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Lets talk No Mither
I've gotten so sick of posts trying to come up with changes ruining its purpose. I feel No Mither just needs a QoL change. Removing the injured music is the only change that would benefit the perk itself. Bloodpoints is fine but it should be very small. The idea of starting healthy ruins making builds around it. If a killer after they hit then sees you have no mither you're still going to be targeted like if you started injured. This is just my two cents. I'd like to hear some more ideas on the perk regardless how tired I am of these posts... ironic really. Take care everyone.
Comments
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I don't understand why people want to adjust Best Mither so badly. Its not that bad when combined with Leader and Resilience.
Making the survivor just start off healthy would just ruin the synergy it'll have with the injury perks.
I feel like people just purposely miss the point of it. You not suppose to run this perk for an advantage, you run it to show off.
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@SupremeTurbo said:
Removing the injured music is the only change that would benefit the perk itself.I agree
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@SupremeTurbo said:
I've gotten so sick of posts trying to come up with changes ruining its purpose. I feel No Mither just needs a QoL change. Removing the injured music is the only change that would benefit the perk itself. Bloodpoints is fine but it should be very small. The idea of starting healthy ruins making builds around it. If a killer after they hit then sees you have no mither you're still going to be targeted like if you started injured. This is just my two cents. I'd like to hear some more ideas on the perk regardless how tired I am of these posts... ironic really. Take care everyone.Only buffs I see that wouldn’t ruin synergies, and I so dearly want, would be just a stronger iron will effect, and maybe bloodpoints. That’s it. That extra 50% diligence would help no mither players greatly.
Currently anyone with headphones can still easily hear the 50% reduced noises, not even mentioning strider.
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I don’t think that adding an extra hit at the start would remove the point of the perk, all you’d have to do is get hit. In regards to the no heal symbol, just don’t have it; then the killer won’t know that the person has No Mither.3
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@SupremeTurbo said:
Removing the injured music is the only change that would benefit the perk itself.I would play the crap out of a No Mither build if they did this.
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People seem to forget that No Mithers is supposed to be the game "hard" mode.
It doesn't give an advantage by design.
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No Mither really doesn't need a change in my opinion. I see it as hard mode. It's supposed to be bad.
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@SupremeTurbo said:
I've gotten so sick of posts trying to come up with changes ruining its purpose. I feel No Mither just needs a QoL change. Removing the injured music is the only change that would benefit the perk itself. Bloodpoints is fine but it should be very small. The idea of starting healthy ruins making builds around it. If a killer after they hit then sees you have no mither you're still going to be targeted like if you started injured. This is just my two cents. I'd like to hear some more ideas on the perk regardless how tired I am of these posts... ironic really. Take care everyone.I think it's cool to have perks that suit the theme of the survivor.
The No Mither suggestion that criticized its lore is the first to bring up the argument that it makes no sense for David, who is supposedly the macho brawler, to be a crippled gen jocky. I wouldn't mind another perk taking No Mither's current place, and No Mither being shifted to a risky brawler perk that incentivizes diving in, juking, and taking hits for teammates (like the rest of his build.)
I think the perk combo with injured perks is cool and I like using it too, but there's nothing wrong with adjustments.
@Dragonredking said:
People seem to forget that No Mithers is supposed to be the game "hard" mode.It doesn't give an advantage by design.
People forget that the devs original intentions can be wrong, the game can be improved, and that others are allowed to hold different visions for the game.
At its current form, No Mither contributes less to the team than an empty perk slot. At best, a strategic No Mither build is still inferior to other stealth/gen jocky builds. Some people don't want to play with a handicapped/handicapping teammate.
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@Dragonredking said:
People seem to forget that No Mithers is supposed to be the game "hard" mode.It doesn't give an advantage by design.
So where's the reward for playing at that disadvantage? The perk doesn't even have a bonus bloodpoints like some addons of the killers.
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@Xoxonas said:
@Dragonredking said:
People seem to forget that No Mithers is supposed to be the game "hard" mode.It doesn't give an advantage by design.
