PigNRun
PigNRun
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Much easier way to boost these perks without making them "unfun".
Surge:
- Remove the basic attack condition. If you really are downing people as much as making this Surge "OP" during a 3-gen, then you probably wouldnt need Surge in the first place. Plus, Devs literally said they want Killers to defend certain areas of the map (aka 3-gen), so at this point they might as well make a perk that makes it a bit more manageable.
Mindbreaker:
- Remove the 50% limitation. Make Survivors choose whether to wait for their exhaustion or focus on the objective. Simple.
Cruel Limits:
- This is the one Im not sure. People have suggesting blocking all vaults in the map, but I disagree with that. At the same time, it definitely needs something, since it will only trigger 5 times during the match completely out of the Killer's control.
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@KingFrost said:
Styptics are just as gamechanging as most iri add-ons for killer.
They might, but they already have a "cost" attached to them if used, which is losing the entire medkit. Add-ons getting this kind of penalty, which arent nearly as impactful as Styptics or Syringes, is pretty dumb.
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@KingOfBadRNG said:
Steve have worst perks.
Camaraderie gives you more time in struggle state and only useful for face camping killers.
Babysitter gives you a live target on your back also if the unhooker tires to heal the injured survivor he'll place them both in danger.
Second wind - is too situational for little payment.
######### no.
Second Wind is his best perk. Sure, its better with other perks, like Well Make It, but when it triggers its a free health state for doing what you should be doing in the first place.
Camaraderie is situational, but when you need it, its perfect. I wouldnt be opposed for it getting the Kindred treatment, but a niche perk will forever be niche.
Babysitter is the only one which I would never take.
Overall, Steve has some decent perks. Of course, he gets overshadowed by Nancy's, but they are in no way trash. Especially compared to others'.
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Good memories... Q_Q Necroing old threads and all.
Lets see how well this has aged;
Quentin's perks:
- Due to the introduction of EGC, Wake Up went up in power considerably.
- Due to the Emergency Medkit nerf, Pharmacy went down in power considerably.
- Vigil is the same.
Ace's perks:
- Open Handed is the same.
- Ace in the Hole went up in usefulness due to now being the only way to keep add-ons.
- Up the Ante is the same.
I still think Quentin's perks are overall better, but now because of Wake Up literally granting you an escape if the Killer closes the hatch. In any case, Ash's perks are now probably the most meh ones. Followed by either Zarina, and then maybe Yui.
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Yes, kinda broken. Sure, it takes 30 seconds to build up. But what happens after that? A really short chase which isnt really counterable by the Survivor. A Killer that walks 30% faster than the Survivor catches up in no time. If we didnt have Nemesis, it wouldnt be completely broken. Just broken against 1 Survivor, and that Survivor will have a bad time, like old Dying Light.
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@Alify said:
https://forum.deadbydaylight.com/en/discussion/comment/1219141#Comment_1219141
I definitely can’t say anything smart about 15% because I can’t imagine how much this slows down the speed of the killer (I was too lazy to calculate). Therefore, I would rather agree that the this should be underestimated to 10% .
I think that the ability to counter some Killer Perks should remain, so that the Perk is less situational
Countering one perk is fine. 1 perk slot = 1 perk slot. Countering 3 perks in a single perk slot is a big issue, especially if these 3 perks are the stamp on a certain build.
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I would like to comment something. At least in my opinion, "counterplay" isnt exactly the same as "interactivity". "Counterplay", in my dictionary means the ability to negate or at least drastically decrease the power of an effect. "Interactivity" to my eyes means a certain amount of input from both the Survivor and the Killer.
About counterplay:
- The only of those perks that lacks counterplay is DS, and only when you go into a locker.
- The others you mentioned either already have a counter or dont need one (Prove Thyself, because the nature of the game itself is the counter).
About interactivity:
- The only Killers with less interactive powers are Wraith, LF, Legion, Oni and maybe Doctor. Basically, anything that is just "get hit in plain sight".
Now, I do have a beef with BT, but thats only because encourages bad plays more than "managed to save against a camper".
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The latest change to the Bloodweb that came with the Stranger Things chapter was nice. But I think people dont realise how much of a BP boost Archives are. Its introduction made it easier to go through levels by increasing the amount of BP you get. I realised this halfway through the second Rift. I was getting Zarina levelled up pretty fast.
