Buff to 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 100% at any time.

Increases the Dying State recovery speed by 5/10/15%

Grants the ability to fully recover from the Dying State

Thoughts? I know it's low on the to-do list but it'd be nice to see, even from a killer standpoint. I bias heavily in favour of killers but game changing perks similar to that one can create fun, interesting games if there's actually balanced trade-off between the two

Comments

  • We all been asking for this for a long time.

    Maybe some day BHVR will actually give it to us.

  • 1) Remove injured music.

    2) Always perform fast vaults when rushing a vault.

    3) Increase Bloodpoint earnings in all categories by 100% (not a post-game buff like WGLF/BBQ, instead it is an EARNINGS buff like Prove Thyself or Distressing).

  • @thesuicidefox said:

    1) Remove injured music.

    2) Always perform fast vaults when rushing a vault.

    3) Increase Bloodpoint earnings in all categories by 100% (not a post-game buff like WGLF/BBQ, instead it is an EARNINGS buff like Prove Thyself or Distressing).

    I feel like removing the injured music should be a QOL change, not an actual perk aspect. But yes I agree.

    The vault change could be abused extremely easily and has little to do with the perk itself so I don't quite agree

    I agree that something should be given in terms of bloodpoints. Honestly all of it makes sense cause doing anything while injured is risky, so bonus points to everything I would agree with

  • The biggest thing for me about No Mither is that it's meant to be an anti-slugging perk but it has only a downside, in reality. If you see that someone had No Mither as killer, you down them and immediately go to hook them. I don't think that there's any simple buff that they could give to make the perk at all viable.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/816657#Comment_816657

    I feel like removing the injured music should be a QOL change, not an actual perk aspect. But yes I agree.

    The vault change could be abused extremely easily and has little to do with the perk itself so I don't quite agree

    I agree that something should be given in terms of bloodpoints. Honestly all of it makes sense cause doing anything while injured is risky, so bonus points to everything I would agree with

    No Mither should start you healthy, and leave you broken as soon as you’re injured for the rest of the trial.

  • No Mither is intended as hard mode. It's MEANT to be difficult to play with, not have every synergistic perk built in for free.

    It does not need Iron Will completely built in, and it does not need Unbreakable built in. If you want those effects with it, use those perks.

    Buffing No Mither is bad for both sides. From the killer side, it's a cockiness perk. It's always someone running it who wants to rub it in your face that they can play with it, meanwhile they spend the match hiding in the corner because they actually can't. It doesn't need built in stealth mechanics more than it has already to allow them to play more safely with it.

    On the survivor side is SUUUUUUCKS to have a No Mithiot on your team. They die exceptionally fast and make the game difficult for you, and they'll never do anything even slightly risky as they don't have the healthy state as a cushion.

    If No Mither is buffed, it should not be in ways that affect the match. Bonus bloodpoints would be a good change, in survival or boldness, since both are what you're risking most. Removing the injured music is also a change that should happen as it really has no bearing on the match either.

    TLDR: If you want to run the Hard Mode perk, run what you want with it, don't expect everything to be built into it to hold your hand.


  • @PigMainClaudette said:

    The biggest thing for me about No Mither is that it's meant to be an anti-slugging perk but it has only a downside, in reality. If you see that someone had No Mither as killer, you down them and immediately go to hook them. I don't think that there's any simple buff that they could give to make the perk at all viable.

    The simple buff is that you don't start wounded. You start healthy, but have the Broken Status once injured so you never heal, but it's a special status that doesn't show to the killer, so he doesn't know you have No Mither.

    But it's not something that will ever be done, I'm sure.

    They should just remove the anti-slug aspect of No Mither and put that on Unbreakable instead, and rework No Mither into something else to be honest. Keeping in line that you are always injured, but giving a suitable upside to it.


  • @anarchy753 said:

    No Mither is intended as hard mode. It's MEANT to be difficult to play with, not have every synergistic perk built in for free.

    It does not need Iron Will completely built in, and it does not need Unbreakable built in. If you want those effects with it, use those perks.

    Buffing No Mither is bad for both sides. From the killer side, it's a cockiness perk. It's always someone running it who wants to rub it in your face that they can play with it, meanwhile they spend the match hiding in the corner because they actually can't. It doesn't need built in stealth mechanics more than it has already to allow them to play more safely with it.

    On the survivor side is SUUUUUUCKS to have a No Mithiot on your team. They die exceptionally fast and make the game difficult for you, and they'll never do anything even slightly risky as they don't have the healthy state as a cushion.

    If No Mither is buffed, it should not be in ways that affect the match. Bonus bloodpoints would be a good change, in survival or boldness, since both are what you're risking most. Removing the injured music is also a change that should happen as it really has no bearing on the match either.

    TLDR: If you want to run the Hard Mode perk, run what you want with it, don't expect everything to be built into it to hold your hand.

    To be honest No Mither should have Iron Will built in. "No Mither" literally means "No Moaning."

