No_Mither_No_Problem
No_Mither_No_Problem
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I can’t resist.

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@slingshotsurvivor said:
michaelmyers87 said:Been saying they should remove the TR
Forgive me but what does TR stand for?
Terror Radius—the heartbeat/music that indicates when a Killer is near.
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@Visionmaker said:
@No_Mither_No_Problem said:
@steezo_de said:
I'm sure that's the whole purpose of the chase music, OP. With a good set of headphones, you can hear breathing and grass moving 10-20 feet away. Take away the music and TR and the chase game will be a lot easier.I have a $200 set of headphones and can't a hear an injured Surv breathing next to me with Stridor.
You need to get a refund. I can hear injured survivors with a $20 set perfectly. I can even hear their injured moans from outside a locker.
Even heard a Pig's breathing before she even came into the cellar at Haddonfield.
Sorry but there’s no way I’m buying that.
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@steezo_de said:
I'm sure that's the whole purpose of the chase music, OP. With a good set of headphones, you can hear breathing and grass moving 10-20 feet away. Take away the music and TR and the chase game will be a lot easier.I have a $200 set of headphones and can't a hear an injured Surv breathing next to me with Stridor.
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People like to claim Fredward is the king of tunneling, but if I’m correct, a buff that prevents Self Care from waking Survs up will be soon. This will be a huge tip in favor of playing Freddy how he should be played: a stall Killer.
Stalling is Freddy’s biggest strength. And since genrushing is the unequivocal ultimate problem in Dead By Daylight (if anyone says otherwise they should be put to sleep, and not in the Freddy kind of way), injuring Survivors means that the second you let them out of your sight, you’re taking away your own pressure that you have on gen speeds. However, with the Self Care nerf, injuring Survs and abandoning them will significantly increase your pressure rather than sap it.
My advice? Get a sleep and down them immediately if you think you can. If you can’t, refrain from hitting them at all. Wait until two or three Survs are asleep before downing anyone, and never let an injured asleep Surv out of your sight. Keep people asleep, and keep injured people pressurized. That’s the main way to play Freddy now. But once again, the Self Care nerf will be a HUGE buff when injuring and leaving Survs will no longer take away your pressure; it will increase it evermore.
The main idea is to slow the game down, not to end chases.
Some Perks that I think are great on Freddy:
Enduring—Enduring is good on every Killer tbh and even better on Freddy because he has to confront pallets as a purely M1 Killer. It’s great in combination with Spirit Fury and/or Brutal Strength if you want to totally destroy pallets. Plus, nobody here like Decisive, so yeah.
Save the Best for Last—Freddy is unequivocally the most M1 Killer in the game. He’s so M1 that he has to M2 to M1. Making that M1 quicker and more efficient will save you precious time and distance.
Monitor and Abuse—Sure, the lullaby isn’t affected, but with T3, you have a Terror Radius of 16 metres, equivalent to that of Evil Within 2 Myers. Not only does that lend iteself to getting much closer to a Surv before they get scared and run, but you can also see Survs who are mere seconds away from you.
Make Your Choice—Freddy has a natural want to leave the hook because he can’t punish hook bum-rushing thanks to the dream transition. This will reward you greatly for that.
Huntress Lullaby: Survs will always try to wake themselves up. Again, this goes round to being injured. Survs who aren’t injured will have to fail gen skill checks to wake themselves up. Adding an additional penalty towards failing that check is a very, very good thing. It helps him stall even more.
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When we stop getting Make Your Choice on the Shrine.
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I am that Jakealivebydeadight said:



These are some tasty memes
No one is that David because the only times David runs No Mither is for a meme when they haven’t unlocked it on their main Survivor -
@DocOctober said:
No_Mither_No_Problem said:@DocOctober said:
Doesn't sound anything like a DbD-theme.
You’re right, it doesn’t.
It fits so much better.
No.
Yessiree.
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@DocOctober said:
Doesn't sound anything like a DbD-theme.You’re right, it doesn’t.
It fits so much better.
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@Peasant said:
Also, @No_Mither_No_Problem up in this thread.Jake is the thiccest boi
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I have a weird habit of saying "darn" every time I mess up.
Too much Freddy.