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1220018#Comment_1220018
Problem is the perks are completly random as well so it's very possible you need to go through the 70-80% garbage perks to get the good ones
And it's not because i don't play 6 hours a day that i don't want variety. I like messing around with quirky builds it's fun
Not saying the grind should be completly removed but it could be a little less extreme
The problem is, why did you unlock those "80% of perks that are useless" as a new player if they are useless to you? For example, when I started playing on Steam, I really liked the Pharmacy + BK combo. I only levelled up Claudette to level 35 and Quentin (my main), and went on playing with that one perk setup as well as WGLF (David was my third character, I think?), with the fourth perk being whatever I was getting as I was levelling up. I got my desired build very easily, only having to level up 3 characters and focusing on those perks, rather than making everyone level 40 and then building up a character. Sure, lack of foresight sucks, but its a given if you are one of THOSE.
Only once you have a functional build you should consider getting more teachables.
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@Waffleyumboy said:
People say it's because of its audio cues but I really like those because they give useful information to solos that swf have naturally on comms. His real weakness to me is how situational his Shred is combined with how removable his portals are. When you combine those two weaknesses, Demo is left with no strong tools to use to swing the game in its favor.
About his sound notifications, thats the issue though. You create a Killer that makes solos act as SWF, without balancing him around SWF. You end up with a Killer that despite being situationally powerful in chases suffers much more than others due to the nature of the game. Otherwise, why whenever people say "Kindred should be basekit" they follow it with "adjusting Killers accordingly to compensate"?
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/145123/second-wind-is-surprisingly-decent
Hello
I will try out that build now, but one thing i am curious about.
What happens if you use this:
- We'll make it
- Second Wind
- Exhaustion perk
- Deliverance
Will you be healed after the 60 seconds, since Deliverane makes you stay broken for 60 seconds? It says "after 30 seconds it heals you automatically" .. are you healded after 30 seconds but you stay broken? :o
See Second Wind's description: "Second Wind does not activate if you are already afflicted by the Broken Status Effect."
Basically, if you escape with Deliverance, you would be wasting Second Wind as it wont heal you.
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@Raulillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1219891#Comment_1219891
The concept can be anthropomorphic but non-human. I think perks aren't a problem tho, just don't put somehing weird and problem solved.
https://forum.deadbydaylight.com/en/discussion/comment/1219913#Comment_1219913
As licensed characters It could be a opotunity to bring characters to the game like a cartoon-version humanoid like "Shaggy" although I prefer something totally diferent like beast (Dogs or monkeys i think they could fit "Scooby Doo" both have human-like emotions) Also they could affect mechanics or be just simply cosmetic, it shouldn't be too hard for beast survivors to work exclusively on side objectives: totems, chests, wasting killer time... It could be even fun to see a dog helping you out of the hook by position himself under your feet to let you escape without problems.
I know that the game is focused on create a game based on classic slasher movies. But also i feel that i can't relate to the human characters because their situations are almost the same for everyone and because in a horror situation when a killer is trying to kill me I don't really care about who they are.
https://forum.deadbydaylight.com/en/discussion/comment/1219920#Comment_1219920
I think that it's difficult to choose a non-human character and design it to fit in the game but I also think that there are part of the horror spectrum that it's forgotten and could be adapted.
Look for example in the horror-comedy movie Gremlins (I know comedy could mess things up but it could be worked around). In that film there is one "survivor" that is not human, the original Mogwai "Gizmo" that help to stop the other gremlins but in a different way humans do. This proves that the horror trope is flexible enough to fit non human beings in it. I would appreciate a better example because It should exist one that doesn't involve so much comedy as Gremlins but I am not that fan of horror movies.
https://forum.deadbydaylight.com/en/discussion/comment/1219961#Comment_1219961
I agree that some creatures could have weird interactions that's why It shouldn't be a rushed release but a slow one with a lot of thinking invested on it. I used beasts/robots/aliens as examples but i think it's not limited only at that three, it could be some good zombie/ghost as the entity controls death and life in its realm, or even magic creatures (these maybe don't fit really well).
In a few words I feel survivors are not that unique as killers are. That's sad. They are just cosmetics, the unique things they have are sound volumes and heights...
