David king perk

You should make changes to No mither. Do not initiate the already injured, but healthy survivor. When he is subsequently hit, he can no longer heal. Starting immediately injured, the killer already knows that the survivor is equipped with that perk and it is not fair

Comments

  • Ya I could see that after being injured for the first time it activate but you can never get back to fully healed.

    @avvisare78 said:

    You should make changes to No mither. Do not initiate the already injured, but healthy survivor. When he is subsequently hit, he can no longer heal. Starting immediately injured, the killer already knows that the survivor is equipped with that perk and it is not fair


  • @[Deleted User] said:

    Hmm, wondering...

    No Mither

    • Once per Trial, if you would be put into the Dying state, you instead suffer from the Broken status.
    • Unlocks the ability to perform Self-Care while Broken.
    • Self-Care while Broken suffers an additional 25% Healing speed penalty (~42s) and only removes the Broken status effect.

    So pre nerf mettle of man? Hell no.

  • What about:

    No Mither

    Start the Trial Healthy, first time you get injured or put into the dying you get the Broken Status Effect for the rest of the Trial.

    You don't leave pools of blood.

    You can recover from the dying state at any time.

    The Killer cannot see your Broken Status Effect on the HUD.

    (Also while Injured the normal music plays, not the being injured one)

  • No mither

    Start the match as Healthy, if you're dying, you're allowed to getup.

    Once you get up, you get broken status, permanently

    You can get up unlimited.

    Unbreakable trump No mither. Which mean if you have these 2 perks, getup the first time will use Unbreakable, you dont get broken status.

    Gain 100% BP.


    Unbreakable

    Recover 35% faster.

    Once you getup, recover bonus reduced to 20%

    You can getup once per match.

  • @[Deleted User] said:

    Hmm, wondering...

    No Mither

    • Once per Trial, if you would be put into the Dying state, you instead suffer from the Broken status.
    • Unlocks the ability to perform Self-Care while Broken.
    • Self-Care while Broken suffers an additional 25% Healing speed penalty (~42s) and only removes the Broken status effect.

    That's just a stronger version of old MoM.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378172#Comment_2378172

    I should have probably have specified that the self-care action would have only removed the Broken status, and that you'd need to heal back to Healthy. Regardless, I put more consideration into the second iteration, later down in the comments.

    Yeah, that's still just a stronger old MoM.

  • I see it. It's just instant while old MoM required to be hit three times before you could get hurt.

    Yeah... that could cause some complications.

    Only thing that seems to balance it is you being broken for the whole match. But, I'd loathe to run up against that as a killer

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378334#Comment_2378334

    Hmm, just flat out being broken the rest of the match would make it far simpler to implement. (I was thinking about allowing the Survivor to sit for 40s Mending, which is time not spent working on generators, looping, healing others, or cleansing totems)

    But honestly, even then, they're trading one extra health state for an extra state in a chase, but losing their second Hook health state. (Assuming they actually heal)

    That's true, but most genuinely skilled survivors I run against don't care too much about being injured or broken.

    It might also create a extremely good synergy combo with Resilience and Spine Chill. Which old No Mither does as well, but you ignore a down and if you also have a Dead Hard you'd ignore a second down.

    I understand what you mean though, I just figured I'd bring this into some light

  • It happens 4 times at the start of the trial and has no prerequisites. Just equip the perk and tank 4 hits, including the one you should have gotten but didn't because of whatever exhaustion perk you're using.

    Who cares about being Broken when all the gens are done and the gates are powered?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378362#Comment_2378362

    Understandable, Survivor resources (and tile strength), are always an ongoing consideration.

    https://forum.deadbydaylight.com/en/discussion/comment/2378363#Comment_2378363

    I would say that's a bit of an issue with the initial capacity for Survivors to perform parallelization of Generator repairs at the start of a Trial.

    Perks have to take into account existing mechanics, gameplay and trial progression. Why do you think so many killers praise Lethal Pursuer? And why so many survivors hate it? It's just a few seconds of aura reading, after all.

    Right at the start of the trial, when it's at its most valuable and gives you the greatest chance to do some damage and snowball unrecoverably with considerable consistency, even allowing you to effectively defend valuable totems and set up chains of chases. Because of a teensy 9 seconds of aura's which makes it seem like the worst info perk in the game.

    When a perk activates in a trial is always going to change how effective it is. That's just DbD.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2378375#Comment_2378375

    Yep. And if that initial parallelization of tasks is actually addressed with whatever implementation of the early-game collapse is decided upon, an extra health-state at the start of the game (if the Killer decides to continue the chase instead of going back on patrol), will be less significant. As it's far less likely for a gen or two to have been completed within the normal 2-hits.

    Uh, I dunno how to tell you this, but... Early Game Collapse is just Lethal Pursuer. The Devs have very clearly given up on a base mechanic. On that, and many other promises they made and failed to deliver on or mention again.