http://dbd.game/killswitch
(New) No Mither Rework Idea
Thoughts?
Comments
-
I think this forces it to be paired with the new object, I like it in concept but because it requires two perks or specific killer builds to activate it just seems too situational.
Although honestly I think it would work better if you removed the old No Mither aspects and just made it a perk that makes you more powerful over time, I think it would be more unique then and a little less.... No Mither-y
1 -
Bad. Requires killer perks to even get used outside of OoO. Encourages tunneling the No Mitherer, which will be unfun for the killer whether the survivor is good or bad. Even more Resilience synergy. Even more OoO synergy. People need to stop suggesting perk changes just so that perks have even better synergy with the others perks the person likes to run with it (because they already have enough synergy to make running them together a good idea). Synergy should be broad across perks, not super deep with particular perks.
This perk would be terrible for game health.
0 -
My suggestion is that No Mither only needs a slight tweak to make it functional. It would be described as:
*A lifetime of hard fights, rough sports, and living on the edge has left your body with long term injuries. It has also made you tougher for these experiences. A few hard knocks will push you over the edge, leaving you injured from then on, but it also triggers in you the old do or die, indomitable fire.
The Player starts the game normally and plays normally until his/her first down. From that point on:
You suffer from the Broken Status Effect for the remainder of the Trial.
Your thick blood coagulates practically instantly:
- Bleeding is suppressed at all times.
- When injured or dying, Grunts of Pain are reduced by 0/25/50 %.
- You can completely recover from the Dying State
This change would mean the Killer will not automatically know you have No Mither. This would mean you aren't automatically targeted for an immediate hook. You might actually get slugged from time to time and be able to use the "recover" part of this power. Even if you are hooked and unhooked or picked off the ground later (or got yourself up) the Killer could reasonably assume that someone didn't finish healing you, or you used unbreakable. Rather than an automatic easy call on the part of the Killer, they have to gamble. Huge upside for the Survivor, and the only downside being that until you have that first down, it doesn't trigger.
0 -
Honestly, it’s just a stupid perk in general, people who run it are more or less asking to be chased. But how I think it should work is that you start healed until hit for the first time, then can’t be healed or smth idk, but not show as broken to the killer, since no mither is just so situational. Or even just not have it as a perk and replace it with something else IMO.
0

