Do you agree with Otz

When he says that Noed is a S tier (5 stars) perk ? Is it really that good ?

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Comments

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/306538/do-you-agree-with-otz

    It seems like he is rating them off of the potential they hold. NOED can be useless, but it can also win you the game easily. Same with Ruin, Ruin can give insane value, but could also not. I can see that pattern looking down through the list as well, the lower the perk's higher potential, the worse they are ranked.

    I can agree with NOED being a top perk, a perk that can be really hard to get rid of when the killer is actually good, and gives insane value in the situation where the survivors still finish gens is a good perk. The only time NOED can really faulter is when the killer is really bad, and survivors are really good. If any of the situations are more even (both sides bad or both sides really good) than NOED has huge potential.

    Bingo.

    Otz is going for potentially insane but streaky perks.

    I'd probably value more consistent perks higher.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768359#Comment_2768359

    Bingo.

    Otz is going for potentially insane but streaky perks.

    I'd probably value more consistent perks higher.

    Yeah, I don't think he is wrong, even taking into consideration those are still probably the best, but personally I enjoy more consistent but slightly weaker perks. I just don't like the RNG of sometimes having matches that I slam in, and some matches where I lose all my perks.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768364#Comment_2768364

    Yeah, I don't think he is wrong, even taking into consideration those are still probably the best, but personally I enjoy more consistent but slightly weaker perks. I just don't like the RNG of sometimes having matches that I slam in, and some matches where I lose all my perks.

    Mm.

    I think there's also another factor at play - due to the MMR cap and Otz being an 8000 hour monster, he can more frequently get streaky perks like Ruin, Devour and the like to shine.

    I enjoy perks that minimize my downtime (Surge, Pain Resonance, Agitation) or give additional pressure to survivors (Plaything).

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768375#Comment_2768375

    Mm.

    I think there's also another factor at play - due to the MMR cap and Otz being an 8000 hour monster, he can more frequently get streaky perks like Ruin, Devour and the like to shine.

    I enjoy perks that minimize my downtime (Surge, Pain Resonance, Agitation) or give additional pressure to survivors (Plaything).

    Personally when tiering perks or considering things for the game, you shouldn't often consider a lower player playing with it. It would be like saying Nurse is bad because Jimbob with 10 hours is bad with her. Being good at the game and being able to take use things to their full potential is where things should be rated and balanced.

  • Noed is God tier. If you can't find the totem, the game will probably end in 3 or 4 kills.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768383#Comment_2768383

    Personally when tiering perks or considering things for the game, you shouldn't often consider a lower player playing with it. It would be like saying Nurse is bad because Jimbob with 10 hours is bad with her. Being good at the game and being able to take use things to their full potential is where things should be rated and balanced.

    'Lower tier' is subjective.

    I think that the trick is considering the average player with it.

    I think the average player gets screwed just as often as they win with streaky perks, which is what makes them streaky.

  • @illusion said:

    Ruin being an S tier perk is under the assumption that it stays up for a decent amount of time. If it gets cleansed early, bad luck, but extremely valuable if it stays up until late game.

    https://forum.deadbydaylight.com/en/discussion/comment/2767698#Comment_2767698

    He doesn't have a tier for "Niche" perks, only "weak niche". Those are niche, but not weak.

    You can’t just judge a perks effect if it’s a hex perk, that’s ridiculous on Otz’ part. Yeah the effects are S tier, but not as a hex, since it’s likely to be gone before the match is half over. It stands a great chance of being gone in the first 30 seconds if your spawn isn’t great. Otz saying Ruin is S tier kinda proves his analysis/opinions don’t deserve the almost God-like respect many in the community seem to give him.


    NOED on the other hand is a great perk. It can save the late game, and with how meta boon perks are now, survivors rarely cleanse all totems so you’re almost guaranteed to get use out of it if the survivors make it to the end game.

  • Absolutely agree with him.

  • I find it very shocking that lightborn is not at 5 stars. It is clearly the most powerful perk in the game.

  • They put OP in Terrible. I disagree.

  • @FreshCoal said:

    I find it very shocking that lightborn is not at 5 stars. It is clearly the most powerful perk in the game.

    If he is judging perks on their potential then Lightborn would have to be S tier. Being immune to flashlights while survivors continue to attempt saves is extremely strong. Totally unrealistic, but technically S tier for sure. Right beside NOED.

  • @WholesomeNebula said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767715#Comment_2767715

    You can’t just judge a perks effect if it’s a hex perk, that’s ridiculous on Otz’ part. Yeah the effects are S tier, but not as a hex, since it’s likely to be gone before the match is half over. It stands a great chance of being gone in the first 30 seconds if your spawn isn’t great. Otz saying Ruin is S tier kinda proves his analysis/opinions don’t deserve the almost God-like respect many in the community seem to give him.

    NOED on the other hand is a great perk. It can save the late game, and with how meta boon perks are now, survivors rarely cleanse all totems so you’re almost guaranteed to get use out of it if the survivors make it to the end game.

