Trying to explain why NOED has long needed a rework

Let's try putting it in different terms that can perhaps help people understand. What if Hope, instead of a small haste effect after five generators were completed, gave a permanent 3% haste effect for each uncompleted generator in the trial?

But wait! It's the survivors objective to complete generators, isn't it? Why, yes, it is! But wait! Why are they being given advantage for having not done their objective?

It's the exact same thing with NOED. A killer has, to this point, failed to kill all four survivors and stop five generators from being completed. This was their objective. So now they're going to receive a permanent 2-4% speed increase and exposed status, unless the hex totem is destroyed (or all five totems were already destroyed)? Was the objective generators, or totems?

A few things that can be to this perk:

  1. The very first thing is to remove the exposed status. This is the most overpowered aspect of NOED that makes it so despised.
  2. Make it decrease all survivors actions by 50%, including exit gates.
  3. Make it decrease successful attack cooldown by 25%, perhaps at the cost of a 25% longer cooldown for missed attacks (debatable).
  4. Make it reveal survivors' auras within a 16 meter radius.

Minus #1 (obviously a nerf), any or all of these are still good powers that a killer can use to secure more hooks/kills in end game - and more fairly so.

Comments

  • You're comparing wrong things to each other...

    It would be better to compare Left Behind. Left Behind activates only when you're alone, even when no generators were completed. The Hatch is the survivor's last chance to escape.

    But there's a few diffrences...

    • There are 4 survivors. 3 of them must die beforehand to even activate Left Behind (or they must leave)
    • NOED can sometimes never activate. Until that point the killer is playing with 3 perks (or less if he has more hexes)

    Also, can I just ask, how is decreasing survivors actions by 50%, more fair? Let's say in the situation you're suggesting (when noed doesn't get destroyed) having everything be doubled (including unhooks, healing, gates, (and from what i'm assuming) vaulting is very punishing.

  • Don't worry, I have problems with Left Behind and Sole Survivor too. Perks that hinge on being the last person left/letting teammates die.. not good for the health of the game. If you have rework suggestions for them, I'm open ears!

    Well, it's meant to be a strong end-game perk, and the perk is called No One Escapes Death... just none of us are happy with how that executes. A large speed decrease for end-game only, that can be negated, seems balanced to me. But I'm again open to other suggestions. As long as it has nothing to do with the exposed status.

  • The game is not over when all gens are done. The killer has not failed his objective.

  • @GoshJosh said:

    Don't worry, I have problems with Left Behind and Sole Survivor too. Perks that hinge on being the last person left/letting teammates die.. not good for the health of the game. If you have rework suggestions for them, I'm open ears!

    Well, it's meant to be a strong end-game perk, and the perk is called No One Escapes Death... just none of us are happy with how that executes. A large speed decrease for end-game only, that can be negated, seems balanced to me. But I'm again open to other suggestions. As long as it has nothing to do with the exposed status.

    But... I don't have any problems with those perks. Well, maybe except Sole Survivor because it's super weak. If it worked on radius instead of deaths that would be neat i guess?

    But the rest i really don't have an idea how to rework them because i think they're fine.

  • For me, I would be satisfied, if noed would be TEMPORARY. For example 1 - 2 minutes.

    Or give away haste status. Or lets noed work only for once. Iplayed many games where killer abuse noed.