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No_Mither_No_Problem

No_Mither_No_Problem

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  • @Mister_xD said:
    I think Malicious is the Emblem that rewards you for kills, right?
    Devout rewards you for hooks and injuring Survivors, so if you got 11 hooks and the last guy escaped injured, or even in dying state, there is a possibility to get iridescent Devout without having to kill all 4.
    I could be wrong though...

    Devout gives you two points for every hooked, killed, or DC’d Surv, you need 8 to get Iri.

  • @AnIntellectualClone said:
    Where's the ironic thumbs up button when you need it?

    Unironic*

  • Why the ######### does everyone and their mother have an epic fable that happened to them in their lives archived but I’m just over here like “I dropped a glass cup and it bounced once before shattering ecks dee”

  • @starkiller1286 said:
    What goober would no mither and go for stealth without iron will to silence them?

    Using up an entire Perk slot for the sake of hardmode is bad enough. Having to use up half your Perk slots just to even have a chance at your playstyle is extremely unreasonable.

    I want to be able to run NM without being practically forced to spend an extra slot on IW just I don’t get insta-discovered. At that point you’re literally better off just using only two Perks because at least then you won’t be constantly injured.

  • I think he’s referring to the fact that Ebony morís effectively remove the need to perform up to 8 additional hooks (struggle+sacrifice phase for each Survivor).

    All I can say to that is, you’ll change your tune when all the Survs are dead on hook but both exit gates are opened.

  • I totally agree with you.

    And don’t listen to the people telling you to do a hatch standoff. If you’re either a Survivor or Killer who’s so incredibly anal over hatch escapes that you’re willing to sit there and stare the opposing side in the face for up to multiple hours, that’s honestly depressing.

  • Tips for playing Killer:

    Walk away now and save yourself a world of pain.

  • No Mither
    We’ll Make It
    Empathy
    Resilience

    WARNING: Perk is build TUFF and ORGANIC

    Not for soft bois

    If you are a soft boi and you run this build call the Doctor for symptoms include:

    Headache
    Sore throat
    Dying in less than five minutes in every game
    3k Bloodpoints per hour
    Osteodysplasia salificans progressiva
    Male pregnancy

  • Freddy sounds like an absolute monster in theory. But his ultimate downfall is the fact that the dream transition is so. Effing. Long.

  • @Aari_Piggy66 said:
    The game loves you.

    I wish.

  • @hill_o said:
    If you do find it you should share it with those of us who are left. I would also love to have one conversation with other people who play survivors that doesn't get interrupted by someone being a jag.

    I can have such a convo.

  • @Aari_Piggy66

    Regarding the WMI change: The way I see it, it’s a buff. Most experienced Survs will know it’s best to heal and be healed the second you’re off the hook if the Killer isn’t near. 10 seconds is still more than enough time to do that, and then you’ve got what is essentially Botany Knowledge 1.5 after multiple hook rescues.

  • @Nickenzie

    Assuming that your talking about our reworked version of NM then why are NM users not affected by Thanatophopia when they can heal themselves to the healthy state? Unless you don't want NM punishing the entire team if they decide to not heal which is cool since they are challenging themselves not everyone else.

    All these changes are proposed independent of each other and relative to the current state of the game. So no, my proposed NM rework is not being taken into consideration. Good eye, though.

    Territorial Imperative: When a Survivor is inside the basement their aura is revealed until they exit the basement. Additionally any survivor that is within 8 meters from a hook, totem, locker, and chest will have their aura revealed for 5 seconds. Has a cooldown of 60/45/30 seconds.

    That’s a good buff, but if you’re worried about killing stealth, it may not be a good idea to make Survivors’ basement aura revealed indefinitely. Plus, I would change it so that lockers do not trigger TI and only hooks with Survivors hung on them are susceptible to it. Because those two props are EVERYWHERE.

    However may I ask, what will happen if the killer drops you on the floor then picks you back up? Will you continue with the skill checks or will the perk be used up since it's a "Once per match" perk?

