Fun noed change

Each survivor you injure will grant you a token, each token is worth 8/9/10 seconds and will activate as soon as the gens are done.

If you down a survivor instantly then you will be granted 2 tokens.

This perk will stack infinitely.

The perk will still activate after the gens are done but you cant cleanse the hex totem until the time has ran out.

The speed bonus will increase from 4% to 5%.

Comments

  • Although I do think it needs a change to reward the killer for playing well, I don’t think this is the right way to go.

    Personally I’d prefer if it was each time you hook a survivor you’d gain a token. And maybe at 4 or 5 tokens you gain the Exposed Status effect when all generators are completed. Maybe even the ability to kill survivors with your hands (aka mori) at a 8 or 9 tokens. A 1% speed boost could be granted for every 2 tokens, however that might be a bit steep.

  • Devs said it themselves, and I agree with it 100%

    Totems are side objectives, if u ignore them and just rush gens, that is your punishment.

    Noed doesnt need to be nerfed as its unactive for 99% of the game, its only active when all gens are done same as adrenaline.

    If you have problem with noed u seriously need to work on your totem finding, they spawn in same area every time, some have finite spawn and will always spawn in the exact location every time, others spawn nearby always in a corner(except asylum and cornfield they got totem spawns in middle of the open...)

    Detective's hunch was on shrine of secrets a few weeks ago, there is 0 excuse that you can find a hex that is not activated until you complete the last gen.

    It just like many killer perks depends on survivors if its going to be activated or not.

    I always cleanse totems after completing a gen on my way to another gen, I've only been hit by noed once since I learned how totems work and that was because I had to go do something real quick so took a chance.

  • I don't get why you need tokens.

  • I feel like NoED is fine.

    If survivors can get so many second chance perks, the killers deserve at least one.

    Even if it can be cancelled.

  • @Klakky said:

    Devs said it themselves, and I agree with it 100%

    Totems are side objectives, if u ignore them and just rush gens, that is your punishment.

    Noed doesnt need to be nerfed as its unactive for 99% of the game, its only active when all gens are done same as adrenaline.

    If you have problem with noed u seriously need to work on your totem finding, they spawn in same area every time, some have finite spawn and will always spawn in the exact location every time, others spawn nearby always in a corner(except asylum and cornfield they got totem spawns in middle of the open...)

    Detective's hunch was on shrine of secrets a few weeks ago, there is 0 excuse that you can find a hex that is not activated until you complete the last gen.

    It just like many killer perks depends on survivors if its going to be activated or not.

    I always cleanse totems after completing a gen on my way to another gen, I've only been hit by noed once since I learned how totems work and that was because I had to go do something real quick so took a chance.

    I totally disagree with "just do bones" as an excuse for NoeD being fine.

    1. Cleansing dull totems, even with NoeD existing, is mostly agreed to be a complete waste of time. (excluding scenarios like Inner Strength users) Even if NoeD was a baseline feature for Killers, I still doubt this would change, at least among the highest levels of play where wasting at least 50 seconds total of the Survivor team's time to do bones (more likely much, much more) is often the difference between an 0K and a 4K game. I believe that the majority of redrank Survivors would agree they would rather have NoeD proc than waste ~2 minutes finding and cleansing every totem on the map before they can finish gens.
    2. Cleansing dull totems actually makes NoeD HARDER to deal with anyway. It's a much better strategy to make note of the dull totems you see, then IF NoeD activates, you go check back on the dulls you've found to see if one's become NoeD's Hex Totem. If you cleanse the Dull Totems you find, you just increase NoeD's chances of attaching itself to a well-hidden totem you'll never be able to find.


    The Survivor perk meta is definitely a bigger issue right now than NoeD, but it's still not an ideal Perk.


    As for the change, I would suggest instead:

    Starts as a Hex Totem on the map. If Survivors cleanse Hex: No One Escapes Death, the Hex will transfer to a random Dull Totem on the map up to 0/1/2 times, if a Dull Totem is available. Whenever a Hex: No One Escapes Death totem is cleansed, all Survivors are notified with a perk popup.

    This way Survivors can and most likely would actually attempt to do bones against NoeD, and essentially turns it into a variant of Devour Hope. Less crazy when it goes off and takes longer to go off, but has a much longer "aw hell, we need to do bones" period for the Survivors, should they decide to cleanse it, making it a harder decision than Devour Hope that totally forces a cleanse. Less of a surprise and gives Survivors more agency, especially against bad Killers who lack the map pressure necessary to stop Survivors from cleansing their Totems.

  • U never think why there's totems at all when killer has no hex perk? Devs said it themselves and it says in game it counts as objective points emblem, just because ur in denial doesn't make it untrue

  • Fun NOED change. If you can't be bothered to search for totems then use small game.

    It's unreal how many survivors who can't be bothered to cleanse totems want NOED nerfing. It's fine as it's and I play both killer and survivor. I use NOED sometimes and I go up against NOED sometimes.

    Lazy survivors is all I've to say. Cleansing a totem goes towards stopping NOED and also rewards BP for cleansing the totem.

    If you want to gen rush and then get bit in the last part of the game then that's entirely your teams fault. Don't blame the killer for survivors wanting to gen rush.

  • No, noed was hated by both survivors and the killer when it was on a timer and it was considered bad since survivors can just wait it out.

    current noed is fine it has counter play both before it activates and after.

    also against a good gen rushing swf just how many hits do you think you are going to get and it btw will 100% be basic attacks if this were to be implemented.

  • @NoOneKnowsNova said:

    Although I do think it needs a change to reward the killer for playing well, I don’t think this is the right way to go.

