NOED is really bad game design
I know it. You know it. The devs know it. How about we all just admit it?
Playing in the green ranks and it's literally carrying every single killer there. Guess this is the easy way to balance the game. Killers are struggling? oh well just give them a perk to make up for it.
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?
God I hate this game sometimes. NOED and DS, 2 perks that change the entire outcome of the match. Great game design right there.
Comments
Open a gate and escape.
Hide and wait for someone else to open the gate and escape.
Hide and wait for everyone to die and take the hatch.
All of these options rely on your skill to avoid the killer.
Good luck.
Builds work like that, they force you to choose, not to run everything you want.
Dont open the gate and nobody opens it, or they start to do so when it's too late.
I love the hypocrisy here. "Noed is fine, deal with it" yet when it comes to Decisive or the hatch there's a waterfall of salt.
I guess killers should just get good and learn to kill the survivor before they find the hatch?
Or they should just get good and catch the decisive user after they've escaped?
All Hex perks can be destroyed. They all have great effects but the fact they can be destroyed gives the SURVIVORS the advantage against them. Noed can be taken out before it's even active if you put the time in, and if you are complaining that it takes too long to confirm there won't be a Noed, then it sounds like you just want a bigger advantage over a killers already destructable perk.
For some killers, like The Hillbilly, NOED is like a big red flag that says "I don't know how to use this killer properly." One of the least fun things about the Lunar event this year was that every killer (at least on the PS4) was using NOED and Ruin. It was extremely frustrating. Seeing one generator get done was sometimes a miracle. Escaping with a lantern was practically impossible (at least for a mediocre player like me).
For other killers, like The Pig and Freddy, NOED is kind of needed for the end game, so I'm not sure flat-out removing it is the answer. Until the end game is fixed to where killers like them would stand some chance, it seems like a necessary evil.
Even with the bugs, problems and toxicity. I still love DbD
Playing solo forces me to change my build (i love that) and i can be more focused on what's going on around me.
- Start cleansing totems
- Meet a Wraith who REALLY doesn't like that
- Run to shack, take a hit because I got blocked by a Meg who was crouching there doing nothing
- Evade for a while, eventually take a second hit when I start getting teleported about
- All 3 leave me on hook. Kinfred running btw. Meg is still in shack crouching about. 2 other people go down. Shes still crouching
- eventually walks over to me when its too late.
Nice depip there .Great game btw. At least if I did gens I would have had points.
But somehow we have to sacrifice things for the overall better health of balancing. That's just my opinion, I only can see a successful balanced DbD AFTER closing the gap of solo and swf as much as possible (without just adding voice chat for solos) and currently the gap is just really huge.
Kindred would be one really big and important step and I think we should at least give it a shot in a PTB to see how good or bad it is.
Re-read the thread. People are complaining that they take out 4 and it still pops. So what should they do? Run around checking every nook and cranny looking for it to make sure? Or assume one of the others must have done it if they cant find it?
What if multiple survivors run around looking for 5 totems? Then who is doing the generators?
All we want is an indication of how many have been cleansed, which is what swf have.
Seems to me killers want survivors doing anything but generators, we've all seen the 1000 threads begging for more objectives for survivors. They just want solo players to be as easy as possible, because most killers lobby dodge swf anyway.
I do run Kindred.
Myres has free NOED. . .
Just saying.
If nobody (including yourself) opens the gate, hide until they die or open it yourself.
Killers have endurance, slugging or dribbling to deal with DS.
The hatch IS unfair, but this isn't the place for that debate
Your skill will allow you to escape. If you die, then the killer outplayed you.
I'd rather try to get the gates open for safety before the whole thing turns to ######### ya know? Rather than have everyone go down and then no form of escape at all because you arent opening the gates when everyone else is hooked/slugged. Its safer for the team to have the gates open.
Sure you could hide and let someone else do it but thats like hatch camping which killers moan about too.
Do you at least agree that perhaps solo survivors could have a notification when a dull totem is cleansed? Like they do when a lit one is cleansed? Because SWF get this anyway.
