No Mither needs a rework.
There's no way around it. It's one good factor, the ability to recover from dying, is nullified by the Killer knowing from the start of the match that you have the Perk—why would they slug you when they know you can get back up? The Perk is only "good" when run with Perks that apply benefits to being injured, like Resilience and This Is Not Happening. But even then, it's just not worth the Killer knowing all game you have the Perk. I suggest a few simple buffs to balance it out.
Here's the rework I have in mind:
-You constantly suffer from the "Beaten In" status effect. Beaten In has the same effect as Exposed (can be sent into the dying state while healthy) with the added effect of activating Perks that are otherwise only active while injured.
-While injured, grunts of pain are reduced by 0/25/50% and you don't leave pools of blood.
-Grants the ability to fully recover from the dying state.
-Your bleed-out meter does not go down while recovering and staying still (i.e. recovering while moving with Tenacity still makes you bleed out).
The only thing I'm uncertain about is stopping the bleed-out timer. Other than that, these are the changes I want to see. You can still get the benefits of No Mither's injuring effects, but if you heal yourself to healthy, you can be a tad stealthier—and most importantly, you don't start off the game screaming at the Killer to tunnel and hook you since it won't be shown in the status bar.
Comments
I kinda see where you’re coming from, but at the same time it is a challenge Perk. I don’t think it should be powerful. I think it should be usable.
Je parle suelement un peu du Français.
@Nickenzie Mais, ça va trés bien. Merci.
D'accord, je vais terminer parle en Français! Merci beaucoup pour parler en Français avec moi!
I like to think of it as hardmode in video games. And in a lot of video games, turning on hardmode typically buffs the player or has some sort of real incentive. Extra BP is hardly an incentive for being constantly Exposed.
Turning on hardmode gives bigger incentives as their difficulty scales up. In Fallout New Vegas, for example, Hardcore mode isn’t exactly that hardcore. As such, the reward isn’t that big: Beat the game on hardcore mode for an achievement. In Expert mode Terraria, on the other hand, enemies are MUCH stronger, your health regen is greatly reduced, and some enemy spawn rules have been buffed in their favor. As such, you get great rewards: The money enemies drop on death is increased, as well as the variety and likelihood of good items, and Bosses drop much better loot not normally obtainable in Normal mode.
No Mither makes surviving significantly more difficult. As such, a significant incentive is in order.
Besides, does David really need two BP Perks?
No Mither:
Go on kid, it's just a scratch! You will constantly suffer from the exposed status effect, grunts of pain being reduced by 50%, you don't leave blood behind when injured or in dying state, and can recover an infinite amount of times while in dying state. The Entity feeds from your hope of escaping since you are unlikely to escape and will reward you 5/15/25 iridescent shards post-trial if you escape.
(If you are exposed, injured activated perks will be activated since you are in a dire situation)
What are your thoughts on this @No_Mither_No_Problem?
So, basically the OP but with recovery buff and extra Shards?
Sounds fine to me.