    Well, if I remember correctly Killers must juggle Survs to keep DS off them—as in, DS only loses its ability to be used once you escape or once you are hooked. Figured keeping it that way would work

    .We’re Gonna Live Forever

    (New Mechanic): Tokens will be delayed for 10 seconds after unhooking a survivor. If the rescued survivor enters dying state within 10 seconds then the token won't be rewarded to the rescuer.

    Yes, that’s what I was looking for. Good eye.

    That's kinda hard to understand, I'll highlight the part that confuses me in BOLD in you quote.

    Well, without addons, the time needed to self-heal for one full health state without a medkit is 12 seconds. The way SC is right now, the time to self-heal for one full health state is 24 seconds. With my proposed change, the time to self heal one full health state is 40, 35, or 30 seconds.

    Saboteur: Unlocks the ability to sabotage without a Toolbox at 50% the normal sabotage speed. Increases Toolbox sabotage efficiency by 30/40/50%. Items damaged by Toolbox sabotages take double than the normal time to self-repair.

    That would either be extremely OP or useless depending on if the Killer has Hangman’s Trick or not. Without it, a doubled repair time means hooks and bear traps would take 6 entire minutes to repair. With it, though, hooks would only take 60/40/20 seconds and bear traps would take 4 minutes.

    Hmm, I see Dead Hard as a well balanced perk but if it even needs a buff due to the exhaustion nerf or other indirect nerfs... This would be acceptable!

    I guess you could call it “balanced” but, see, here’s the thing: Why would you use an injury dash when you could just use Sprint Burst?

  • I’m still here, trying to get Killers to see the other side of the story.

    For every victory, there must be another side that loses.

  • “July 28, 2018. A day that will live in infamy.” -Thomas Edison

  • @Peanits said:
    Not a nurse main, but it's not very common, especially now. It was much more noticeable when insta-blinds were a thing. Now you'd have to stand close and hold the flashlight for so long that the nurse could very easily just blink the short distance and hit you before you could blind her. You can also just look away while charging your blink and completely counter it.

    So basically it'll never happen unless you let it happen.

    Wait, you can look away to shield yourself from it? Isn’t the whole thing with Lightburn the fact that you can shine the light on anywhere for the Killer to get burned?

  • Personally I think Plaid Flannel should be a Pink addon. I also think the current addons are mostly pretty bad except for Pocket Watch. I think reworking some of the Addons for her or making new ones would be great.

    Perhaps Addons that increase Blink attack lunge range or reduce the radius at which Blinks can be heard? Maybe make more Addons that reduce fatigue? I’m not really sure, but the reason that most of her Addons suck is because of how they screw with muscle memory.

  • I think the only things affected by addons that don’t screw with muscle memory is fatigue time, movement speed and accuracy.

    The reason I suggest the latter two because a) movement speed doesn’t actually affect where you’ll land in proportion to charge; it only affects how quickly you’ll get there, and b) Blink “accuracy” only ever really does anything to insta-blinks imo

  • @Nickenzie said:
    No_Mither_No_Problem said:

    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?

    I understand where you are coming from! However, the incentive needs to be somewhat great because you are literally handicapping yourself, I don't wanna get to rank 1 NM just for bragging rights... Wait would it be cool if NM gives you 25 iridescent shards if you escape? This is something different, no perk farms iridescent shards. I think this would be cool because... it actually gives you a way to earn iridescent shards if you have great skill. I'll use your idea to form a rework the "Hardcore" Perk with an actual incentive! :)

    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.

  • @Nickenzie said:
    No_Mither_No_Problem said:

    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.

    Hmm, I definitely agree with you! NM is supposed to be a challenge perk, but would it be okay with it having a BP bonus with it since you are challenging yourself?

    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?

  • @Nickenzie Mais, ça va trés bien. Merci.