(I had to Google Gremlins and Gizmo because its been decades since I last watched it, may get something wrong)
In that sense, Gizmo is an aid character and thats it. In our DbD version, that would be Benedict Baker or the Bloodweb itself (if it was a character). Overall, the idea of a non-human aid character MAY work, like an animal or multidimensional being. But still no alien or android. However, main (Survivor) characters in this setting should always be human.
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Well, see it like this. Why were Scrappy Doo from Scooby Doo and Great Gazoo from The Flintstones disliked? They were so out of place and ruined the flow of their shows. Imagine getting an alien-like Survivor to a game with a more mystic-macabre theme, or a full on android Survivor. It just doesnt fit. A human survivor from the future? Thats a different story (which they stated they will avoid adding for the time being), and thats pushing it.
An alien Killer, on the other hand, might work, as long as its like a Xenomorph. Fully organic, beast-like body while retaining the humanoid shape (for technical reasons). Which is why Demodoggo fits; a wild beast, which you often ignore its multi-dimensional origins. Stuff like Predator, who rely on weaponry and not force (though they are strong, but theres no Predator without gadgets), that wouldnt fit.
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Sure. And make whatever damage the unhooked Survivor receives be redirected to the unhooker, or remove Deep Wounds and force the Survivor to heal and go down if ignored (like pre-Legion BT).
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I mean, its one of the very few, if not only, downside of staying in Deep Wounds for too long. It only turns really dark after a while or if your bleedout bar is really close to ending.
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But BT counts as a "safe" unhook, which shouldnt, but... ¯\_(ツ)_/¯
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If it was a complete separate perk from Thanatophobia, numbers got increased a bunch and adjusting it so that the first injury isnt as punishing as the latter ones, then maybe.
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Interesting list indeed. He made this list from facing them, not playing them, right?
Honestly, Im surprised about Billy. He is accessible for new players and he is very punishing for newbies. Would have expected him to be at least S.
No surprise stealth killers are perceived as the strongest.
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@PassarinoT said:
https://forum.deadbydaylight.com/en/discussion/comment/1212366#Comment_1212366
Instead of reducing the reward, there is a bigger penalty for using it. Similar to deliverance, for the people, etc.
If that was your intention, then the penalty isnt really harsher. You mend once, which by itself isnt a huge time waster (see: Legion). You cant heal, but with current MoM you also dont heal, except that you choose not to (and lasts longer) because getting your aura revealed permanently is far more punishing than being broken.
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@NovaliumTS said:
https://forum.deadbydaylight.com/en/discussion/comment/1209911#Comment_1209911
Not really because playing killer isnt about just killing people, think of it this way you dont win a game of chess by going straight to the king.
you have to get other pieces out before heading towards the king and yes you may loose some of your own pieces (gens) but when you finally get the king after defeating all the other pieces its not just one piece youve taken but many which equates to a large sum (bp and pips)
Killing survivors shouldnt be treated as your only task as doing that only makes you fail
Thats a bad example. Because chess' ultimate goal is to go for the king. You dont gain anything from lengthening the match if the other side exposed their king. Chess heavily rewards exploiting the other side's weakness. Maybe if chess had a point system in which you are rewarded for taking out lesser pieces, but thats not how it works.
If you go straight for the king and you cant actually go for the king, you lose. If you go for the king and you can actually checkmate, then you win. The latter is what is flawed about DbD's emblem system.
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Blood Orbs and bleeding are two completely separate systems. Haemorrhage, bleeding frequency, etc, do not affect the amount of Blood Orbs dropped, and vice versa. As No Mither, you drop the same amount of Blood Orbs as if you were injured.
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Julie needs more attention, but my appreciation for Frank is stronger.
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They certainly screwed up a bit with this change. White Ward rewarding you more for dying than escaping, Survivors not gaining enough BP per trial to upkeep the use of an add-on, despite being able to get add-ons during matches they still have to rely on chests which are RNG on top of RNG on top of RNG, and so on.
I vaguely remember a Dev/Peanits/someone saying it was done for consistency with Killers. If it isnt, then my memory has failed me, but I see no other explanation for it. If it is, it was poorly implemented and proves once again that "fixing" something for the sake of consistency leads to bad results.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1206919#Comment_1206919
I don't think this is a good idea, in previous versions before the patch 2.7.0 the Legion's Deep Wound timer went down if you weren't in a chase, so if you weren't in a chase your timer would go down, and it stopped at like 0.1 seconds before bleeding out, the mend took 15 seconds back then, so if the Legion came you couldn't do anything, if you start running the chase wouldn't kick fast enough so you would go down, if you just wanted to mend the Legion would just m1 you or Frenzied you, so you would go down no matter what, and I don't want this Deep Wounds to come back tbh.