So where's the reward for playing at that disadvantage? The perk doesn't even have a bonus bloodpoints like some addons of the killers.
Bragging rights.
Like prestige.
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I think them removing the injured music would be a bit too much. Maybe if the audio for it was lowered to half.
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@Xoxonas said:
@Dragonredking said:
People seem to forget that No Mithers is supposed to be the game "hard" mode.It doesn't give an advantage by design.
So where's the reward for playing at that disadvantage? The perk doesn't even have a bonus bloodpoints like some addons of the killers.
What reward?
Since when do game reward you for using the higher difficulty available?
The best "reward" I see game giving for playing them in higher difficulty is a succes when you end the game and that's it.
Why should playing in the equivalent of the "hard mode" reward you?
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No Mitter at the moment is just for fun in my perspective, you lose so much and gain so little.
Calm Spirit falls in the same cathegory, why take it when there are so many better.0 -
@Dragonredking said:
@Xoxonas said:
@Dragonredking said:
People seem to forget that No Mithers is supposed to be the game "hard" mode.It doesn't give an advantage by design.
So where's the reward for playing at that disadvantage? The perk doesn't even have a bonus bloodpoints like some addons of the killers.
What reward?
Since when do game reward you for using the higher difficulty available?
The best "reward" I see game giving for playing them in higher difficulty is a succes when you end the game and that's it.
Why should playing in the equivalent of the "hard mode" reward you?
Because that's what a good game does, if you play in a bigger difficulty will have better rewards if you win, you do not play varied games right?
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The only changes that you'd need to make for No Mither is remove the injury symbol from the Killer UI, as for the injury music I feel like that should be added as a function in general. We can modify the Menu music, why not the in-game music?
Other than that, as what most people have been saying, No Mither is a Survivors Bragging Rights perk. Maybe have some sort of Blood Point bonus if the survivor escapes the trial? Promote a high risk, high reward sort of play style instead of a flat bloodpoint bonus? We already have WGLF for a safe, flat increase in terms of Bloodpoints.
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I agree with the injured music and ESPECIALLY with the injury symbol, while it can still be easy to tell someone is using No MIther at the start (injured) it will make it so killers actually have to track which person has No MIther and may forget it if they injure multiple people. By having that handy little symbol on the Killer's UI they always know which person never to leave on the ground and which person to tunnel and target. While No Mither makes a great bait perk (right up there with Object of Obsession) this is an annoying factor.
However I don't think No Mither should give bloodpoints, while I won't mind it, and I definitely don't think there should be any start the round with healing or whatever. No Mither is a perk that encourages the use of the MANY injury based perks, from Dead Hard to This Isn't Happening. Its not meant for a normal loadout, but its also not meant to be for free bloodpoints (I say free acknowledging that means getting out of the round despite being a cripple)
Another small buff that could be added, since a lot of killers run Thanataphobia if No Mither could not trigger that perk while the person running it is injured that would probably make it much less annoying. No one is happy trying to run a gen-rush no Mither, or even just playing in a game with No Mither when someone has Thanataphobia and basically just screws over everyone for a perk. No Mither is meant to handicap the person who used it for a specific reward/challenge, not handicap everyone from the start of the match to the end without the killer having to even lift a finger.
Also, I somewhat agree with No Mither not necessarily fitting David given it makes a great genrush/altruisim build (Resilience, This isn't happening both come to mind) there is however another side to it that I think perfectly fits David. See, running No Mither is an invitation for a chase. Its practically ASKING the killer to try to get you first. Because you are an easy kill, you only have half of your health, you are a one shot down. Which means you are great bait and an invitation to fight and chase. Which I think fits David perfectly, especially if you run a Dead-Hard No Mither and play catch-me all game
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make it so the killer cant see that the survivor cant be healed and make it so from the killers perspective they are fully healed, this would allow the survivor to better utilise the dying state recovery part of the perk, but the perk isnt exactly well made the same can be done with iron will and resiliance, but u leave blood trails but once all gens are done you can heal and have a better chance to escape.
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Not all perks need to be good.
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