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No Mither Sucks

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Comments

  • BenOfMilam
    BenOfMilam Member Posts: 911

    You're in the wrong mindset. If you want to be blind to strategic choices just because you're salty that your teammate ran No Mither, so be it. I can't change your mind if you want to be obstinate for no reason. I for one hate when a teammate is running Autodidact, but I can at least see the advantages it brings.

    No Mither is not a "slot it in, get free value" kind of perk. It's a combo perk that only works in a highly strategic and tactical setting.

    1: You are permanently injured, and therefore never need healing. This saves time throughout the match. You also always benefit from Resilience. Additionally, your teammates will always benefit from Empathy, Emphatic Connection, Desperate Measures, and Blood Pact (if you are the obsession).

    2: The killer cannot slug you, and they know this. This means even if the killer sees a chance to slug for multiple hooks, they can't because you have No Mither. They MUST pick you up, or accept that you are going to pick yourself up.

    3: You leave no pools of blood and you are much quieter. This is a big deal. Hiding from the killer is much easier, which means they will waste large amounts of time looking for you just from you rounding a corner and walking.

    It's a perk that works with certain people, and certain strategies. I actually don't care what you think, it's just something that only works if you fully understand the upsides and downsides of running No Mither.

  • hastarkis
    hastarkis Member, Alpha Surveyor Posts: 580
  • Valik
    Valik Member Posts: 1,294

    1.) "You need no healing!" You don't have to heal if you don't want to. I didn't even include this in my original post because it's a nonexistent point. If you think that being unable to heal makes you stronger or more effective in game - it's willful ignorance. Having the ability to find value in injury-exclusive perks is not a highlight this perk earns. The value of other perks is not emphasized enough for consideration, and the drawbacks are incredibly lopsided. "Expend two perk slots to make one nominally useful perk marginally better - but you also go down in one hit and will be tunneled every time". It's not an exchange of value - it is adding an incredible debuff to emphasize a pre-existing benefit. If you found yourself capable of reading what I wrote, you'd understand as much,


    2.) Untrue, which is the worst part. You do understand that while killers will prioritize you, they won't throw the game for a poor hook exchange, right? If it takes you 20-30 seconds to get back up, they are spending their time more wisely leaving you and chasing/hooking someone else. if they get the down and hook, you goofed your entire team. "What if someone comes to pick me up, and it's less than 20 seconds!" Doesn't matter, you just turned a 1 person off-of-generators situation for the killer into a 4 person off-of-generators situation for the killer. Even if your compatriots leave you to self revive as the killer chases them - your team is exchanging health states while you're on the ground. This is not a net win. If the killer isn't feeling the pressure - getting a killer to hook you is in no way a benefit. There is basically no scenario where encouraging the killer to hook you is better than not. If you're willing to throw the game for spite and laughter, that's all fine - but a meme build is a meme build - not viable.


    3.) It's not as big a deal as you lead on. Not only are there other perks that play these rolls better, but the ones that focus on blood pools are remarkably unpopular due to their extremely niche viability. Bringing Iron Will and Lucky Break is a far, far, far superior selection and allows more than a singular health state. No Mither provides extremely little stealth in comparison to other perks, and blood pools are extremely niche. It would be as if the perk prevented Crows from being spooked... Which would be a fair point regarding stealth gameplay, aside from the fact that other perks exist to supply the same means without anywhere near the drawbacks. Why be permanently broken in exchange for a fraction of what Iron Will does? Why make yourself a liability to your team for often redundant anti-tracking?


    I have to disagree, much to your apathy and projected antipathy.

    There's no such thing as people that are able to make this perk work. There are only players lucky enough to go against merciful or unskilled killers... and those who are skilled enough to preform well in spite of the perk's shortcomings.


    Carrying a backpack full of bricks does not help you run a 100m sprint any better.

    Participants that win a race while carrying bricks win in spite of their shortcomings, and I'm tired of hearing people concoct bizarre and nonsensical reasons of why the added weight makes them faster than they would be without.

    If you win the sprint, you either had very slow competition, or you're so fast that the bricks mean nothing to you. Either way, the bricks don't help you run the race any faster.