Or just make SWF the way to go, then killers get to dodge more lobbys cus "2 hard for me".
You know that totems are arranged in a circle around the map*? Knowing this it's easy to count how many totems have been cleansed.
*sometimes there is one around the center, but you can tell by the distance between the ones in a circle.
Thank you that is really helpful advice. I'll see if I notice this pattern when I'm cleansing them. It could help a lot.
Maps are excellent at finding totems.
Man this all makes no sense, this all just seems like because you got killed by a user killer noed and wanted it to be change in a way so that it is in your favor not ours, and actually, most things you wanted are in your favor, no body else.
Honestly, if your gonna complain about any hex totems, expect people to say "just find it and get rid of it" It really doesn't matter if you tell people not to say that they will stay say it, besides, any killer perks that give favor to the killer mid game or end games were made to be hex perks because they are powerful but have a big weakness to them, which is getting cleansed. And if you find the totem and you are down by the killer, the killer is gonna remember that you know where it is, and they will make sure you don't try to get rid of it, that is their job, the worst thing you can do is trying and trying to get back on it right after you are unhook because then then the killer will think you went right back on it, of course they are not gonna like it if they see you on their totem. And really if you are just cleansing totems to get rid of a possible noed then expect to be found and chase cause not only the killer most likely found you first, but it is natural for us killer to go after anyone that we see first and if you are the first to be seen by the killer, then expect to be chase not "oh hey killer im just cleansing a non hex totem so don't chase me plz" And I will always say this to anyone who complains about solo being harder, well, that's kinda the point of the game and what the game SHOULD have been, swf should have never been made, at the most just have it to where they don't rank up or get anything special out of it, I don't mind playing against swf lobby's, its just only when I do give a care is when they can speck to each other and have all the information they need. The main point of this game was to give players who play survivors a feel of not being able to speck cause in the realm of the entity, make any sounds and killers will find you, you have to rely on hand gestures and knowing what the other survivors want you to do and all in all, it comes down to survival of the fittest, especially when it comes to end games, but that is on your choice to make it be like that or not, even if their is noed, you have to make the choice whether you will leave everyone to die and complain about how you couldn't save anyone and the killer got "free kills" NOT because there was noed, not because the killer used a noob perk, not because noed is a bad perk in general, but because you decide not to deal with it and give a bad excuse later on or make it not the survival of the fittest and be a player and go find the totem and get rid of it and then after that, go save them. And you should really know how many totems are there in total for every game, which is five of course, so if you have cleansed 4 totems, then you should know by that, that there is one more left, not "UGH is there one more or not?" Complaining that noed does not activate till the end, will of course not because it's an END game perk, and answer me this, if allowing the hex perk noed to lit up before hand, before the end game comes, then what's the point of bringing that perk if probably 90% of the time, a survivor will find it and cleanse it? it won't even have a chance for the perk to activate, and then it becomes a wasted perk. SWF is SWF and SOLO is SOLO, we don't need a "feature" from swf (It is not a feature because if it was, then it should be something within the game, not outside of it) And here is something to think about, when survivor mains or just survivors in general play a lot of swf and not solo, but the moment they do play solo, they go from being good to trash (Or slightly bad), why? well that's exactly why, they went from something they are used to, to something they are not. So, answer me this as well, if you do play a ton of swf and then switch to solo, why should you or someone complain about having less benefits when you don't have the higher ground? But you know that you are playing a mode where you can't rely on your friends? And you or someone (most likey) haven't build up skills to play solo? Because you been mostly relying only on your friends? And this is a fact, you have said it and other people have said it before "When playing solo finding all totems is hard, but not for 3 or 4 mans swf" If dead by daylight had it to where it is only play with your friends and their is no solo, then there would be little to no complaints about noed, but since that's not the case, there is, but only because survivor mains or survivors who rely on friends but then play solo and have a hard time going solo because they are use to relying on their friends is where most of their problems come from, they want a swf "element" implanted into solo, the rest, is because they get killed via killer using noed and they just hate it of how it works.but really.....you could have said one simple fix to noed instead of complaining about it, and it is really one easy simple fix, and all you have to do is just be skilled and wait.