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I only played David to put No Mither on JakePhantomMask20763 said:@chococri said:
PhantomMask20763 said:
Peasant said:@No_Mither_No_Problem @PhantomMask20763 Fellas, make love! Not war.
Not until he takes back what he said about bae
I'm with you. Papa David ftw.
I know, he's such a Daddy

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Good old Achilles.

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@Nickenzie said:
No_Mither_No_Problem said:Prove Thyself
You strive to prove your worth to others. For every other Survivor standing in an 8-meter range gain a token.
1 token: 3/6/9% increased action speed.
2 tokens: 10/15/20% chance a good skill check will be considered a great skill check.
3 tokens: Gain 50/75/100% more Bloodpoints for actions in the objective category.
When Survivors have left the required radius, the effects persist for an additional 5/10/15 seconds.
I like this idea and it only effects you so this perk wouldn't be OP. However it would be nice to bring the odds of considering a good skill check as a great skill check to 15/20/25%.
Thanatophobia
Their courage fades in the face of their undeniable mortality. Every injured, dying, hooked, or dead Survivor inflicts the following penalties on all Survivors:
-4/6/8% decreased repair, heal, and sabotage speed.
-2/3/4% increased penalty on skill check fails.
-4/6/8% smaller skill check success zones.
-When at least 2 survivors are eliminated from the trial, all great skill check success zones will be removed.
-Survivors injured by the Broken status effect do not affect Thanatophobia.
Look above, I'm gonna change some of your numbers above, it's gonna be in bold! The reasoning on why I changed the increased penalty is because a survivor won't stay injured for long, they will heal as soon as they can so minus well balance the perk around having 3 survivors injured instead of 4! This applies to the next two changes I did below as well! Now I feel like the perk will shine in glory and it will make sense if the great success zones are removed when (Tier 3) two survivors died from the trial. This actually makes sense to the perk lore since someone died and now they are next!
Beast of Prey
Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable. When entering a chase, your red stain gradually fades over the course of 15/10/5 seconds. Each new tier of bloodlust grants an extra 5% lunge speed.
Love it but don't tie a perk to BL or chases because sometimes you'll be chasing a survivor then the system think that you aren't chasing a survivor then you'll lose your benefits. Overall, love this but make it active by something else or tell me how you'd rework the chase detection system to make it more consistent to make this perk consistent!
Play With Your Food
You become obsessed with one Survivor. The feeling of torturing your obsession fills you with sadistic glee. When you injure your obsession in a chase and let them escape, your movement speed is increased by 5/6/7%. This lasts until the obsession is healed.
Perfect rework! However would you be okay with giving the obsession the mangled status effect upon getting your movement speed increased?
No One Left Behind
It is inconceivable to leave someone behind. For every Survivor that escapes the trial, gain a stackable 25% bloodpoint modifier for the next trial. Bonus bloodpoints will be award post trial.
Look above, I'm gonna change some of your numbers above, it's gonna be in bold! Now if everyone escapes, that's a 75% bloodpoint modifier next trial and you may ask what happens if I start the next trial when the previous hasn't finished? Don't worry, your bloodpoints will be updated when ever the previous trial has finished! Additionally, you wouldn't lose bloodpoints for giving someone the hatch!
Decisive Strike
Using whatever is at hand, you stab at your aggressor in an ultimate attempt at freedom. Once per match, when grabbed by the Killer, face a skill check every two seconds.
-Each successful skill check increases the wiggle progress bar by 20%.
-Each successful skill check slightly/moderately/considerably offsets the Killer's movement.
-If a skill check is failed, whatever is remaining of the wiggle bar must be filled through normal wiggling.
https://forum.deadbydaylight.com/en/discussion/23199/the-decisive-strike-problem-rework/p1
No Mither
Go on out, kid, it's just a scratch. You suffer from the Exposed status effect for the duration of the trial.
-While healthy, 1/2/3 equipped Perks activated by being injured are triggered.
-While injured or dying, you don't leave pools of blood and grunts of pain caused by injuries are reduced by 0/25/50% at any time.
-Grants the ability to fully recover from the dying state. Increases dying recovery speed by 5/7.5/10%.
-In the dying state, while recovering without moving/recovering without moving/recovering, your bleedout meter does not go down.
-For every 5 Emblem points you earn post-trial, gain a bonus 5/10/15 Iridescent Shards up to a maximum of 15/30/45 bonus Shards.