  • @Nickenzie said:
    No_Mither_No_Problem said:

    I feel like that would be a little bit weird. No Mither’s big thing of “recover from Dying State” is more capitalized upon with my idea. Plus, how would bleedout regen work? Do you just suck your own blood back into your body?

    De rien, by the way.

    I'm dying right now lmao, I can imagine a survivor drinking their own blood! Okay, basically your blood will coagulate and stop you from bleeding while in dying state when not moving, giving your body time to produce more blood? I know that's really far stretched, maybe you recover 1 minute of your bleed out timer every time you recover to the injured state? This will be recovering to the injured state, being healed by another survivor, and hooking will not count. Additionally I think NM should've increased recovery speed since you have the "Beaten in" status effect and Unbreakable has no down sides with it.

    Edit: Comment allez-vous? (Wanna pratice my French with you if you don't mind lol)

    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 said:
    No_Mither_No_Problem said:

    Someone mentioned this before, and while this is true I have two points to bring up.

    One, it gets rid of the major detail of the Killer knowing from the start that you’re equipped with NM. They won’t find out until they smack you. And since NM is a challenge Perk meant to be used by skilled players, if you’re NM’s target demographic that’s much less likely to happen.

    Two, being downed from healthy can, reasonably often, be passed off as a number of Addons or Perks. I’ll try to compile a list of all the things that could trick a Killer into not knowing you have NM

    -Chainsaw hits

    -Evil Within 3

    -NOED

    -Devour Hope

    -Being previously injured by a Bear Trap

    -Make Your Choice

    -Redhead’s Pinky Finger

    -Iridescent Head

    Obviously some of these are more rare than others, but I think it’s nonetheless much better than being constantly injured.

    Hmm, same idea that I had with the exposed idea but with the "Beaten in" status effect you can use perks that are only activated while now in the healthy state! I feel like injured only perks should activate if the player is 1-hit away from dying state (For example: The exposed status effect will make you a 1-hit down so if at any time you have this effect on you, injured perks will activate since your a 1-hit down) instead of activating when your in the injured state. The recovery effect with your idea is interesting however I have a better idea, just make it where you regenerate your bleed out timer when staying still so you can infinitely stay alive! Again, I like to hear your thoughts @No_Mither_No_Problem and we might be able to make the perfect rework of NM! Merci!

    I feel like that would be a little bit weird. No Mither’s big thing of “recover from Dying State” is more capitalized upon with my idea. Plus, how would bleedout regen work? Do you just suck your own blood back into your body?

    De rien, by the way.

  • “Greg build”

    Where has this terminology been all my life

  • @Nickenzie said:
    No_Mither_No_Problem said:

    No, nothing of the sort.

    So, when in the Dying state you have a 4 minute bleed-out timer. This timer is constantly ticking down and is only stopped when being healed by another Survivor. The buff I suggested makes it so that if you are recovering while not moving, the bleed-out timer does not tick down, similar to how the Borrowed Time tmer stops while you’re self-healing. Because with the way NM is now, it’s one strength, slugging, is whittled at by the fact that you can only recover an absolute maximum of 8 times without Unbreakable before you bleed out anyway.

    The buff in question capitalizes on the full Dying recovery so that it’s a stronger counter to slugging. It’s a niche buff, but then again, so is No Mither.

    Okay, now I understand! Your bleed out timer won't decrease if you are holding the recover key, so you can recover an infinite amount of times without worrying about bleeding out! Not a bad idea @No_Mither_No_Problem but if the killer 1-hit downs randomly... he'll know "wait I just instantly downed him from the healthy state, he probably has No Mither so I'm not going to let him stay on the floor". Nevertheless great idea! :)

    Someone mentioned this before, and while this is true I have two points to bring up.

