No Mither Randomizer
I love randomizer. It is my favorite mode to play. I get to find new perk combos and challenge myself while also not facing pure meta (pain reso, windows, sprint burst,lithe, Lethal persuer and so on. But the one perk that makes it a problem is no mither. As survivor this means I can get tunneled out early most matches and as killer I'm a Oni main.
I very rarely complain about things that help me kill but earlier today I had a match with 2 no mithers and 1 of my perks was infectious fright. I'm a P100 Oni mian....to say those survivors had a bad match was a understatement (I let the last 1 go but still) Anybody else feel like no mither should be disabled in the shuffle?
Comments
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Yes to no Mither
You can't gain or lose MMR in Chaos shuffle, so it really is not that deep if either side gets an advantage from the perk randomiser. That being said, getting more than one no mither player is extremely rare with the amount of perks there is, I played hundreds of games of chaos shuffle and never had this happen.
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No to no Mither
I had it happen 3 times. Twice as killer and once as survivor. But that could be the luck of the draw. I know modes are less balanced and that's fine. It's a temporary fun mode and I don't take it as seriously as regular DBD just seeing how everyone felt about that single perk. Maybe it isn't as big of a issue in other players matches
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No to no Mither
I still don't understand why this perk hasn't had a buff that makes it less obvious to the killer such as changing the being injured/broken to being perma exposed. At least that way you aren't leaving blood orbs everywhere for no reason and it would allow the no Mither player to not be targeted specifically (at first anyway) as well as enable teammates to heal you from injured to healthy for the sake of BP
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No to no Mither
Those Are some good ideas. And even if they leave it as is for the meme the perk has become it would be nice if they just didn't include it in chaos shuffle.
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No to no Mither
Thanks, perhaps I shall post in on suggestions.
I am in agreement but I would imagine killer mains would like a compromise of having a terrible perk removed for them too
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No to no Mither
Maybe but I don't really think their is a equivalent killer perk. I mean some are useless like shattered hope but it doesn't really hurt the killers game...just doesn't help me at all. A dead perk isn't the same as a perk that makes you dead.
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No to no Mither
I agree but you know how it is
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Yes to no Mither
The answer should not be "Let's disable the game-endingly bad perk" and should be "Let's fix the game-endingly bad perk so it is no longer game-endingly bad."
You're 100% correct. It's unfair and silly that this happened, and the developers should have thought about it.For instance, this change:
“You can shake off even the roughest punishment when you’re pushed.”
- Begin the trial Injured and broken for 80/60/40 seconds.
- Taking a protection hit while healthy causes you to become broken for 80/60/40 seconds.
- Whenever you become broken by any means, gain Endurance for 20 seconds.
- May revive self fully while broken.
- Gain 2% Haste while healthy.’He lamped me good before I could do so much as stand. Didn’t let up neither. Just kept throwin’ himself at me ‘til I was on the ground. Didn’t expect me to get back up so fast, lost him some good teeth for the trouble.’ – David King.
This way the disadvantage of going into a match at a health state deficit and being overall in greater peril would be balanced out by the perspective strengths once the user becomes healthy again.
Maybe the 2% haste is a bit much - but it doesn't come free. Survivors would have to play things safe and burn resources (or get their buddy to heal them) to activate it, and 2% is not too terribly much.
The primary benefit would be in taking hits for allies and pairing it with perks that break the user. At no point would it be a surprise to the Killer, who would identify at the beginning of the match and also see the character become broken from a protection hit. Pairing it with For The People, for instance, would be a potent combo - gaining 20s of Endurance for sacrificing a health state to heal an ally. The tradeoff is that the user, while being able to extract premium value from the perk, has just used 2 perk slots, healing items and survivor co-op time to prep that heal and endurance tank.
It would play much the same way, but the timed nature of the Broken status and the potential benefits of investing in healing would allow players to find value in the perk (especially with synergies) while also maintaining its original purpose of being a "Self-nerf challenge" perk for hardcore players and challenge-seekers in the community.
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