Also if this Deep Wounds stopped at 0.1 seconds as well, you will still go down, because vaulting takes a bit of the Deep Wounds timer, because you're not running.
How about this then. Add a 1 second (or so) buffer when you stop mending and stop sprinting during which there is no bleedout. That would mean you have enough of a window to start sprinting again (and fixes any kind of weird latency). Since DW isnt tied to chase mechanics or TR anymore, then you wont go down and you will be able to resume the chase.
The only time this is the situation you described is if the Legion player has FMT. While add-ons isnt something the OP wanted to include, we can all agree that FMT needs an entire new effect anyway.
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@swiftgiraffe808 said:
https://forum.deadbydaylight.com/en/discussion/comment/1207178#Comment_1207178
I like this guy. Screw balancing, just make this and slam like 15 maps together and let ridiculous chaos ensue. I feel like it would be amazingly fun. I’d imagine Q times might pose a small problem though....
lmao imagine how quickly gens would be going off and how many auras, notifications, and killer power sounds would be happening. I’m slightly drunk and dying laughing right now.
Imagine 25 Killer players agreeing to all use Billy, LF or Demodoggo and spam map wide sound effects.
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@Oicimau said:
https://forum.deadbydaylight.com/en/discussion/143488/archives-qol-improvements
I thought they added the option to select two challenges at same time: one survivor's, one killer's. So they did not?
They never said they were going to. And, no, they havent.
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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1206689#Comment_1206689
Everyone does, there hasn't been a single person who's liked this change.
To be fair, Kate's has been the one improvement that came out of it.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1205541#Comment_1205541
Legion is able to frenzy infront of the survivor and block off the window, preventing the vault
Plague, Bubba, and GhostFace are the ones who need to get the jump on them, he also seemingly had some weird places for the start of them which confused me on why no other location was tested, like further or closer
So, basically bodyblocking them from a position that is not really under your control as well as enduring a cooldown that lets them reach the pallet that spawns on the outside of the wall (or any other tile for that matter).
Im not even going to bother commenting on "Killers who need to get the jump on Survivors".
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@Hoodied said:
After rewatching it, he played as a M1 only powerless killer
This is why this loop was an infinite, killers have a power for a reason.
He also messed up this loop a few times by running into walls
On the contrary, the fact he did not use a power with a normal speed Killer makes it objective. Sure, a Clown or Freddy makes this more tolerable. But what about LF, Legion, Plague (no Corrupt Purge), GF, Myers (with or without T3) and any other future Killer they add with similar limitations (powers that dont down/boost speed)? They have to suck up an infinite due to faulty chase mechanics?
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@[Deleted User] said:
These challenges sound as unrealistic as the We're Gonna Live Forever challenge that needs you to get 4 hit protections when hardly anyone could activate Mettle of Man for 3. Or the one where you have to stun the killer 4 times in a single game.
The WGLF challenge happened after they fixed protection hits while carrying Survivors. Literally too easy if you just went for getting hit whenever the Killer downs someone. Stand in front of the hook -> 1 token. You could even get it faster with Styptic Agent and/or MoM.
The stun one was a bit trickier, but doable.
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The challenge for Feral Frenzy x5 says "hit", not "apply Deep Wounds". So, for that one, maybe you dont have to go back to the first Survivor you hit. Maybe you just have to hit the 4th Survivor and hit them again. Your Feral Frenzy ends, but you hit a Survivor for a 5th time.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1203182#Comment_1203182
Looking for a totem takes longer.
But it is something you should be doing anyway, whether you have Inner Strength or not. You may choose not to cleanse it, but remembering it at the very least can hardcore save you from NOED. It even helps you with other hex perks, telling you where not to look.
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Yeah, sounds like a bug. After all, there is am achievement for escaping through the hatch while in the dying state which remains unchanged.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1197611#Comment_1197611
Huntress has wind-up and cannot quickscope/spam ADS and fire instantly, same with demo who is punished much more than Gunboi
its very simple if you take a second to think about it
So... what? The windup and the missed Shred penalty matter very little when the whole point of your complaint is baiting the shot following it with a normal M1 instead of actually commiting.