    One, it gets rid of the major detail of the Killer knowing from the start that you’re equipped with NM. They won’t find out until they smack you. And since NM is a challenge Perk meant to be used by skilled players, if you’re NM’s target demographic that’s much less likely to happen.
    Two, being downed from healthy can, reasonably often, be passed off as a number of Addons or Perks. I’ll try to compile a list of all the things that could trick a Killer into not knowing you have NM

    -Chainsaw hits
    -Evil Within 3
    -NOED
    -Devour Hope
    -Being previously injured by a Bear Trap
    -Make Your Choice
    -Redhead’s Pinky Finger
    -Iridescent Head

    Obviously some of these are more rare than others, but I think it’s nonetheless much better than being constantly injured.

  • @Nickenzie said:
    No_Mither_No_Problem said:

    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.

    So, I'm confused @No_Mither_No_Problem is it like a permanent BT status effect on you while having the exposed status effect on you as well? Like instead of going into dying state you'll have a X second bleed-out timer?

    No, nothing of the sort.

    So, when in the Dying state you have a 4 minute bleed-out timer. This timer is constantly ticking down and is only stopped when being healed by another Survivor. The buff I suggested makes it so that if you are recovering while not moving, the bleed-out timer does not tick down, similar to how the Borrowed Time tmer stops while you’re self-healing. Because with the way NM is now, it’s one strength, slugging, is whittled at by the fact that you can only recover an absolute maximum of 8 times without Unbreakable before you bleed out anyway.

    The buff in question capitalizes on the full Dying recovery so that it’s a stronger counter to slugging. It’s a niche buff, but then again, so is No Mither.

  • @Nickenzie Also I’m glad you like my name.

  • @Nickenzie said:
    No_Mither_No_Problem said:

    I appreciate what you’re going for but this literally takes away the strengths that No Mither has. Replacing the constantly-injured effect with constantly-Exposed is more a nerf than a buff because it removes the synergy that NM has with Perks that activate while injured, such as DH and Resilience.

    Not to mention, if you’re Exposed, you can still be injured after being healed from Dying. So in that state, it’s just No Mither but worse, since you’re suggesting we replace the reduced noise, lack of blood pools, and Dying recovery with this one BP stack bonus.

    Besides, why run a Perk like that for extra BP when you can, you know, equip an Escape Cake?

    Thank you for the kind feedback @No_Mither_No_Problem (I like your clichè username), allow me to explain! :) My goal was to remove the downsides that NM has like not being able to remove your grunt noises completely, now you can do that by healing to the healthy state! Additionally since you start the trial exposed but healthy, the killer may not know you have NM which was a downside to using it last time! Yes, you made valid points to my reworked NM by saying it doesn't have a lot of synergy with other injured activated perks but I make up that loss with the bonus BP if you survive. Yeah, you can use a escape cake but I think you looked at it incorrectly... eventually you'll run out of escape cakes despite being an uncommon offering. Also you can combine BP bonuses like a escape cake, WGLF, and NM together to earn a massive BP bonus! Imagine getting with a perfect 32k game 128k BP with using an escape cake, NM (If you survive the trial), and WGLF!

    Can’t argue with that, I guess. Still though, I feel that being constantly able to get downed for no reason other than extra BP just isn’t a good enough incentive. I still think it needs changed, but this is most certainly a nerfAt least WGLF doesn’t have any extreme hindrance other than taking up a Perk slot that could be used more effectively.

    If you’re interested, I made my own thread suggesting changes to No Mother while still keeping it the way it is. You can check it out here: https://forum.deadbydaylight.com/en/discussion/7609/no-mither-needs-a-rework/p1

  • I appreciate what you’re going for but this literally takes away the strengths that No Mither has. Replacing the constantly-injured effect with constantly-Exposed is more a nerf than a buff because it removes the synergy that NM has with Perks that activate while injured, such as DH and Resilience.

    Not to mention, if you’re Exposed, you can still be injured after being healed from Dying. So in that state, it’s just No Mither but worse, since you’re suggesting we replace the reduced noise, lack of blood pools, and Dying recovery with this one BP stack bonus.

    Besides, why run a Perk like that for extra BP when you can, you know, equip an Escape Cake?

  • @Rare said:
    Hey there! I've read the post and I have to say that I'm impressed. Here are the ones that I like the most.