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/816657#Comment_816657

    I feel like removing the injured music should be a QOL change, not an actual perk aspect. But yes I agree.

    The vault change could be abused extremely easily and has little to do with the perk itself so I don't quite agree

    I agree that something should be given in terms of bloodpoints. Honestly all of it makes sense cause doing anything while injured is risky, so bonus points to everything I would agree with

    The thing with the vaults is that you are permanently injured, so it's only fair to give you a slight edge in a chase you wouldn't have otherwise. I don't see how it could be abused considering that you are always 1 hit away from dying.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/816741#Comment_816741

    To be honest No Mither should have Iron Will built in. "No Mither" literally means "No Moaning."

    One interpretation, though in the quote on the perk it's used as "can't be bothered." It's about being a tough guy and fighting despite being injured, which doesn't really lend itself to a stealthy playstyle.

  • Fair enough, but the perk just needs to be buffed or reworked somehow. If it's not supposed to be stealthy why are you not leaking blood? Real men ignore bleeding. It's just a flesh wound. There is something wrong with it conceptually and mechanically.

  • @PigMainClaudette said:

    The biggest thing for me about No Mither is that it's meant to be an anti-slugging perk but it has only a downside, in reality. If you see that someone had No Mither as killer, you down them and immediately go to hook them. I don't think that there's any simple buff that they could give to make the perk at all viable.

    I mean it is the best anti slugging perk if you're running it you'll never going to get slugged.

    If the Killer does slug you for whatever reason they get punished

  • No mither should let you heal up when the last gen is popped. That way you're rewarded for playing well despite being at a disadvantage. Would pair really well with adrenaline.

  • @PistolTimb said:

    No mither should let you heal up when the last gen is popped. That way you're rewarded for playing well despite being at a disadvantage. Would pair really well with adrenaline.

    I would agree however solo survivor has made me realise that there are a select group of people who will literally just do nothing and let their team do the work I don't feel like rewarding those people.

  • I disagree with No Mither being allowed to heal at end game, the point of the perk is to be injured after all. I actually don't like the idea of being healthy at the start of the game either, a big reason why you run No Mither is to combo it with Resilience so you can do things fast from the get go.

  • @anarchy753 said:

    No Mither is intended as hard mode. It's MEANT to be difficult to play with, not have every synergistic perk built in for free.

    It does not need Iron Will completely built in, and it does not need Unbreakable built in. If you want those effects with it, use those perks.

    Buffing No Mither is bad for both sides. From the killer side, it's a cockiness perk. It's always someone running it who wants to rub it in your face that they can play with it, meanwhile they spend the match hiding in the corner because they actually can't. It doesn't need built in stealth mechanics more than it has already to allow them to play more safely with it.

    On the survivor side is SUUUUUUCKS to have a No Mithiot on your team. They die exceptionally fast and make the game difficult for you, and they'll never do anything even slightly risky as they don't have the healthy state as a cushion.

    If No Mither is buffed, it should not be in ways that affect the match. Bonus bloodpoints would be a good change, in survival or boldness, since both are what you're risking most. Removing the injured music is also a change that should happen as it really has no bearing on the match either.

    TLDR: If you want to run the Hard Mode perk, run what you want with it, don't expect everything to be built into it to hold your hand.

    I disagree entirely. It shouldn't just be a hard mode perk. It should be something that changes completely how you play the game, and not just by turning into stealth. It should change how you see the game, how others see you, and your interactions, both for worse and better. A tradeoff. You are injured all game, a severe downside. However, you become near impossible to track if done right, and you become an immediate threat if they catch you. Paired with the right perks, you become the biggest threat to generators when you're left alone. It should be something similar to say, nurse or spirit in that if you have the skill to play no Mither, you become deadly.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/816720#Comment_816720

    The simple buff is that you don't start wounded. You start healthy, but have the Broken Status once injured so you never heal, but it's a special status that doesn't show to the killer, so he doesn't know you have No Mither.

    But it's not something that will ever be done, I'm sure.

    They should just remove the anti-slug aspect of No Mither and put that on Unbreakable instead, and rework No Mither into something else to be honest. Keeping in line that you are always injured, but giving a suitable upside to it.

    The suitable upside is that you can get yourself up more than once. If it was "Broken after first hit" and NOT warning the killer that you're broken, it could be a bit better. Or instead of picking yourself up multiple times, something to do with giving you the bonuses for the perks Resilience and This is Not Happening, at the cost of being Broken.

  • I don't understand the point of no mither because not only will the killler instantly know you're running because you start the game injured but you have an icon by your name so why would the killer ever leave you on the ground?

    I kind of like how stupid it is though, i think the correct buff would be a lot more BP, maybe even more than double because you're at such a disadvantage

  • I think they should just completely change the buff that no mither gives you, i was thinking instead of being able to pick yourself up from dying state, you have a 5% haste and 15% increased vaulting speed for the duration of the trial but it doesn't stack with other haste perks like hope. this way it doesn't matter if the killer knows you have it. and also the grunts should definitely be reduced by 100%.