Noed and Rancor

Why does noed work after closing the hatch, but rancor only works after all generators have been repaired?

It seems to me that both perks should be equal in front of each other, because there is a daily task to kill a survivor, but there is always Mori, and many take Rancor, but you have to wait for the last generator to be repaired

Comments

  • rancor is dependent on the final gen noed is dependent on the exit gates

  • @zoozoom6 said:

    rancor is dependent on the final gen noed is dependent on the exit gates

    Yes, but I think the point of this post is that both perks SHOULD be given the same activation requirement instead.

    Personally, I'd say both should be tied to the survivors finishing all 5 generators and not to the Exit Gates being powered (since closing hatch also powers them them). This would certainly do Rancor no favors, but it would also prevent NOED from activating in those matches where the final survivor was already almost completely screwed.

  • @APoipleTurtle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653209#Comment_1653209

    Yes, but I think the point of this post is that both perks SHOULD be given the same activation requirement instead.

    Personally, I'd say both should be tied to the survivors finishing all 5 generators and not to the Exit Gates being powered (since closing hatch also powers them them). This would certainly do Rancor no favors, but it would also prevent NOED from activating in those matches where the final survivor was already almost completely screwed.

    noed:

    flavor texts:

    "And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back."

    "A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping."

    there are a couple ways to read this:

    this hex will activate at the same time as hope which it does

    "The Entity's shadowy whips were lashing at its back" is the end game collapse and so is tied to the egc which it is

    rancor:

    (has no flavor texts)

    all of rancors effects are dependent on gen completes it makes more sense for the last to be on that as well

    i also copy pasted this from the wiki page section trivia :

    • In accordance with the fourth line in Rancor's description, the Endgame Collapse will not trigger its tertiary effect, if it was initiated by closing the Hatch


    i think we should keep it how it is it makes more senses this way

  • @zoozoom6 said:

    rancor is dependent on the final gen noed is dependent on the exit gates

    Noed works after closing the hatch, AND AFTER fixing the last generator. Rancor, only after repairing the last generator.

    It seems to me that if the last survivor is left, then it doesn't matter how he will be killed, so Rancor does not violate anything

  • @FeryGEN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1653209#Comment_1653209

    Noed works after closing the hatch, AND AFTER fixing the last generator. Rancor, only after repairing the last generator.

    It seems to me that if the last survivor is left, then it doesn't matter how he will be killed, so Rancor does not violate anything

    noed isnt tied to gens at all it is tied to exit gate opening and hatch closeing

  • @FeryGEN said:

    Why does noed work after closing the hatch, but rancor only works after all generators have been repaired?

    It seems to me that both perks should be equal in front of each other, because there is a daily task to kill a survivor, but there is always Mori, and many take Rancor, but you have to wait for the last generator to be repaired

    Because Rancor gives out a location.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655822#Comment_1655822

    noed isnt tied to gens at all it is tied to exit gate opening and hatch closeing

    It gives the position only after the generator has been repaired, but does not give out when the hatch is closed. Sooner or later, we must change this, I'm sure.

    Noed was always tied and still tied to the completion of the last generator, it was always like this, nothing changed, you can check

  • @FeryGEN I am going to agree with you here. The activation of late game perks should be made consistent to the closing of the Hatch and/or the finishing of the last gen, instead of some perks activating after the last gen only, or only after the exit gates are open, etc, etc. This would buff quite a few survivor perks as well as killer perks, by making their activation consistent. Perks should be consistent, else you are running empty slots.

  • @CharlieChatBox said:

    @FeryGEN I am going to agree with you here. The activation of late game perks should be made consistent to the closing of the Hatch and/or the finishing of the last gen, instead of some perks activating after the last gen only, or only after the exit gates are open, etc, etc. This would buff quite a few survivor perks as well as killer perks, by making their activation consistent. Perks should be consistent, else you are running empty slots.

    The problem is if Bitter Murmur for example revealed the last survivor after shutting hatch it would make closing the hatch almost unescapable for the survivor since the killer will see your aura and beeline towards you.


    I do want Rancor to proc the exposed + moriable effect on the obsession when hatch is shut however. (Do not give a location blip though.)


    It doesn't really change the outcome of the match too much and the synergy with STBFL, PWYF, and Dying Light for a "Ignore obsession all match, one-hit-mori at the end" build is hilarious.

  • @FeryGEN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1655990#Comment_1655990

    https://forum.deadbydaylight.com/en/discussion/comment/1655941#Comment_1655941

    It gives the position only after the generator has been repaired, but does not give out when the hatch is closed. Sooner or later, we must change this, I'm sure.

    Noed was always tied and still tied to the completion of the last generator, it was always like this, nothing changed, you can check

    No we do not.

    And that is false. "When exit gates are powered" is not the same as "When completing the last generator".