1 safe unhook

    are imho a good cost to activate MOM

  • Use 2/4 perks slot, get 1 hook for 2/3 protection hit, dont’ do gen and wait/follow the killer to take up the survivor from the ground is definitily not whorty , now mattle of man is still a trash perk, i may suggest to go down to 2 instead of 3 stack to activate itself, it will be more usefull But for sure not meta , so fair...

  • @arslaN said:

    I think the activation conditions need a buff rather than the perk's effect.

    You are right, the condition now is a bit tricky, if your teamate heal 1% second wind dont’ activate, maybe a reduction from heal 1 health state to heal 50% of a health state?

  • imho second wind should not have requirements, maybe slightly increasing the time broken status to 50/60 second at tier 3.

    this would guarantee two free health state if you can survive enough time for match, nothing special, not a meta perk for sure, but would make a currently useless perk playable and interesting.

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