Simple change to No Mither.

Allow the survivor using it to activate Dead Hard at any moment(if they're using it), the thing I liked about No Mither is that not only was it hard mode, but it allowed the user to access all their chase perks at once, and made the game progress faster, with this upcoming Dead Hard change though, it guts my favorite playstyle.

Comments

  • Considering that the trade off for No Mither is that you can basically get up anytime you want. I would agree with the commenter above me, that it feels a bit cheaty to have DH be activated permanently for those who use it.

    For No Mither especially it feels like the current nerf is a bit more fitting in my opinion. After being unhooked, it allows you to use it.


  • if it was before the rework on the perk that devs buffed it, giving infinite UB, I would even agree, but now that would already be 2 effects together, even though with "infinite ub", the perk is very under-used because it is difficult to have value outside swf.


    I prefer a rework on the DH itself, since currently for an exhaustion perk, it already has many requirements. This is my proposal:




    @randonly said:

    well, like developer Q&A said, dead hard will be reworked, so, this is my ideia for the new dead hard:

    https://us.v-cdn.net/6030815/uploads/CV7LRQC9B4A7/dh1.png

    whenever you suffer an basic attack or special attack when in a Healthy State that puts you direct in the Dying State, Dead Hard activates automatically, putting you directly in the Deep Wound state

    • Dead Hard causes the Exhausted Status Effect for40/50/60 seconds
    • Dead Hard causes the Broken Status Effect for 40/50/60 seconds
    • Dead Hard cannot be used when Exhausted or Injuried

    The idea here is basically to rework the perk to be useful when we have killers that naturally manage to put the survivor directly in the dying state (bypassing Healthy state) through special attacks (Bubba, Ghost Face, Myers, etc) or through perks/a-ddons (Iridescent Head, Iridescent Blight Tag, Starstruck, NOED, etc.)

    So Killers that are essentially m1 would not be affected and as they are still the majority in the game, many survivors would waste a slot for nothing with this perk that may not even be used in the game, and at the same time, only activates if the survivor is fully healed and not exhausted

    edit: Add broken status effect


  • @HarryMasonEnjoyer said:

    i can't really see them changing it to specifically work with another perk, the point of no mither is that you go down in one hit and dead hard just kind of negates that so i'm not a big fan of this as someone who runs it basically every game

    the point of no mither is that you can get up as much as you want. going down in 1 hit is not the point. that's a balance feature. it's basically unbreakable on steroids, but has the downside of being broken constantly.

    it's not meant to be hard mode. it serves a strategic purpose. take a protection hit, deadhard the hit, if you fail the dead hard and go down get back up.

    david's playstyle is pretty straightforward. we're going to live forever explains his entire purpose.

  • based idea also no mither should make you unable to be deep wounded

    it literally says that your blood clots instantly why do i still bleed out from deepwounds ######### devs?!?!

  • @HarryMasonEnjoyer said:

    i can't really see them changing it to specifically work with another perk, the point of no mither is that you go down in one hit and dead hard just kind of negates that so i'm not a big fan of this as someone who runs it basically every game

    I feel like this would make for a good exception, survivor gameplay could use some interesting perk interactions aside from minor stat boost.

  • If you're using it to play the game in Hard mode why do you care if Dead Hard is nerfed?

  • @Technature said:

    If you're using it to play the game in Hard mode why do you care if Dead Hard is nerfed?

    Because Dead Hard is your first health state, you have two options: A: Dead Hard the hit or B: Die.

  • It doesn't sound like you want to play the game in hard mode to me.

  • @Technature said:

    It doesn't sound like you want to play the game in hard mode to me.

    ok

  • No Mither should:

    give you a 100% speed bonus on mending

    give you extra luck unhooking yourself

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393169#Comment_3393169

    the point of no mither is that you can get up as much as you want. going down in 1 hit is not the point. that's a balance feature. it's basically unbreakable on steroids, but has the downside of being broken constantly.

    it's not meant to be hard mode. it serves a strategic purpose. take a protection hit, deadhard the hit, if you fail the dead hard and go down get back up.

    david's playstyle is pretty straightforward. we're going to live forever explains his entire purpose.

    The devs called it "hard mode" iirc so I don't really know what you're referring to

    You can get up as much as you want, yes, but the killer knows you have it, and even if they do slug you, you can still die from bleedout, it doesn't make you immune or significantly extend the time, especially considering how much you would go down with this perk

    If it needs any buff while still being fundamentally the same I would say buff it so that you can recover faster (50%+), extend bleedout time, or simply just give the user extra boldness points for it

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393275#Comment_3393275

    The devs called it "hard mode" iirc so I don't really know what you're referring to

    You can get up as much as you want, yes, but the killer knows you have it, and even if they do slug you, you can still die from bleedout, it doesn't make you immune or significantly extend the time, especially considering how much you would go down with this perk

    they called it hard mode because that's how the community refers to it and how it initially feels. not because it's meant to be "hard mode" from a gameplay perspective.

    there's actually a strategic point to it.

    the only reason a killer knows you have it is because there isn't anything else in the game that causes broken at match start and killers can see who has broken. otherwise it would be like unbreakable and soul guard.

    the perk works best if you use it to tempt the killer while he's carrying another survivor. the fact that you're already injured makes some killers want 2 hooks for the price of 1. if you bait the melee attack and the killer misses then you just shaved off some of the time required for the struggling survivor to escape. you can combo it with breakout for better effect.

    if you go down while baiting then you can combo it with tenacity and unbreakable to get back up.

    soul guard+we're gonna live forever it is a pretty beefy combo also. and if you screw up you can try to get back up.