Makenomithergreatagain
I made suggestiona underneath your perks buffs/reworks in bold, check it out @No_Mither_No_Problem!
I think my idea of giving great skill check possibilities with Prove Thyself should stay at 20%. The other two Survs will probably be doing a co-op action with you, so given that and the increased speed from having 1 other Surv near, getting an increased likelihood of free greats is a little overkill in the speed department.
In regards to Thana, an increased debuff to repair speeds will definitely be in order. When it comes to everything else, I’ve a few points to make.
The healing speed is getting nerfed in the next patch, so that alone can help make Thana more powerful. I’d like to keep the failed penalty the same because it is an additive penalty, meaning 5%+4% per Thana=a maximum of 22% reduction after one failed skill check. While it is very hard to fail a skill check, that’s a little nuts. In addition, I’d prefer to keep the “2 injured” rather than the “2 dead” for bonus zone removal because if the Survs will do what any competent Surv does (cough gen rushing cough) then by the time you kill 2 Survs it won’t really matter. The main reason I added the removal was to counteract the increased likeliness of skill checks for Survs who can consistently hit greats.
Once more, the healing nerf will be very good for the PWYF I have in mind, so I’m iffy about the Mangled.
Honestly BoP will never be a good Perk with its current design, but if you’re ACTUALLY in a chase, which you most likely will be, then the weird-ass chase trigger mechanics won’t be too wonky.
No One Left Behind sounds a little bit awkward with that idea. Unless the Killer got absolutely roflstomped, at least one Surv is likely going to die, so that makes this Perk a little more niche. In addition, I don’t think DBD has the coding to monitor the match you were previously in while you’re in another one and then say, “Oh, time to give this guy bonus BP.”
I’ll have to contemplate the DS rework of yours. I’ll get back to you on that.
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@HellDescent said:
@No_Mither_No_Problem said:
@HellDescent said:
Beast of prey is already getting a buffIf you can call bonus Bloodpoints a “buff”.
You should read the patch notes
New BoP:
Beast of Prey: The red stain disappears after gaining Bloodlust Tier I and stays hidden until you lose Bloodlust. Gain 30%/40%/50% more Bloodpoints for actions in the Hunter category.Current:
Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable.
The Red Stain disappears for 15/20/25 seconds when Bloodlust activates.If anything, it actually got nerfed since you lose Bloodlust when you get a hit and unless you suck that shouldn't take 25 seconds to do on top of the 12 to get BL tier 1.
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@HellDescent said:
Beast of prey is already getting a buffIf you can call bonus Bloodpoints a “buff”.
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@Eight said:
@Peasant said:
One of my fondest game memories was saving a Claudette from a particularly mean Pig. They had trapped her and stuck her on the hook and crouched nearby. I had BT. I gave my life to save that Claudette and I would love to do it again, every, single, day.Awww. That's sweet.
Well... here's my fondest memory. I watch this every night before I go to bed.
(Just can't figure out how to embed it. Guessing this forum doesn't support Streamable?)
Amanda mains are a lot like Amanda herself.
They want to play a sadistic game that only they can win.
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@The_Fallen_Utopia said:
Prove Thyself: your version of this perk sounds alot stronger then the one currently in game. May become an issue with SWF if they all group up but that's probably still slower then doing seperate generators. How would the skill check effect work with Stake Out? I'd imagine Stake Out would not lose a token if Prove Thyself made a good skill check into a great one. Overall think this is a good change.Thanatophobia: I'm not sure what I think of this one yet. The numbers seem small but working from Dead Survivors is huge. Might need a few number changes here and there but otherwise it's stronger then it's current version I think.
Beast of Prey: This basically makes it so in every chase you don't have a Red Stain. Makes Mindgames as a killer stronger. Which is what it's supposed to do now anyway so good change. The extra lunge distance is a nice bonus but probably wouldn't be too useful too often.
Play with your food: As I previously said if it works after the obsessions death it might be a problem. Otherwise this version is completely fine I think. More reliable then the current version.
No one left Behind: This one could be problematic. If all 4 survivors run it none of them will want to leave right away.
Decisive Strike: I don't know about this. It's still strong even like this. I think @Nickenzie had a better idea for this on a different thread. Your one is definitely less reliable and alot less powerful then the current version but I think it needs a few more changes.