    You most certainly can judge a perk based on its effect. As I said, if you watch the video, he points out exactly why he rates where he does and he points out the downside of it. Hexes are all risk vs reward. If you don't think it is worth the risk, you can choose not to use it, but when it stays up it can be a huge benefit. Also, if you run it with undying, it has a better chance of staying up. You can decide that it is not worth the risk, but that doesn't mean that your opinion is right and his is wrong. He gives you the information you need to judge for yourself.

  • @Bwsted said:

    Every perk that has guaranteed or almost guaranteed value is a candidate for the high tiers.

    If the value comes in the form of actually fulfilling your objective (aka hooks and kills, which in this case follow immediately from the ability to get a a quick down), then of course that translates into a S-tier contender.

    Noed is an almost guaranteed value, because the times it's pre-cleansed are basically non-existent even in comp. Camping is also a counter to pre-cleansing.

    A build like Corrupt, Deadlock, Noed and a 4th perk depending on the killer, is pure S-tier out of the sheer fact that it's guaranteed value in game-changing area.

    It's guaranteed slowdown (denying your opponent's ability to complete their objective) and it's guaranteed speed-up of your objective.

    Camping your first down to death and having the time left for another hook before gen completion, ensures a guaranteed Noed proc and puts any killer in a prime position for a snowball.

    This should net you 3ks consistently and 2ks on a bad day or if you're going against prime teams. If you get anything less, then you ######### up royally along the line, or you're playing an m1 killer.

    To put this onto perspective, a 6-hook-stage performance with only 2 unique hooks is considered fairly straightforward to achieve in comp.

    Tl;dr yes, Otz is right on the money about noed being S-tier. He also did an entire stream just getting 4ks by camping warly game and then wrapping up with noed. Iirc, only a 4-man who streamsniped him broke the streak (don't quote me on that). I haven't had a look at the rest of the classification.

    Link to the vod or any idea when it happened? I can't seem to find it.

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767786#Comment_2767786

    Link to the vod or any idea when it happened? I can't seem to find it.

    I don't know if it's still on twitch. He might've put it on YT though.

    It's been a while, definitely pre mmr.

  • @CleanseThis said:

    Lethal Pursuer should be taken down to weak and switched with Bitter murmur.

    LP is way better than bitter murmur because it let's you understand where everyone is at the start and get very early chases. On high mobility you can practically get in a chase before it runs out.

  • The stated goal for the Game Devs is 2 dead, 2 escapes. This means that, by design, all five generators should be finished on every single game. This is why gen speeds are never slowing down. Having all 5 gens fly by is the actual goal for the people currently making the game.

    Keeping that in mind, you will ALWAYS hit the point where NOED activates. Considering the arms race escalation of survivor second chance perks, insta-heals, god pallets, un-gameable loops, and easy chase drops, the average hooks per game has ALSO gone down.

    This means that, broadly speaking, the intended gameplay experience is: killer gets one kill, all five gens pop, the killer gets one last kill in the End Game, the other two survivors escape.

    So, NOED helps you get that one final kill. So yeah, considering that killers are going to hit the end game any time they're not wildly mismatched, it's S-tier.

    But, of course, unlike survivor S-tier perks, this one can be locked out by doing totems before End Game, and completely disabled by unlucky spawn location (or survivors doing totems during the End Game).

  • I don't think he's talking about his favorites or what's healthy - but it is extremely strong, especially when paired with other perks. Being able to instantly down survivors at the end can turn a good position into a great one - or turn the tide into the killer's favor. It can turn a 1K game into a 3K game with the pressure it creates by instant downs alone... especially in the current healing meta.

    What makes it even more powerful is the subtle speed buff, which allows killer's to win chases they otherwise would have to cut back on. On paper, it sounds like you might catch up with survivors a whopping 6% faster or so... but in reality, it means that you beat them to many pallets and windows with deadly rebuke.


    It is a highly potent and game changing perk with no true counter. If your objective is to get kills, it is a lifeline for games that edge into the end game.

    it turns strong killers into powerhouses, average killers into monsters, mediocre killers into nightmares, and garbage killers into the ones I always have to play against (evidently)

  • @LeFennecFox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2767858#Comment_2767858

    LP is way better than bitter murmur because it let's you understand where everyone is at the start and get very early chases. On high mobility you can practically get in a chase before it runs out.

    LP is gone in 9 seconds. Bitter murmur allows me to see survivors periodically throughout the match to help me make a decision of where to go next.

  • NOED honestly just needs a token system based on current dull totems. All dull totems become hexed and successfully hitting a survivor loses you a token and breaks a hex totem. It's probably the best way to keep the current function of NOED while giving survivors plenty of counterplay. They can cleanse dull totems during the match to lower it's effectiveness at the end and they can also cleanse the hex totems at the end game lowering the effectiveness of NOED so even in an ideal scenario the killer only gets 5 free hits at most.

  • @Massquwatt said:

    NOED honestly just needs a token system based on current dull totems. All dull totems become hexed and successfully hitting a survivor loses you a token and breaks a hex totem. It's probably the best way to keep the current function of NOED while giving survivors plenty of counterplay. They can cleanse dull totems during the match to lower it's effectiveness at the end and they can also cleanse the hex totems at the end game lowering the effectiveness of NOED so even in an ideal scenario the killer only gets 5 free hits at most.

    Noed needs the speed boost removed

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