    SURVIVOR PERKS.

    ► Just In Case. This may cause a problem with killers for a never ending match. But the idea is good! I love it.
    ► One With Nature. This would be very helpful with Barbecue & Chilli.

    KILLER PERKS.

    ► Born Hunter. I love it. It would be very helpful to me at least.

    I have to say that I'm not the best telling about balance because I know anything, and mostly play survivor. But the perks are nice!

    Hey. I appreciate the feedback. Not to sound like I can’t take criticism, but Survivors can still sabotage hooks after the gens have been completed—they just aren’t rewarded BP for it. I doubt Just in Case would assist all too greatly in causing an endless game. It’s more the fact that hook sabo’ing is next to useless unless the Killer just so happens to try to use the hooks you 99’d. The Perk more exists as a way of saying, “Hey kid, at least you tried!”

  • @EpicFailTryHard said:
    where is the mods when we need them?  i'm telling mom!

    Survivors when Killers criticize their OPAF existence

  • @Poweas said:
    Lol a better buff is that she plays PPAP 😆😆😆

    They should make a Perk with such a name that its acronym/slang term is PPAP

    “New meta: BBQ combined with NOED and PPAP helps counter DS and SB?!”

  • Oh, poor you.

    Sincerely,
    —A Texan

  • @TrumpJunior said:
    This would be just a cheap rip-off. The Cult of Dwight is something ... far superior. Sorry. ¯_(ツ)_/¯

    The only thing more thick than the skulls of Dwight Cultists is Jake Park.

  • Jake is my thicc Korean daddy and you don’t see me making a show about it.

  • @Doom_Punk said:

    @No_Mither_No_Problem said:

    @Doom_Punk said:

    Considering I have to play with N64 graphics and still hit terrible framerates on some maps (11 FPS on Shelter Woods), and yet I still have played for 2200 hours over 2 years, I think you could manage.

    Though I feel your pain, I hate playing on console since most games are very choppy and clunky to play.

    Homie if you have 2000 hours on console DBD you have a severe self-hatred problem and should seek help immediately.

    Lol, I honestly don't mind it. I grew up with the N64 so bad graphics never were a problem, I just want good framerate so I can actually play.

    I’m in the same boat fam.

    If I wanted good graphics I wouldn’t want a SNES. But that framerate+lag is just atrocious.

  • @Runiver said:
    A reason ?
    Because reasons. Who needs reasons to throw free stuff to survivors.

    I asked for answers, my g. Not toxicity.

    Luckily I already got the former.

  • @Doom_Punk said:

    Considering I have to play with N64 graphics and still hit terrible framerates on some maps (11 FPS on Shelter Woods), and yet I still have played for 2200 hours over 2 years, I think you could manage.

    Though I feel your pain, I hate playing on console since most games are very choppy and clunky to play.

    Homie if you have 2000 hours on console DBD you have a severe self-hatred problem and should seek help immediately.

  • @Khalednazari said:
    You're gonna have fun.

    Edit : Let me elaborate it for you. Firstly, less toxicity, atleast in chat. Secondly, you'll never have anyone hacking like using speed hacks, wall hacks, etc. Then also, it feels like a complete different game on a controller. You can play by relaxing on your couch, without turning your back to others around you.

    PS : I played for a thousand hours on PC, and I have switched to console. I'm enjoying Dead By Daylight more than ever. 

    @Doom_Punk said:
    Lol, don't bother playing Killer. Just play Survivor. Playing Killer on a controller is literal aids.

    Okay, so I’ve played a few games as both Surv and Killer. My thoughts?

    The people who made DBD for the console were probably just randoms Mathieu pulled off the street.

    Clunky controls with awkward button layout, ridiculous queue times, ugly UI, ceaseless lag, and, probably it’s biggest flaw, an ICONCEIVABLY terrible framerate.

    Every single action in the game causes a ridiculous frame drop. Swinging your weapon. Vaulting. Getting hit. Hooking. Failing a skill check. Passing a skill check. Picking up an item. Using your power.