No Mither: Still a weak perk but it's honestly hard to make it strong.. though choosing the exposed effect instead of broken is a great idea. If someone uses a 1 hit down ability on someone running this they won't even know right away that they have it. Great change overall.
I appreciate the feedback. After looking over criticism from you and @yeet, I’m currently juggling some changes.
Your Stake Out/Prove Thyself idea is a good notice. I’ll be sure to mention that.
How about I increase the penalty to 4/5/6% for Thana and remove the increased skill check odds until Thana crosses the “no bonus zone” threshold?
PWYF: No, it wouldn’t trigger after the obession’s death because then there’d be no food to play with.
NOLB: How does changing it so Survivors inside the exit gates give you a bonus in addition to escaped Survivors sound?
Decisive: I’ll have to check that thread out. Could you link me to it?
No Mither: I’m not trying to make it a STRONG Perk. As someone who outright refuses to not use it when playing Survivor, I understand that it’s supposed to be a hardmode Perk. What I’m trying to do is make it a more well-rounded hardmode Perk.
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Finally, balance.

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The one time OoO is a massively good Perk tbh
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@Rattman said:
You actually able to heal yourself with Selfcare or medkits with No mither during Borrowed time effect, btw. So, this would work. Kinda. For memes.Implying a Killer that would hit you into Borrowed Time wouldn’t tunnel you out of it
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@alivebydeadight said:
No mither and selfcare in the same load out with an insta heal medkit is an op buildNo Mither, Self Care, Pharmacy, Deja Vu
Purple medkit with two instaheals
Jigsaw Piece offering
The ascended Survivor build
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If you take hits and never get slugged then the Killer isn’t trisomic.*thesuicidefox said:@No_Mither_No_Problem said:
It works at rank 20 where Killers were dropped on their heads as babies and will actually slug a guy with NM.No it works at rank 1 too. Like I said it doesn't always work, but it can when you do it at the right time. You have to know what a killer is thinking and feeling though. You can't just take any hit and get slugged, you have to know when they really want someone else. If the killer already has a hook on you they look at you like a free kill anyway, so they WILL leave you down because they think they can get the other guy and you at the same time.
You can also get them to slug you in case where you can force their hand. For example, if the killer is chasing someone around their Ruin, just go over and start doing the totem. This forces the killer to 1) hit you or 2) grab you. If there is another survivor nearby there is a high chance they will slug you since they know that by taking your hook they give up Ruin. A normal survivor can't do that because being in dying state is a bad thing, but for NM guy it's not. It's a bit of a kamikaze play, but if done right you force the killer to trade a hook for a totem, and some killers won't take that trade, meaning they slug you.
You can also force them to slug you if they really want to camp a hook. Run up to rescue, it forces them to again hit or grab, but if they take your hook then the other guy gets away. They might not want that so they slug you, thinking that they can just hit you down again if you get up. A lot of killers underestimate the power of NM. If they are in a position where they have the advantage they will slug you because they don't think you will actually get away.
If you take hits and never get slugged then you are just doing it wrong.
ftfy -
Killers can still carry you pretty damn far. If one corner of the map is sabo’d, they can easily take you into another corner.Dragonredking said:You don't need to be 4 to destroy all hook of a corner of the map and make it literally impossible for a killer that don't have agitation and or iron grasp to hook you.
By the way...
ARE YOU AWARE that next patch hooks cluster won't spawn anymore wich will make it even easier to make no hook zone
And even if it was that powerful, you know what everyone would do? Run IG, Hangman’s, and/or Agi. Boom. No more sabo. -
A whole SWF team.Dragonredking said:Here it is put into practice by a whole swf team
Not one solo Q Survivor, which is how I play. -
Also, forgot to mention a small but also big thing: When you have No Mither, Make Your Choice is actually a good thing for you. A very good thing, in fact. It encourages the Killer to keep a far distance from the hook in order to get the proxy, which allows you to go in for an unhook heal. Meanwhile, once other Survs know the Liller has MYC, they’ll be discouraged from unhooking because they don’t want the Exposed effect. Meanwhile, you just don’t care. It literally doesnt affect you. A kind of double altruism: Lets you get more safe unhooks and lets you tank the Exposed for other Survivors.Eight said:@No_Mither_No_Problem said:
Better to be abused physically and emotionally by Amanda than abused sexually by Freddy.That is certainly true. Heh. Not a nice thought though (the latter part, obviously).
