Rework NOED as a ‘Ruin’ for exit gates

Speaking as someone who plays about 70% killer, the current NOED just feels so cheap and unrewarding to use. Not to mention extremely un fun to go against as a survivor

We’re also in the “99” meta right now where survivors will complete 99% of the exit gates so they’re essentially open and ready for everyone to escape, but without the pressure of the end game collapse or killer perks like Blood Warden

So how about if we kill two birds with one stone and reworked Hex: No One Escapes Death into a perk that automatically starts regressing the exit gates once a survivor stops working on them, and maybe also made the person opening them Exposed just to spice things up

This would force survivors to either fully open the gates or risk everyone dying if the killer chases them back to the now partially regressed exit gates

another idea would be to maybe add in a hook prerequisite on top of that similar to No Way Out. So if you hook 1 survivor the gates will regress a maximum of 20%, 2 hooks 30%, 3 hook 40% and if you hook all survivors at least once you’re guaranteed 50% regression (providing they don’t just open them straight away that is)

I think this would be much healthier for the game and a much more rewarding perk than the current NOED

Comments

  • get rid of flashlights and we'll talk.

  • @Thrax said:

    get rid of flashlights and we'll talk.

    I wouldn't mind that, they kill your team more than help honestly. get rid of keys too for blood points

  • Noed is the same as SWF. It brings people to a level they don’t deserve. And then you find them crying here about snowmen

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692586#Comment_2692586

    Yeah, I did that actually.

    For over 100 games, in fact. And I recorded stats for it, just to see if "do bones" was a reasonable argument.

    It isn't. Unless you make a build solely dedicated to hunting totems, Solo Q has almost zero chance to cleanse all 5. Duo isn't much better.

    The only times I found it to be remotely possible were in 3 and 4 man SWF, where it was easy to keep track of totems and cleanse them.

    NOED is a bad perk. It unfairly punishes Solo and Duo Q, but does very little to SWF groups. It needs a rework to be useful.

    Well yeah, you are 1 person on a 4 member team trying to do all the totems by yourself. That's not the way any of this was designed, and, frankly, says more about your teammates.

    I'd argue that every survivor is responsible for taking out at least 1 totem. Then at end game there is only 1 left, which can be found if noed is in play.

    There is no patch or rework for lazy teammates, so if they aren't willing to do that small task, then yeah, noed is going to punish the team as a whole. That's team games for ya.

  • Your idea is some ######### 🐵

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692591#Comment_2692591

    Well yeah, you are 1 person on a 4 member team trying to do all the totems by yourself. That's not the way any of this was designed, and, frankly, says more about your teammates.

    I'd argue that every survivor is responsible for taking out at least 1 totem. Then at end game there is only 1 left, which can be found if noed is in play.

    There is no patch or rework for lazy teammates, so if they aren't willing to do that small task, then yeah, noed is going to punish the team as a whole. That's team games for ya.

    A perk that unfairly punishes Solo Q but does nothing to SWF isn't a well-designed perk.

    It should be changed to be less punishing for Solo's but more useful in general.

    There is NO reason that cleansing 4 totems should cause NOED to activate as if you cleansed none.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693424#Comment_2693424

    A perk that unfairly punishes Solo Q but does nothing to SWF isn't a well-designed perk.

    It should be changed to be less punishing for Solo's but more useful in general.

    There is NO reason that cleansing 4 totems should cause NOED to activate as if you cleansed none.

    There is a reason. That reason is that there are 5 totems, not 4. You don't get to fix 4 gens and open the gate just because your teammates sucked all match and didn't help, why would totems be different?

    I exclusively play solo, since none of my friend group find the game fun anymore, and I'm over the "it punishes solo q" argument entirely.

    NOED works exactly the same against swfs who ignore totems, comms just make it easier to find it afterwards. If we are going to be removing or reworking perks just because the comms advantage of a good swf team can partially negate them, we're going to be left with like 4 perks on each side.

    You aren't being unfairly punished by noed for being solo. The killer is getting the advantage of a perk that your team as a whole didn't do enough to negate before it activated. Whether you q by yourself or with your friends, when you q for survivor, you are signing up to be part of a team, sometimes that means that your loss may be due to that team.

    The reason the common refrain is "do bones" is because when every survivor actually has the mindset that totems are a thing that are in the game and need to be dealt with, the games you describe will stop happening. However it appears that currently they would rather come to the forums to complain of "unfair punishments" like they are trying to appeal being sent to detention rather than take the time in a match they set the pace of, to find a couple of the worst hid items on the map. Yet they have tons of time to find them for boons, and so much time for snowmen shenanigans.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693028#Comment_2693028

    I mean, hey, if you want to be a totem warrior, go for it.

