They Somehow Nerfed Mettle of Man – Dead by Daylight



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wtf is this https://forum.deadbydaylight.com/en/kb/articles/344
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41 thoughts on “They Somehow Nerfed Mettle of Man – Dead by Daylight”

  1. Simple changes were all that were needed.

    1. Mettle of Man takes 2 protection hits, but cannot be used while in deep wound (all other effects remain the same). This is my favourite perk for the fact everyone thinks it's useless… this update just makes it ONLY useful for protection hits

    2. Thanataphobia grants 15% slowdown if you have 2 or more are injured. That way Legion and Plague are restricted to how effective it is while making it more accessible for other killers.

    3. Merciless storm combo… just make Merciless storm only last 10 seconds at max

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  2. I understand they probably did that to mettle because they wanted it to be consistent with the rest of their game, inconsistency isn't good, however its probably too weak now. I wonder if they made it only require 1 protection hit instead of 2 could be better. Actually you know what even with the 2 hits there is still probably a pretty good use case for it.

    You take one hit at some point, and then later on when someone is being chased you can basically take 2 protection hits ( the last one being the endurance ) for someone who is being chased/tunnelled.

    So it seems mettle will probably become exclusively an attempt-to-save-someone perk, since thats the only real use case where you are going to be able to take the hit right after getting mettle and not have it waste your time not-doing-gens.

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  3. welp i quit dbd the only build i used anymore was mettle of man breakout dead hard and we’re going to live forever and only one of those didn’t get fucked. plus the shit they did to killer makes me not want to play because i’m one of the only people in my friend group that plays dbd anymore so i have to solo queue and solo queuing was already painful enough >->

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  4. You said "get off the gen and wait for a few seconds" we've already got nearly 115 seconds on gens because EVERY killer is running SOME KIND of slow down which extends the game longer and makes it boring for a lot of people.

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  5. They nerfed MoM but didn't change the fact you can be full health and still have OTR active. Its admittedly difficult to get complete value but you can be full health, have OTR active, and have DS active 10/10 BHVR. I felt with the last patch but I think 3 different people are trying to balance the game at the same time independent of each other.

    I also guess there is a bug with Overcharge+Call of Brine that cause the gen to continue regress even after you pass the skill check…..that SUCKS. I also think gen tapping is kinda broken as a mechanic tho. That shouldn't cause a serious bug to not get fixed though.

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  6. Honestly this patch isnt that bad seeing as it only changes about 4 perks. But the changes to most of them are definitely bad. I dont think that pain resonance dead mans switch being back is that bad a of a thing but maybe Im wrong and it will be way better than it was before

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  7. “We didn’t want you losing your hard earned MoM so it not deactivating to consp. actions was intended! So anyways we made it deactivate to conspicuous actions.” even though it’s still the only endurance you earn rather than are granted

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  8. Behaviour: "We need to Nerf Thana the new killer changes has mad the perk stronger especially on Legion and Plague."

    Also Behavoiur: "So we'll change it but still make it strong on the killers that survivor find it most difficult on"

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  9. The way they did the thana nerf was unnecessary imo, they just needed to reduce the numbers because of the basekit gen time increase – maybe 4.5% per person aka 18%. That being said, I never used thana as a killer and I hated it as a survivor so .. don't mind too much.

    For me btw, the MoM nerf is a buff, because now the perk is meant to be used as a bodyblock machine for teammates – potentially making sabotage plays even more annoying – possibly broken. It makes the perk more consistent, and it buffs solo queue because teammates sometimes waste too much time trying to activate their MoM instead of doing gens at key times. I actually might use the perk now, it seems really strong.

    It's simple, you have to commit to using the perk instead of just gen rushing and using the perk AT THE SAME TIME – now it's a tool to help teammates being tunneled etc.

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  10. Why not just undo the buff to Thana? People were already puzzled buy its buff but not it basically useless on every killer except the ones that people are complaining about it on.

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  11. Scott what do you think about a change for Thanatophobia being each person injured gives different amounts. The first person injured gives 7% slow down, then having another injured adds another 6%, then another person makes it 5%, then having the last survivor injured gives 4% slowdown. Having everyone injured will give the same 22% slowdown that Thana had, (7+6+5+4=22) but it's more viable on other killers

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  12. Thana NERF is overkill.they could just decrease it to %16 from 22%.Even with Legion you can not İnjure everyone Everytime in high MMR .You can just spread up against Legion and counter hım???And for pain resonance+dmc just Stop repairing Gens for 5 seconds when you see a killer down a Survivor and try to hook hım/her.People overreacting about killer perks.But nerfing mettle of Man?Why Man?is there a reason?

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  13. My two cents on thana: it was a rough perk before the buff and oppressive without a lot of counterplay and no risk to the killer like a hex totem. Your thoughts about it only being good on legion and plague now overlook the fact that there is a counter to the devastating bulk of the totem by healing one teammate or having one cleanse. You might say that the perk is now not strong for any other killer but the question is if it is balanced or not. A zero risk perk with a global effect against all survivor’s shouldn’t be super strong.

    I’m concerned that they also didn’t mention/kill switch devour hope and overcharge which are both currently bugged. Or the oni issue.

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  14. Every time BHVR does something that looks like they've learned, they always do something else that proves that they absolutely haven't. On the bright side, it's now possible to combine the MoM challenge with the Flop challenge.

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  15. 7:00 You actually see the carried survivor’s aura for a second before the hook animation completes. You don’t need to get off the gen while they’re being carried, just look for their aura.

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  16. Honestly, i hope that this patch has a placebo effect on the community and hopefully they will stop bitching about not being able of using the same perk and strategy they played with on the last 3/4 years since dead hard came out. Sadly thana had to die for this, which i see no reason why honestly, yes it made gens take longer by being slower but if you i literally feel that the community's complain about it was a monkey brain argument "Uh uh red bar bad" like, it's probably gonna be worse than other slowdown except on legion and plague. Guess it's literally the same now except now it's not good period. The nerf to mettle of man is… Dumb. I'd say at least you shouldn't lose it after the first protection hit, while you still don't have the endurance effect, so you could try to heal up do some gens, take another protection hit and gain the endurance while in chase

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  17. That company is full-blown stupid. Thanatophobia's 12% won't even work as soon as the 1st survivor is eliminated. Meaning you're capped at 6% lol….

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  18. Scott, tanato had to be nerfed not because its nature but for its stacking value with gift of pain, dying light, 10 seconds buff etc. I am playing in EU and the amount of killers abusing combos Like that it's countless we had games with legion during 30+ minutes. Come on.

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