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Are you aware that hook respawns exist?Dragonredking said:@Eight said:
Hahahah.Any tips? I'm about to try a No Mither build on a Feng.
-Bring sabo and the best toolbox you have with the best sabotage addons
-Create a no hook zone in a map corner
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-PROFIT -
It works at rank 20 where Killers were dropped on their heads as babies and will actually slug a guy with NM.thesuicidefox said:@No_Mither_No_Problem said:
@thesuicidefox said:
You need to learn how to take hits for others. I can regularly get one self revive per game by simply understanding killer psychology and taking a hit at the right time. For example, say the killer already got a hook on you and is seriously tunneling a dude that's been looping him for a long time, if you run up and take a hit right when they were about to get that person a lot of the time they will leave you and keep chasing them because they REALLY want to catch them. You do that the right way and that dude escapes the chase while you crawl away and get up. If you know what the killer wants at any given moment you can really screw them up.Oh fucksake this bullshit again
LOL dude it works. If the killer is chasing the obsession and about to get them and you take a hit, they will leave you and keep chasing. I've done it many times. You just have to do it at the moment the killer really wants someone else. Obviously you take the risk the killer just hooks you, but you can make them slug you if you take hits at the right time.
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I already knew that. Only NM reduces dying sounds.Peasant said:@Eight @No_Mither_No_Problem Hi there! Jake main here about to tell you some lesser known knowledge about Iron Will. The noise reduction while injured only applies to the injured state. The minute you go into the dying state your survivor will start groaning at full volume.
", The more you know." -
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Fredward Scissorfingers please don’t scissor-finger meEight said:@No_Mither_No_Problem said:
Better to be abused physically and emotionally by Amanda than abused sexually by Freddy.That is certainly true. Heh. Not a nice thought though (the latter part, obviously).
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“Increase” to 3 minutes? The current timer lasts 4 minutes.thesuicidefox said:Remove the injured music. Give a flat 2k BP bonus post trial for escaping with NM. Allow NM users to always fast vault when running. Increase the bleed out timer to 3 minutes.
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Better to be abused physically and emotionally by Amanda than abused sexually by Freddy.Eight said:Hahahahaha.
Awww. Hope not, that'd make me regret my abusive behaviour.
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Fair play, fair play.ChesterTheMolester said:
Atleast i wont post them on Reddit where most stolen memes end up.No_Mither_No_Problem said:
I have ascended from “my memes getting stolen” status to “my memes gettimg stolen more than once” status.ChesterTheMolester said:
Lol, reminds me of that meme. By @No_Mither_No_ProblemGeorge_Soros said:@Eveline said:
What else is there to do? I don't even need shards when there is not enough cosmetics for my character.I'd suggest one thing. You probably used relatively strong perks/addons etc to get there (correct me if I'm wrong here), so maybe it's time to fool around with non-meta perks. Both killers and survivors have a number of perks which are not strong enough so they are rarely used, even though they're fun. Make some stealth builds, then make some loop builds, a genrusher build or an altruistic and experiment with them. There's a lot of variety once you got to that coveted RANK OOOOONE.
At least that's what I did. I don't belong there anyway

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Watch me be the second JakeEight said:@No_Mither_No_Problem said:
You better appreciate this after roasting my precious thicc boiI do! The last time a Jake was nice to me on this forum, I let a Jake in-game have an easy ride and escape, in their honour.
I shall do the same for you.
(Then punish the one after twice as hard.)
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I have ascended from “my memes getting stolen” status to “my memes gettimg stolen more than once” status.ChesterTheMolester said:
Lol, reminds me of that meme. By @No_Mither_No_ProblemGeorge_Soros said:@Eveline said:
What else is there to do? I don't even need shards when there is not enough cosmetics for my character.I'd suggest one thing. You probably used relatively strong perks/addons etc to get there (correct me if I'm wrong here), so maybe it's time to fool around with non-meta perks. Both killers and survivors have a number of perks which are not strong enough so they are rarely used, even though they're fun. Make some stealth builds, then make some loop builds, a genrusher build or an altruistic and experiment with them. There's a lot of variety once you got to that coveted RANK OOOOONE.
