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"No Mither" Rework Ideas

I want to start off by saying that I feel like there are a lot of useless and underrated perks in the game. David King's teachable perk, No Mither, being one of them. Right now, nobody uses it. Or at least I haven't seen anybody use it at all, not even for that one challenge.

I don't have something big (or smart, for that matter) in mind. All I have in mind is some small change(s) that could make the perk useful and usable with other perks to make good builds.

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First Idea

Next to all the already existing attributes of the perk, perhaps one where the user of No Mither can be hooked three times could be an attribute? I get it, it sounds ridiculous. It would make the game longer. But then again No Mither users always get hooked no matter what because they can always stand up if they're left slugged.

Second Idea

The second idea I had in mind is similar to the previous one, but I didn't think too much about it. The user of No Mither could be granted the Endurance status effect for doing something, giving them an extra hit to take (then having to mend themselves). I'm not sure what yet though. Think like Mettle of Man and Borrowed Time type of attribute.

Third Idea

A rather simple one; Escaping a trial with No Mither will grant 100% Bonus Bloodpoints in all categories. That's pretty much it.

Fourth Idea

Something that could be combined with Yui Kimura's Breakout perk. User of No Mither will be able to wiggle 20% (or more?) faster out of The Killer's grasp.

Fifth Idea

Maybe being constantly in a Broken state isn't the best. The trial could be started regularly in Healthy state, but only trigger the Broken effect after getting hit by The Killer once, or something like that, then remove some of the original attributes (like the grunts and pain one, because Iron Will can do that) to make it fair and balanced, maybe.

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That's all I really had in mind for this. You can reply and suggest your own rework ideas for No Mither if you have one!

#MakeUselessPerksUsefulAgain

Comments

  • Happy_trapper010
    Happy_trapper010 Member Posts: 26

    Your 3rd and 5th ideas are interesting. I've heard some version of those ideas floating around and they seem the most realistic changes the devs could implement. I think the idea behind no mither is a hardmode for players so I don't see the devs giving it something like endurance or 3 hooks.

    Gaining bloodpoints for using the perk is a must! Survivors need more than just We're gonna live forever. It rewards the player for being vulnerable and one shot the whole match.

    Starting off healthy and being broken after getting hit is another must. The only thing else I would add is make it so the killer cannot see if the survivor is broken. Then if they slug the no mither they won't instantly pick them up and hook them because they know they have it.

    Some people have said no mither should be 100% silent (no moaning) but I think the grunts add to the challenge of the perk. It's not supposed to be an easy experience when using it and I think the devs should create more perks like no mither like challenging based ones.

  • Godot
    Godot Member Posts: 806

    Good reply! As I said, I didn't think much about all the ideas, I just wanted to get a post done quickly before midnight.

    About the 100% silent thing, as I said Iron Will can already do that so having that feature is already kind of pointless, however according to the wiki, Iron Will doesn't apply in the downed state, while No Mither's grunt and pain noise reduction does apply.

    Interesting.