    Personally I’d prefer if it was each time you hook a survivor you’d gain a token. And maybe at 4 or 5 tokens you gain the Exposed Status effect when all generators are completed. Maybe even the ability to kill survivors with your hands (aka mori) at a 8 or 9 tokens. A 1% speed boost could be granted for every 2 tokens, however that might be a bit steep.


    I see what you did there.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1909476#Comment_1909476

    I totally disagree with "just do bones" as an excuse for NoeD being fine.

    1. Cleansing dull totems, even with NoeD existing, is mostly agreed to be a complete waste of time. (excluding scenarios like Inner Strength users) Even if NoeD was a baseline feature for Killers, I still doubt this would change, at least among the highest levels of play where wasting at least 50 seconds total of the Survivor team's time to do bones (more likely much, much more) is often the difference between an 0K and a 4K game. I believe that the majority of redrank Survivors would agree they would rather have NoeD proc than waste ~2 minutes finding and cleansing every totem on the map before they can finish gens.
    2. Cleansing dull totems actually makes NoeD HARDER to deal with anyway. It's a much better strategy to make note of the dull totems you see, then IF NoeD activates, you go check back on the dulls you've found to see if one's become NoeD's Hex Totem. If you cleanse the Dull Totems you find, you just increase NoeD's chances of attaching itself to a well-hidden totem you'll never be able to find.

    The Survivor perk meta is definitely a bigger issue right now than NoeD, but it's still not an ideal Perk.

    As for the change, I would suggest instead:

    Starts as a Hex Totem on the map. If Survivors cleanse Hex: No One Escapes Death, the Hex will transfer to a random Dull Totem on the map up to 0/1/2 times, if a Dull Totem is available. Whenever a Hex: No One Escapes Death totem is cleansed, all Survivors are notified with a perk popup.

    This way Survivors can and most likely would actually attempt to do bones against NoeD, and essentially turns it into a variant of Devour Hope. Less crazy when it goes off and takes longer to go off, but has a much longer "aw hell, we need to do bones" period for the Survivors, should they decide to cleanse it, making it a harder decision than Devour Hope that totally forces a cleanse. Less of a surprise and gives Survivors more agency, especially against bad Killers who lack the map pressure necessary to stop Survivors from cleansing their Totems.

    that rework favors swf (actually just survivors in general) so much it's not even funny, the obvious issue with your rework is both the fact that it only lasts for a few totems instead of them all, it also shouldn't tell survivors that it's noed because it hasn't affected the game yet.

    it's extremely easy to cleanse 3 or even 4 totems by yourself as you pass by, survivors just don't do that. you say it's a waste of time but it gives you points and helps prevent noed. if all survivors just cleansed totems as they see them the perk wouldn't be an issue except when there is a really good totem spot but survivors are too focused on doing gens and ignoring anything not related to saves, gens, active hexs, and healing.

    my point do bones IS a valid argument but survivors are legit too focused on the main things to care, noed is never a problem against survivors actively doing totems just run undying and you will see how often survivors cleanse all totems when they care to do so.

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1910457#Comment_1910457

    that rework favors swf (actually just survivors in general) so much it's not even funny, the obvious issue with your rework is both the fact that it only lasts for a few totems instead of them all, it also shouldn't tell survivors that it's noed because it hasn't affected the game yet.

    it's extremely easy to cleanse 3 or even 4 totems by yourself as you pass by, survivors just don't do that. you say it's a waste of time but it gives you points and helps prevent noed. if all survivors just cleansed totems as they see them the perk wouldn't be an issue except when there is a really good totem spot but survivors are too focused on doing gens and ignoring anything not related to saves, gens, active hexs, and healing.

    my point do bones IS a valid argument but survivors are legit too focused on the main things to care, noed is never a problem against survivors actively doing totems just run undying and you will see how often survivors cleanse all totems when they care to do so.

    A Hex taking three Totems to cleanse (and at different times) is IMO pretty powerful for a Hex, especially for Killers that choose to focus on defending their Totems or are inherently good at it. Hexes like Devour Hope or Ruin can already get a lot of mileage, assuming the totem RNG isn't godawful.

    Dulls giving you BP is not a good reason to cleanse them for the purposes of winning the Trial and IMO should be considered irrelevant. Especially for the side of the game that's team-based, where taking risks for extra Bloodpoints is a potentially selfish decision.

    I also brought up why cleansing Dulls honestly isn't a good idea for countering NoeD. It doesn't even necessarily rely on assuming there's a god-tier hidden totem spawn on the map, all it takes is one totem spawn that isn't in an area with a generator and it can easily slip under the radar. It might be found, but if it takes more than ~half the match for a Survivor to stumble across it, there's decent odds they might not have the luxury of wasting time on cleansing it.

    If one guy's on the hook, someone's going for a rescue, and another guy's getting chased (if the Killer is playing well, that's going to be the case for several minutes worth of a match), the remaining Survivor saying "Now's a good time to go cleanse some dull totems" is the definition of a bad teammate and that single decision might throw the entire match.


    Survivors are focused on objectives and staying alive because that's how games are won. It's not a problem with how Survivors play, and it shouldn't be framed that way. The closest Killer comparison is probably pallet/breakable wall destruction. Sometimes, you should be expected to do it, but expecting you to break ALL the time is unreasonable, and Killers who try to do that are going to start throwing games.

    Survivor's objective centric gameplay cannot be simultaneously overpowered, but also be playing the game "wrong" in some way. Surely the right move is to change the game in some way to modify that optimal strategy, instead of just saying that Survivors should change how they play?


    On a somewhat related note to the future of the game, what I consider perhaps the biggest issue with "just do bones" is that IMO totem spawn RNG is too Survivor-sided on many maps already, finding totems should be harder than it currently is right now, not a mechanic used as a foundation to justify current perk balance.