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  • @ekto said:
    This is honestly a super good idea. I like how it's less of a situational slug perk and more of a secret weapon that can be figured out if the killer is paying close attention.

    I think that maybe the Exhaustion reduction should only be activated once you've been injured. It is super useful and arguably worth the vulnerability, but the thing is that being able to Sprint Burst/Lithe every 24/16 seconds (assuming the player would use Vigil, which they obviously would) would make it impossible to injure you in the first place, or even down you. The threat of vulnerability should be be abiding constantly. Even then, once you're injured it'll still be impossible to hit you, so I agree that the percentages should be lowered accordingly.

    Also kudos for considering David's lore and perk set when making this. Warms my heart. :)

    The way percentages work in DbD is that every time a reduction is made, the new stat is essentially set again and the next reduction is applied. (At least, this is what I've been told on numerous occasions and it makes good sense to balance the game.) In much simpler terms: exhaustion at 40 seconds minus the Vigil 20% is 32 seconds, then with the supposed extra 20% added it would only be 20% of 32, resulting in 25.6 seconds and so on with extra Vigils if there was some serious teamwork. That is still kind of crazy hence the possibility that it would need to be reduced, but we wouldn't be seeing 16 second timers unless you were consistently around 2 other teammates who had Vigil as well. That being said I do love the idea that the exhaustion reduction only applies after your first injury. It really hits on the whole adrenaline junkie part of David King's character and I think it would fit well to not only balance, but also to help with his personality going into his perks.
    Glad you like it!

    @Visionmaker said:
    It sounds really good, but over-complicated. No Mither is already one of the most complex/unique survivor perks, and it seems like overkill to include so many different benefits. TBH, just the BP bonus, decreased sound (and hopefully less intense injured music for those who wear earphones..) and maybe a tiny bit of debuff recovery would be enough of an incentive to run it.

    But I think it's on the right track. If No Mither was like that, it would probably be on the level of Urban Evasion. Strong, but niche. I would respect someone running it.

    I agree that it's over complicated. There's so much going on with this perk it's kind of crazy, but I say to that is that David King is already considered a Hard character in the game and you have to purchase him with DLC as is and even with the huge new update it will be pretty difficult to get him if I understand the changes correctly. So yes, it would be over complicated, but the people with it should be able to learn it due to their experience. Only issue is the killers not knowing the extent of it, but honestly I feel like they'd figure out the important bits quick enough.

    • Pick them up soon after downing them
    • Carry them to the nearest hook, no stretching for a basement or swinging at distracting survivors
    • Know they're probably trying to get your attention

    Incentive to run a perk is not the same as making a good perk though. In my opinion this thing needs to be made a good perk for its niche, just like you said. It would be a bold decision to run it, but it could be an awesome perk if used correctly, where as I feel like a small blanket buff just wouldn't provide the same fun and game variability as these supposed changes would. No Mither, along with every perk in my opinion, should have a good amount of usability and never be considered a low tier perk. Everything should be a B/A level perk instead of having a select few A+/S tier perks and then a massive amount of C and D tier perks. Obviously that's never going to happen, there's always good and bad balance issues in every game, but that ideal is what devs should strive for. Without a ton of good perks the meta becomes stale and you run into essentially the same survivors every game and to make the game enjoyable for long periods of time adding good choices in perks, for both killers and survivors, is essential.

    @Queen_Shepis said:
    I like the ideas given to improve this perk. Tbh I never use it cause it never appealed to me why I start injured and why the killer is notified. This way he won't let me lay on the ground and hooks me asap

    Yeah as is No Mither is essentially just a siren saying that you're an easy target to go ahead and let the killer get into a 3v1 situation. Thanks for the feedback.