Jonavov
Jonavov
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- Jonavov
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@thesuicidefox again, my point is to make no mither less dependent on that combo and make it more powerful for its intended bonuses. It shouldn't be a perk that is used only to reap the benefits of another, it’s an interesting perk that greatly rewards high risk play to the injured. And ofc people who are susceptible to the negative broken effect from no mither (whether or not they have 1 or 2 health states) will do their best to hide from the killer. The extra health state doesn't mean play recklessly, it just provides a modicum of forgiveness that can make or break the outcome of certain games.
I’m having a hard time kinda understanding what point you’re trying to prove with your situations you bring up. First of all, situations exactly like the one you mentioned would pop up if someone were to have lost their starting health state and remained broken for the trial. You never explained how my suggestion to no mither would make that any less possible other than 1 additional hit might throw off the sequence of event leading to either taking the bait or panicking. You still can recover and they, regardless of the change, can still reach the same conclusions you mentioned. So either they start chasing you after they hit you (from normal to injured (from there, broken)) and either you escape or they down you, leading to the situation you brought up. Or you sponge the hit and the killer continues to chase after the other person after they've gained distance from the killer. Reading your opponent is still possible, in fact it may take a new level of mental strength to read your opponent and consider the outcomes of the given situation if there are more events that could play out from an additional health state.
I completely get what you’re saying, but no mither shouldn't be the perk you use to run a build with a permanent 9% resil buff or this isn't happening or whatever other perks apply to being injured. It should have it’s own value, and I think the additional 1 time starting health state might just fix this problem.
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@thesuicidefox I never said that resil was weak, I acknowledge I effective it is with a no mither build. I just assessed the cost-benefit to taking a hit from a killer (with the idea that my no mither suggestion is put into practice) and getting resil’s buff. Don’t get me wrong, I run that combo all the time and it’s great.
but in all honesty, that hypothetical you set up is fairly circumstantial. While yes that does happen from time to time, it happens infrequently to the point where no mither’s downsides are still too prevalent. My point was to give make no mither more effective in more typical situations. I.e, getting chased alone by a killer, getting tunneled by the killer even when in a group, etc. Yeah, the instance you brought up is completely valid but I also don’t see how that situation wouldn’t be possible if my suggestion was brought live to the game. You can still sponge the hit (whether or not you are put into the injured or dying state) and you can still recover from being slugged by the killer. They are faced with that dilemma regardless.
You can certainly make the claim that no mither is already strong for people who are smart enough to use it effectively (believe me, I’m there with you), but the disparity between its upsides and downsides is to vast to the point where it ends up being a niche perk for certain situations, memes, or a perk that is simply left in the dust. If you gave people more opportunities to use it and get value out of it in a normal way like the way I suggested, it might become more of a viable perk that (for all we know) could shift the meta in interesting ways leading to more diverse playstyles.
No ‘normal’ survivor could do that (unless they had unbroken but I get what you mean), yes, but then again just consider the potential no mither would have to be a consistently effective perk on its own. Getting that 2 hit potential would make the benefits meet at a fairly equal level with its downsides while still being capable of demonstrating the hypothetical situations you mentioned above. And if you still believe that it would be too strong or too imbalanced in some way, another change could be made for all I care. I just think that this change could make no mither a little bit less of a wasted perk to some people.
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@thesuicidefox I can see where you are coming from (especially with resil), but I’m talking about the viability of dead hard exclusively. When in tandem with resil and dead hard, it is a pretty solid combo. While the combo is nice and resil is valuable from the start, you don’t need dead hard unless are already in a chase, making it nearly pointless to jump into the killer then attempt to escape for only a small buff from resil.
My point was mainly to suggest strengthening the perk so that it, by itself, is more powerful rather than being a lackluster perk working with a couple of other solid but niche perks. I still think this change would be acceptable since no mither’s effects only bring value in the injured state and killers almost always tunnel you like there’s no tomorrow. This change wouldn’t make no mither worse, it would make it better. The thing is that it may make the combo a slightly more difficult to get value out of but that is far outweighed by the potential to take a second hit, substantially reduce the odds being tunneled, and all other negative effects you get from being condemned to the injured state for the entire game.
I get what you mean and I do like your 2nd suggestion. Whether or not any of this gets implemented is a mystery, but I figured I’d share my thoughts as a no mither player. I do appreciate the feedback.