At least that's what I did. I don't belong there anyway

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Inb4 I try that once and the Killer has Hangman’s TrickWhite_Owl said:@No_Mither_No_Problem said:
I want to be able to fully recover with it at least once in my lifetime.Sabotage hooks near a corner and go there when the killer chases you. Then prepare to get facecamped and smacked on the hook when eventually you'll get hooked.
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You better appreciate this after roasting my precious thicc boiEight said:Wow, that's awesome. I really appreciate you taking the time to offer so much advice, mate. You're a star!
Sounds like it could be worth a few shots, if for no other reason than to force me to play a little better (or, at least, less lazy).
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Thats already an issue because hurr hurr me want hatch escapeRex_Huin said:No-one Left Behind.
Imagine more than one survivor is carrying that perk - they wont want to leave the trial first. Could be a problem.
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You lose it unless you slug your obsession for 15 seconds.The_Fallen_Utopia said:Overall these changes sound good to me but I have 1 question.. with Play with your food it says you keep that effect until the obsession is healed.. what if you were to hit them, let them escape and then find and kill them before they get healed? -
OiEight said:@No_Mither_No_Problem said:
Pigs are also the only Killers capable of physically teabagging the Jake they tunneled for playing JakeI like to ruffle their hair while they're lying on the ground, waiting for the inevitable.

Not so much a "There, there sweetie, it'll be soon be over."... More of a "I know it's unfair; you're being punished for the actions of your brother Jakes. But I'm really looking forward to this trap going off so try to make a bit of a show of it. You know, wiggle a bit etc."

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@Eight said:
@No_Mither_No_ProblemPig players are notorious for their good natures, strong senses of morals, and dedication to fair, enjoyable play for everyone in the match.
Everyone cheers when they find out they're against a Pig, and then they come onto this forum to rejoice publically.
Pigs are also the only Killers capable of physically teabagging the Jake they tunneled for playing Jake
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@Eight said:
@No_Mither_No_Problem said:
I’m the best unhook guy I know but alright keep spreading your lies about my thicc Korean daddyHahahahaha.
I had a Pig pfp up until yesterday
I feel a sudden urge to commit camped by insidious leatherface
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@Eight said:
Hahahah.Any tips? I'm about to try a No Mither build on a Feng.
First and foremost: DO NOT waste a Perk slot on Iron Will. The 50% could be better, but the 50% is still good. You already have to use up a Perk slot just to turn on hardmode; Iron Will simply isn’t worth having essentially two Perks while always injured throughout the entire game.
Learn how to stay safe. By only having one hit on you and the Killer being told to tunnel the hell out of you, your survivability is viciously cut. Everything is working against you when you have No Mither: You’re always injured, the Killer wants more than normal to get you, other Survivors will assume you’re going to be useless because you have No Mither and are more inclined to try not to help you. You need to learn to get away in chases and you need to learn to keep the Killer from discovering you.
If the Killer wasn’t dropped on their head as a child, they aren’t going to slug you when you have No Mither, so unless you’re playing at rank 50, don’t even think about the dying recovery stuff.
My current build is NM, We’ll Make It, Resilience, and a wildcard (Empathy right now). We’ll Make It is a considerably underrated Perk imo. Double healing speed for 90 seconds? Yes please. It makes getting Altruism points so much easier because you can unhook and instantly heal them. One of those is already 20 points. Two of those will net you an Iridescent.
Repair gens, stealth, and heal others is your safest bet for getting pips with No Mither. If someone is repairing a gen with you, go to a different one and use your Resi to more quickly get lightbringer points for yourself. If someone else gets the unhook before you, work together to heal them so you can get points. If someone gets farmed, this is one of the few times it would be a good idea to take a hit for someone, to get those sweet sweet benevolent points. You may always be injured, but getting hooked once isn’t sealing your fate unless you get camped.
And, of course, if you are good at chases, being injured won’t even matter since you’ll go forever without getting hit anyway. So if you can pull that off, that’s some Evader points right there.