Yeah, Kindred is a good perk. But it has some really big flaws. For one thing, it is a perk that is made completely unnecessary by SWF. Bond and Empathy can still be useful, because I can see exactly where people are and go to them, but the only info people need from Kindred is, is someone else coming to rescue you. And when I run Kindred, it may not help me in the least, not because I don't get hooked, but because I have no influence on how the randoms I'm teamed with use the info the perk provides.
Making seeing other survivors' auras baseline would really help solo survivors, and letting Kindred be about showing the killer's aura would make it a better perk, I think. Especially since, like I said, Kindred tier 1 is useless. Kindred at all tiers would then be about countering hook-camping killers, just like Unbreakable is about countering slugging killers and Spine Chill is about countering stealth killers. At tiers 1 and 2, Kindred doesn't counter hook-camping at all.
I mean look how much you complain about SWF. Well suck it up because THAT is how the game was meant to be - fun, and there's nothing fun than playing with people you know.
Seeing how many totems have been done is a quality of life upgrade. It's ridiculous that you expect peiple to play without it. Solo should be harder? Well fine by your logic solo players should lose all aura reading too because hey, its harder and more immersive!
In the time it took me to cleanse the totems (got slowed down due to killer hovering around) 1 survivor died and 1 gen was done.
Needless to say we didnt win that game. I got barely an points and no pip. Died to a camping hag.
It simply isn't feasible to have 1 survivor off gens for an extended period of time. Especially when your teammates aren't so good.
Oh who am I kidding. None of you want a balanced game, you want an easy game. You just want survivors doing anything long enough to give you the easy 4k.
When survivors conplain its just "git gud". Well how about you lot git gud? Like it or not the gen times are balanced. If you can't stop survivors doing gens then thats your fault for not being able to apply enough pressure. But no you're running to the forums begging the developers to make survivors search for fuses and #########. Lmfao.
Other games were pretty much the same. If I do totems the gens don't get done. All ky fault somehow I'm sure. But thats how you want it I guess. Should we survivors just stand next to the hook for you too?
Okay, let me help you
A.They are reworking DS so calm your tits
B.NOED is easily countered by breaking totems
C.Honestly this sounds like a salt post
D.Admit it, you have used NOED and DS before don't even lie about it
A perk that temporarily gives totems an aura that survivors can see, just a few seconds so the team needs to be visually observant . The main benefit though is the perk user shows a count of the totems they cleansed to the team. Say takes effect within 4m of the user
Noed is a trade off, because for the entire match until the gates are powered they have 3 perks not 4. They give up a perk for a very powerful boost to the last couple mins of the game (end game). It can be cleansed tho with more difficulty then other totems, completely negating any effect it has on the game and even more difficult to cleanse then most which is fair given it has no effect at all until the last moments of the game unlike other totems that start out with an effect.
I don't understand how so many people can disagree with the OP.
It's very clear that NOED is disproportionally powered in comparison to other killer perks.
Cleansing the dull totems adds close to a whole generator: Both cleansing time and time searching for it. (the killer might not even have the perk. It's a win for the killer anyways.)
Even if you believe that survivors are stronger, in-faction perk-balance shouldn't be destroyed by people's desire to prostitute a select few perks to "fix" what they believe to be a faction-balance issue.
There has to be a way to balance it better. Just scrap the yellow mori, it's redundent anyway with the hatch. Just put a timed NOED on the yellow mori instead. At least then it wouldn't be every game.
Then just nerf DS and adrenaline so even it out.
Tell ya what, you can remove NOED if you remove SWF. Fair trade? No? Then go cry in a corner and git gud. Not a soul hear wants to listen to you whinge. It's not like we get to watch you stamp your feet and scream all we have are words to read.
Do you have a point? Just because solo players exist doesn't mean we go through the perks killer has that are actually useful in winning a game, gut them, while leaving SWF there to be fully exploited by the "not potatoes".