    I brought Small Game to see how many totems were cleansed in all my matches. I was also hunting them, but I wouldn't throw the game by looking for them instead of doing gens.

    I literally saw 5 cleansed ONE time in Solo Q. In 104 games, it happened 5 times.

    Idk how you can say there isn't a problem with that design. You aren't even rewarded for partaking in that MASSIVE time-sink because if you miss even ONE totem, you get #########,

    Here's what I keep coming back to on your dataset.

    You recorded 104 games, and found in 99 of those your teammates didn't do anything about totems.

    Your conclusion from that data isn't "my teammates didn't do totems" but rather that it is impossible or that the mechanics are broken.

    I'd look at that data and argue that the issue is that your teammates didn't do bones in 99 out of 104 games. That's not a design issue, that's an issue with the players.

    If I'm QB in a football game and get sacked 99 out of 104 plays because my offensive line didn't block, I'm not able to then blame the design of football for allowing sacks to occur.

  • I just had a fight where killer had Pentimento. We did the totems literally twice. Survivors have enough time to do stuff if they put their minds into it, and also you are not supposed to win every single match remember that also.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693054#Comment_2693054

    Here's what I keep coming back to on your dataset.

    You recorded 104 games, and found in 99 of those your teammates didn't do anything about totems.

    Your conclusion from that data isn't "my teammates didn't do totems" but rather that it is impossible or that the mechanics are broken.

    I'd look at that data and argue that the issue is that your teammates didn't do bones in 99 out of 104 games. That's not a design issue, that's an issue with the players.

    If I'm QB in a football game and get sacked 99 out of 104 plays because my offensive line didn't block, I'm not able to then blame the design of football for allowing sacks to occur.

    If you have time to do all 5 totems, you would have stomped if you didn't.

    I also gathered that most, not all but most, Killers who used NOED facecamped off of first hook. There's literally no time to get NOED in that scenario.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693424#Comment_2693424

    A perk that unfairly punishes Solo Q but does nothing to SWF isn't a well-designed perk.

    It should be changed to be less punishing for Solo's but more useful in general.

    There is NO reason that cleansing 4 totems should cause NOED to activate as if you cleansed none.

    I think Noed is fine as it is and should stay..

    What if Noed were a Hex, though? Every time it gets cleansed, it relocates to another Dull until there are no more Dulls? This way, there is no more second guessing if you are wasting your own time?

    This way, we really can tell people to just "do bones lmao".

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693491#Comment_2693491

    I think Noed is fine as it is and should stay..

    What if Noed were a Hex, though? Every time it gets cleansed, it relocates to another Dull until there are no more Dulls? This way, there is no more second guessing if you are wasting your own time?

    This way, we really can tell people to just "do bones lmao".

    That doesn't solve the issue.

    You can cleanse 4 dulls and still get hit by the full effect of NOED.

    Make NOED a token-based system, one instant down per remaining dull and a 1% speed boost per dull.

    Punishes Survivors for not cleansing totems, doesn't ######### them because they couldn't cleanse all of them

  • But then you will still crying if you did 4 totems, and the only token the killer has hits you. Better then to make noed not a hex perk at all, but it exposes everyone that didnt cleanse a totem (lit or dull).

  • "Speaking as someone who plays about 70% killer, the current NOED just feels so cheap and unrewarding to use. Not to mention extremely un fun to go against as a survivor"

    Then don't use noed.... problem solved.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693575#Comment_2693575

    If you have time to do all 5 totems, you would have stomped if you didn't.

    I also gathered that most, not all but most, Killers who used NOED facecamped off of first hook. There's literally no time to get NOED in that scenario.

    Again, why are you insisting that 1 team member of a team of 4 should do all 5 totems by themselves? And if the killer is face camping on the first hook, how do you "not have time"? You've got nothing but time, you know exactly where the killer is (at that hook) and how long they will be there.(until that survivor has fully gone through both hook phases)

    If every survivor did 1-2 totems per match, you wouldn't ever see NOED again, but I guess it's easier to ignore the totems and complain of the cost.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693575#Comment_2693575

    If you have time to do all 5 totems, you would have stomped if you didn't.

    I also gathered that most, not all but most, Killers who used NOED facecamped off of first hook. There's literally no time to get NOED in that scenario.

    The survivors are supposed to try and work as a team. If they don’t, not much will get accomplished

  • NOED is fine. especially with boons out now survivors really have to make that choice whether to cleanse or leave them up & take the risk at end game. A lot of people forget, hex perks are meant to be high risk high reward. It's probably the one killer perk alongside devour hope that puts the game back into the killer control against swf or high skill solo most times. Even if it's temporary.

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