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Soo we should probably think about no mither and SURVEILLANCE
Comments
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In my opinion, someone running No Mither should start off healthy and, after they're injured, they are unable to heal. They should also make the killer unable to see the symbol indicating if someone's running it.
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ShrimpTwiggs said:
In my opinion, someone running No Mither should start off healthy and, after they're injured, they are unable to heal. They should also make the killer unable to see the symbol indicating if someone's running it.
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No Mither will always be pointless as long as the killer can see that you have it.
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Surveillance is in need of a big buff.3
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BoxingRouge said:Surveillance is in need of a big buff.2
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Poltergeist4000 said:BoxingRouge said:Surveillance is in need of a big buff.1
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If Surveillance had infinite range and gave you a reading on the gen's progress/regress that would make it a lot more useful.
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Esheon said:
I have no idea why they thought that was a good idea. You can't even reach 3 gens to kick them in 16 seconds.
"Let's make the generator's auras last 16 seconds!"
Developer 2:
"Wait... Isn't 16 seconds too short?"
Developer 1:
"Nah, nurse can just teleport to 3 generators so it's all balanced!"
Developer 2:
"Close enough, let's add it!"4 -
Esheon said:Poltergeist4000 said:BoxingRouge said:Surveillance is in need of a big buff.
I thought it was a typo. That they planned to do 160 seconds. Or it simply confirms that devs don't play their own game.1 -
I'll think about No Mither.
thinks about it
I think it's great the way it is.Surveillance could use a buff though.
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Make Surveillance do what an upcoming Wraith add-on will do. Show you the progress of Gens by the intensity of their Auras. Just keep the trigger of breaking the Gens for it to activate and you've got a solid Perk.
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I don't really know how you could fix no mither and make everybody happy.
If you don't start of the match injured then it ruins it synergy with the injured perks meaning people who are running that said build are going to have to actively get themselves injured that will probably result in a hook which can screw them over more than the build is actually worth.
if you start off injured there is no way a killer is going to be stupid enough to leave you slugged on the ground.
But you're going to have to ask yourself how common do you think slugging is going to be in if you're going to make the change.
Even if that's the case and slugging is prevalent enough for it to be worth to change I still feel like people would overwhelmingly just pick unbreakable anyway so they're not permanently injured all game.Then you just turned a perk that can work very well on a niche build into a very situation perk that is overwhelmingly outclassed by unbreakable.
If you were to keep its current state the only way I can suggested buffing it is
*Make it not trigger Thanatophobia unless you're down or hooked
* Increase the reduction of grunting sounds to 75% or higher
* add a bonus incentive for using it for example fast exhaustion recovery, a slight boost to action speed or faster wiggle when in the killer's grasp
Tldr: making you start healthy isn't a good idea if you want to buff it you have to do it whilst keeping yourself injured.
Post edited by Volfawott on1 -
They could just make it look like that survivor isn't injured until they are downed for the first time. Also not indicating to the killer in any other form that they started the match with No Mither until the killer downs them (Thanatophobia debuff etc). Also yeah, a built in Iron Will would be great too for No Mither rather than having to dedicate yet another perk slot for the same effect but more effective.
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