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No Mither discussion

Continuing a series of threads on the least picked perks according to Nightlight, next up is David's perk No Mither (0.36% usage)

No Mither - You are affected by the Broken status effect for the duration of the trial. Your thick blood coagulates practically instantly. You don't leave pools of blood. Grunts of pain caused by injuries are reduced by 25/50/75% at any time. Your recovery speed is increased by 15/20/25% and you can completely recover from the dying state.

The benefits of this perk are all good, but obviously the problem here is they are far outweighed by that downside of always being Injured the whole match. I don't think it's impossible to have a perk that makes you permanently Injured with benefits that are so awesome it's still worth taking it, but this currently version definitely isn't that. Maybe part of the devs thinking was that No Mither could be useful in a build where you take it plus perks that give you bonuses while injured, but that doesn't really work because you can become injured normally very, very easily in the game without having a perk to do it and still have the option to be healed to full if you wanted. It really needs to be able to stand on its own more to be picked beyond goofing around to prove to yourself you can win while using it.

It's also worth noting that the planned Last Standing and slugging change might also mean that No Mither gets a change to how it works as well.

Either way, I definitely think No Mither could use a serious buff to give it a really strong effect to make up for that always Injured downside. Possible changes might include:

  • On the PTB, Unbreakable had a 100% recovery speed bonus and No Mither had a 25% bonus. Just swap those numbers and make Unbreakable 25-50% and No Mither 100%. It makes way more sense for No Mither to be the much stronger effect, and general consensus appeared to be Unbreakable was also a bit too strong at 100% during testing. So this could be a win-win change in that new system.
  • Another possible tack would be to boost its stealth bonuses, say by making it reduce sounds by 90% instead of 75% and/or also reducing or eliminating scratch marks and/or include a bit of periodic aura suppression. That would make it so if a killer finds you then you might be in trouble since you're injured, but you'll be harder than normal to find as a counterbalance.
  • A more unusual approach might be to revamp the downside. Instead of being Broken, make it so you can be healed but, whenever you become injured, you automatically always go into Deep Wounds every time. So you're not one-shot downable but you do have to spend more time mending when injured and also might have to worry about that interfering with various Endurance effects. If the devs took this approach, they might be able to leave the benefits of the perk mostly alone since the downside of the perk isn't quite as bad.

Comments

  • not_requested49
    not_requested49 Member Posts: 1,979

    I like all the ideas except the last

    Keep it so you start injured so it still has good synergy with resilience and other injured perks and whatnot but give it a buff to compensate if needed (for example 10% vault speed or 100% bloodpoints in the boldness catagory for scoring)

    I use it because killers usually dont just leave you alone after injuring you so no mither helps a lot at making the injured effects permanant. It also helps revert the change to pharmacy a bit if you have a chest opening challenge, since you will always start injured and therefore the perk be always active

    Removing the start as injured effect would effectively be nerfing its build synergy and nerfing pharmacy once more

  • Devil_hit11
    Devil_hit11 Member Posts: 8,824
    edited October 2022

    I think No mither is suppose to be anti-slug perk that has drawback that you can die through slugging if you over-use it. the current problem with no mither is that drawback of being broken means that killer knows you have no mither so they will never leave you on the floor and will only pick you up.

    this leaves you a perk that only showcases its drawback(losing 1 health-state) but offers no positives because the positives never come into play. The default play-style for killer is hooking but if the killer gameplay was more dynamic and you had options to slug(to get kills) or to hook then no mither would be a much stronger perk option. current problem with slugging is that slugging is too much of risk for killer by default because nobody really dies to bleed out timers from slugging itself. you can be picked nearly indefinitely through basic teamwork and almost never die to slugging. I would argue that 99% of the deaths from survivor are 3-hook condition deaths. this includes slugging when a 3 man slug happens because killer will usually hook the survivor after downing all 3 survivors unless they are unable to do so. currently, slugging just is not normal play-style for killer. When the killer slugs, its often because survivor forces them to slug. Not that killer wants to slug. The other times killer slug, it is often more of panic button to salvage losing positions and to attempt to create winning positions.

    personally, I think that no mither needs to lose its broken status effect because nobody will ever run this perk as long a negative like that exists and the new negative of no mither should be that you lose a portion of your bleed out timer when you pick yourself up with no mither.

    The perk has side benefit of granting unlimited duration of lucky break but this hardly matters because survivor in the chase usually run and have scratch mark behind them. The perk grants a bad version of iron will but because the survivor can still be heard, these effects have little meaning. No blood-marks hold little meaning with scratch marks and non 100% version of iron will is still audible. If the broken status effect was removed, these effects might be seen more as drawback because the killer could notice these two properties and still pick survivor up because of unlimited unbreakable effect. I do not think these two effects fit in the spirit of the perk.

    Iron will, Lightweight and Lucky break are suppose to be perks that remove sound, scratch marks and pools of blood. Iron will is currently only consistent perk out of 3 where as lucky break and Lightweight are mix-mash perks that in my opinion are not too effective in my experience. I still end up tracking survivors with lightweight on virtually every map. Lucky break is a bit more effective but as long I have some line of sight and can track the survivor movements. it generally does not produce much value.

    No mither is just very complicated perk.because it deals with how people approach slugging in the game. Its same thing with unbreakable. these perks are better or worse depending how killer approaches slugging. currently, the killer does not split pressure very much and generally picks people up to hook them because hooking is best way for the killer to win currently. The killer cannot kill survivors in a timely manner with slugging & bleed out timers. The killer slugging and you getting picked up as survivor is more of second-chance for survivor. If there was more of middle-road towards getting rewarded to slugging or hooking then this would open up a whole new world of survivor perks.

    The killer would need to see slugging as less of a loss of a hook and more of generating pressure tool that they potentially have a chance to get a kill from. Right now, that is just currently not the case in your average dbd match. Slugging is not really explored as gameplay concept in current dbd. its just vaguely there in bits and pieces on some killers.

  • K139K05
    K139K05 Member Posts: 217

    Interesting idea, especially the healing speed. Deep wound mechanic seems cool, but could be replaced with: - each time you get injured or put into the dying state, you suffer from the broken effect for 60/45/30 seconds.

    Also it should keep its other benefits.

  • K139K05
    K139K05 Member Posts: 217

    Or you could still be injured at the start of the game and suffer from the broken effect for 180/120/60 seconds.