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@BigTimeGamer said:
it was either Zubat and or Scott who described it like you did too
watching zubat, he showed how in a chase, there is little survivors can do if you just pretend to be shooting, Survivors will just try dodging and keep losing distance, they will keep an eye on you and not be paying attention as they try to watch for a shot that is never coming. yet as a whole, he has no map pressure and still loses gens like crazy.
tldr; 1v4 hes weak, 1v1 hes crazy strong, Legion part 2-gunman boogaloo
But if "baiting to shoot" is the reason you dont think he has counterplay, then why can I do this as Demodoggo and Huntress as well and people never complain about them?
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Its not exactly a buff for Stake Out and Prove Thyself. Its actually the inverse situation of what happened with Brutal Strength and breaking pallets. They nerfed the basekit stuff and compensated by raising the numbers on perks.
Quite an interesting approach. Solves part of the generator issue (potentially), and gives a bigger incentive on using perks. So, two birds, one stone.
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Its interesting how much of polar opposites both are.
- Clown deals with loops beter. LF is weak in this regard.
- LF benefits more from Survivor mistakes, but Clown can more or less force them better.
- Clown is bad in open maps and is better in tight quarters, LF suffers in indoor maps (due to the amount of vaults) and its game over in open areas.
Leaving bugs aside (since both have their fair bit of them), Clown has more potential.
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@Enlyne said:
Can't believe people are still asking for DS reworks when it is way better right now.
Thats like saying a park filled with garbage and delinquents is fine once you clean up the garbage but let the gangs rob other citizens.
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@Hex_BoopTheSnoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1194171#Comment_1194171
So how do I report a bug like this?
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@Hex_BoopTheSnoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1186276#Comment_1186276
I mostly made this post because I'm tried of going to look at my Tome collection and it starts playing an entry, even after I've unchecked the box billions of times.
As a PC user, I have never needed to uncheck that again. Definitely a bug.
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So, I had to learn over 200 skills in MHW, counting set effects, simple skills, weapon modifications and more. I have never seen anyone complain about "Theres too many, boo boo, remove Speed Eating and Polar Mobility, baa baa!".
Why? Because they add to the game. You dont like them? Thats fine. I can create fun and creative builds with them. Or just use them because I like them. They add to the replayability of the game.
The thing is, people expect all perks to be "viable". For instance, No Mither. Leads to interesting builds, yet people keep making up either overpowered changes or interesting concepts for completely new perks. Same deal with Any Means Necessary, expecting a pallet reset peek to not be niche. Like, come on.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1192288#Comment_1192288
Cant deathslinger use his gun? or huntress use her hatchets?
On certain loops, no.
There is still one true infinite in Disturbed Ward because 110% Killers who rely on projectiles (aka clear LoS) cant do anything about it because chase breaks before the Survivor reaches the window again.
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@Elena said:
Is it bad I'm looking forward to this mid-chapter PTB more than I did for the Chains of Hate PTB?
Well, mid-chapters are generally more impactful than a character releases because of their changes affecting everyone, rather than just people who may or may not use a character (especially such a non-standard Killer like Deathslinger).
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@MPUK said:
https://forum.deadbydaylight.com/en/discussion/comment/1189322#Comment_1189322
No, it used to be speed boost only until level 3 gave you the exposed effect.
https://deadbydaylight.gamepedia.com/Hex:_No_One_Escapes_Death
Change log - 2.3.0 patch
Yet that wasnt a "buff". That was a QoL change.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1189474#Comment_1189474
Thanks for the feedback! But how would BT work if it was for the save Unhooks tho?
For Fixated, sometimes some random Blendette can leave Scratch Marks right next to you, so I thought it would be good if it showed you Scratch Marks of your teammates.
Simple. If BT triggers, its not considered a safe unhook, and means you farmed your teammate or braindeaded your way to the hook, which shouldnt be rewarded. Therefore, you wont gain stacks from that.
@CasualConsolePlayer said:
Better idea for hope:
After every generator completed (you don't need to be one who repaired it) you gain 5% speed for 20/25/30s. Has cooldown which it's also a duration.
This would be finally something what I'd try in builds.
@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1189511#Comment_1189511
Thanks for the feedback!