    It’s ridiculous. How are you supposed to play when 99.99% of the game is a still image?

  • @Peasant said:
    Eh, maybe the devs feel that you escaping acts as a distraction which helps your team?

    Dev Logic

    What’s next, Benevolence for getting downed?

  • @Peasant said:
    The reason that "Escaping the Killer's Grasp" gives benevolence points is likely to due to how you can break free. Sure you can Decisive Strike or wiggle free but more often than not your team is what will help you get free. Since teammates can body block, sabotage hooks, or blind the killer this shows that a grasp escape will more often than not be a team effort.

    That still makes no sense. You weren’t the one being altruistic and helpful. Your team was. Why should you and only you get the points when your team helped you more than you helped yourself?

  • Are you looping me? Because my lust for you is Tier 3.

  • Hey baby, come join me in bed tonight and I’ll cheat on my girl more than I cheat on Dead By Daylight.

  • @MegaWaffle said:

    @No_Mither_No_Problem said:

    @MegaWaffle said:
    Sad this thread died...I thought that last one was good. :(

    The way these forums work any and all threads can be revived as long as they’re not drier than the Hag’s tits.

    Then i guess its time we suckle on them and get these great pickup lines back into the public eye!

    I know a guy who’d probably be willing to do that first part for you.

  • @Dragonredking said:
    I don't think survivor are agile enought to kick themself in the face, even thought it would be hilarious to witness.

    They can vault one hundred times in thirty seconds and physically pull themselves off a meathook. I wouldn’t put self face kicks behind them.

  • That’s like the ultimate Altruism.

    “Let me save your ass.”

    “######### o f f M i c h a e l ‘ s r i g h t t h e r e”

  • @MegaWaffle said:
    Sad this thread died...I thought that last one was good. :(

    The way these forums work any and all threads can be revived as long as they’re not drier than the Hag’s tits.

  • @MegaWaffle said:

    @No_Mither_No_Problem said:

    @YaNestea said:
    Hey guys, I made an idea for a chest perk for killers to make survivors have a harder time surviving when they’re alone. LMAO it kind of sucks but whatevs For Fun: 

    Your tricks make the survivors scavenging for supplies difficult. 

    Searching is 50/60/70% slower and is 5/10/15% louder.

    When finishing the full search, there is a 50/75/100% percent chance that no item will show up. 

    “It’s like how the magician makes someone disappear, but it’s not what you want that should disappear.” 

    Hope yall like it xoxo

    I wouldn’t call this OP per se, but literally making chests worth nothing is just... bleh.

    Unless you are running Plunder its rare to go for a chest. This perk is 100% useless unless you are simply going for a gimmick build. Please don't take this as me being "mean" I'm simply pointing out that as the original poster stated its for fun. I think we need more gimmick perks that have some fun synergy with one another. :)

    That’s why I wouldn’t call it OP. But Perks that get rid of or mess up certain mechanics just aren’t fun. Take, for example, DS and Enduring. DS is an OP Perk because it erases ctrugglong’s existence and it’s EXTREMELY unfun for the Killer. Enduring, however, is not OP despite almost comepltely removing the Killer stun damage mechanic because it’s not a big deal in most cases. Doesn’t mean it’s fun to play against, however, seeing as how stuns are the ultimate time-buyer for Survivors.

    This Perk is like that. Chests are no big deal, but when they are, it sucks buttcheels when they don’t give you anything after a greatly extended, riskier search.

  • @Visionmaker said:
    Finally the game is balanced.

    Although I think the Hag needs a little lift. So I propose this balance change:

    Hag:
    -Blackened Catalyst now draws traps in the shape of a pentagram.
    -Setting traps now take 66% longer, to account for the 2 extra strokes.
    -Upon triggering a trap, Survivors that have tea-bagged in the last three games are banned for 48 hours.

    That third one made me laugh more than the entire OP did.

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