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@thesuicidefox said:
You need to learn how to take hits for others. I can regularly get one self revive per game by simply understanding killer psychology and taking a hit at the right time. For example, say the killer already got a hook on you and is seriously tunneling a dude that's been looping him for a long time, if you run up and take a hit right when they were about to get that person a lot of the time they will leave you and keep chasing them because they REALLY want to catch them. You do that the right way and that dude escapes the chase while you crawl away and get up. If you know what the killer wants at any given moment you can really screw them up.Oh fucksake this bullshit again
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@Eight said:
@No_Mither_No_Problem said:
Why the [BAD WORD] do people hate my precious Korean thicc boi™ so muchBecause seemingly none of you can pull off a hook rescue without ending the game of the victim (your victim, not the killers). Jakes are the leading cause of death when I play survivor.

And y'all are getting a trap on ya head, in retaliation.
In fact, there should be a perk where all Jakes start the match with the trap on their head - just to save me the effort of tunneling and hunting you down.Edit: Because "retalition" isn't a word. Hey, it was early and I've not had a coffee yet.
I’m the best unhook guy I know but alright keep spreading your lies about my thicc Korean daddy
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@yeet said:
@No_Mither_No_Problem said:
Several things.
First of all, it’s not THAT rare to have two or more injured Survs at once. And even if it was, don’t forget that this also applies to hooked, downed, and most importantly DEAD Survivors. Once at least one Surv is eliminated, that’s a permanent Thana. Once one more is at the very least smacked, that’s an absence of great skill checks.
Secondly, an 8% stack is not super huge. The way I see it, this stack is a good value to make the anti-skill check effects more punitive to Survivors who can’t hit it without making Survs who can hit those checks totally bone the Killer.
Thirdly, I can testify that hitting greats is not the hardest thing in the world by any means, but if a Survivor can hit great skill checks so consistently that they can turn this Thana AGAINST the Killer in spite of all the debuffs then honestly they deserve to have that ability.8% increased skill check chance is absolutely huge when you consider how skillcheck chance actually works, addictionally all the numbers are still far too low, the only part that would have an actual effect, the slow progression, being only 5% for each survivor is pitiful, only a few seconds on every gen
Those few seconds can be absolutely clutch when you’re as pressed for time as a Killer. Plus, don’t forget they stack.
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@MasterLoli said:
@PigMainBigBrain said:
@MasterLoli said:
I don't really know to be honest. Wraith would just be creepy, along with shape and nightmare. Huntress to me is not all that scary, same with clown and cannibal. I think the scariest characters for me are Nurse, Doctor, Billy, Trapper and hag. Idk about the other killers.All based on looks by the way, no abilities or perks.
Fight, or Run.
Pig= Fight, shes just a human.
Hag=Fight, shes too skinny to be a threat.
Nurse=Fight Shes also too skinny to be a threat even if she does fly.
Huntress= Fight, smack the mask clean off her face.
Myers= Fight
Leatherface= Fight, big fattie can barely swing fast enough to hit anything.
Clown= Fight, he smokes too much to be a threat.
Billy= Fight, but not guaranteed to win.
Trapper= Run, he looks like he benches 700 pounds.
Spirit= Run... you can't fight a ghost...#########...
Doctor= Run...he shoots THUNDERBOLTS....you can't fight THUNDERBOLTS!I forgot to mention freddy.....but its freddy so who cares....all you have to do is just stand near something that makes a loud noise....
lol, pretty good example of stating something you wouldn't actually do a real situation. Do you really think you can fight most of these killers? Do you mean you would try to fight but you would end up dead in the end?
https://youtu.be/QWuM_NSDhb8?t=1m9sIs this you?
I mean these Killers also somehow lose their grip on a small Chinese woman when carrying her because she grunted aggressively for 17 seconds so
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Several things.
First of all, it’s not THAT rare to have two or more injured Survs at once. And even if it was, don’t forget that this also applies to hooked, downed, and most importantly DEAD Survivors. Once at least one Surv is eliminated, that’s a permanent Thana. Once one more is at the very least smacked, that’s an absence of great skill checks.
Secondly, an 8% stack is not super huge. The way I see it, this stack is a good value to make the anti-skill check effects more punitive to Survivors who can’t hit it without making Survs who can hit those checks totally bone the Killer.
Thirdly, I can testify that hitting greats is not the hardest thing in the world by any means, but if a Survivor can hit great skill checks so consistently that they can turn this Thana AGAINST the Killer in spite of all the debuffs then honestly they deserve to have that ability. -
@yeet said:
that thana would hurt killers more than help themHow so?