What if Dance With Me had a Cooldown of 40/35/30 seconds and 5 second duration. Do you think that would be good?
What if Hope was like this: After a gen is completed you get a 7% haste for 10 seconds. After the last Gen pops you will get a 7% haste for 40/50/60 seconds.
Yea, maybe I overbuffed Poised a little bit.
How would it stack with Sprint Burst though?
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My critique:
- I would stick to Any Means Necessary having a cooldown instead of tokens. The cd isnt the reason the perk is not used a lot. Its just niche and situational and will remain like that forever. Same with Diversion.
- Make BT farming not count towards "safe unhook" requirements (same for Deliverance, WGLF, etc), and its a fair Distortion change.
- Better wording for Plunderer's Instinct: Dont receive Common rarity items from chest searches. Though honestly this perk is becoming... convoluted, and honestly its fine how it is.
- As a frequent Fixated user, I am not sure about seeing others' scratch marks. It might be useful in very specific situations, but with so many tracks, it might be just a mess for my personal use.
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I know this is bait/a joke, but what did you mean by "Power Outage"? You mean EGC?
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@BigTimeGamer said:
I play both sides at Red, so don't bother calling me a survivor main
When you escape with an item now, you lose the addons, how does this make any sense?
- If you escape, you shouldn't be punished, its pretty much that simple. Now, you can say killer's lose their addons, buuut...
- Item Addons =/= Killer Addons. An item does not change how survivors fundamentally play. They still have to do 5 gens and escape or get hatch, killer addons can completely change their entire playstyle, T1 Myers build vs. Tombstone for example.
- Survivors have WAY, WAY more things to invest BP into. Perks, Items, Addons, and Offerings. Making them disappear now just feels bad for player experience. The toolbox change was fine as they were an issue, but who really wanted addons to be nerfed across the board?
I do agree the change was weird and unnecessary. I do disagree with a couple of your points:
2) There are very few add-ons that completely change how you play a Killer. Absolutely minimal. The vast majority of add-ons just enhance the Killer's default playstyle.
Not to mention, add-ons may not change the way you play massively, but they enhance the thing that does; items. Imagine if you have a medkit. You dont have to dedicate a perk slot to it, you dont have to look for someone to heal you, you dont have to rely on RNG. That means; you can commit to an objective easier, you can rescue others with less worries, you can stealth a lot easier. Follow the same line of thought with sabo toolboxes, flashlights and maybe maps.
3) Survivors dont have WAY WAY more stuff to invest BP on. They may have a bigger pool of stuff they CAN spend BP on, but that doesnt mean you have to or much less will use them all. How many Broken Keys have you used? Or toolboxes with (current) Instructions? Its a similar case with Killers. How many times have you used Speed Limiter on Billy/LF? Or tablet add-ons on Plague? Blocks on Freddy?
You could argue you cant run your favourite item + add-on every game. Well, guess what, same deal with your favourite add-ons on Killer. We also dont even have to go over the difference of Survivors being just skins, while players who like multiple Killers cant invest all BP on a specific Killer only. And also the fact that items (which are the stronger feature compared to their own add-ons) are free from looting chests.
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Wonderful ideas. My only comment is that the extra 1000 BP should only be from Moris and not dying. Otherwise, Survivors will be encouraged to crawl away to a dark corner and die there on the floor to unnecessarily lengthen the match just to spite the other player.
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Honestly, No Mither will never get reworked. And, honestly, thats fine. Remember why they brought the old Scrapped Tape back completely unchanged? Because it had "cult following". No Mither is in the same boat, as a large portion of people (way more than the supposed "Scrapped Tape cult") like it how it currently is (other than a few needed QoL changes).
...That is, unless the reason for Scrapped Tape returning was just lazy development and covered it up with an excuse... :^)
Leaving that aside, I like your concept of the perk, but only for a brand new perk. Call it Yes Mither and strap it to the next Survivor.
As for dying state, meh, not worth the trouble honestly. Would rather they fixed struggling on the hook first and foremost.
Monstrous Sacrifice seems really meh... Id rather go for the idea of a debuff or buff for having someone hooked (whether in the basement or not depending on the strength of the effect). Also, Monstrous Shrine still sounds better.
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/1178642#Comment_1178642
there are some that I use as a combo but when playing the game it doesn't feel so
Such as? Some combinations are useless because their boosts are minimal.