My Problem With NOED

Prologue

No One Escapes Death is the most discussed perk in the game from both roles. Survivors think it's crutch, and killers think it's balanced for the most part. However, I have my own opinion, that being No One Escapes Death is not a skill perk for the killer, but it's not a crutch.


Problem

You as the killer, can be terrible or God-like and still get No One Escapes Death to activate. This perk doesn't curve with the killer's skill, and it feeds off of survivors' laziness. Talking about laziness, the perk is practically dead if you get a group of dedicated survivors.


Do you want to be rewarded for your skill, or for survivors' laziness? Pick one.


Hex: No One Escapes Death

You're lust for a sacrifice gets out of control when your prey is on the verge of escape. When all survivors have been at least hooked once, this perk will activate if the Exit Gates are powered. While active, your attacks will cause the Doomed status effect for 70/80/90 seconds, and your successful attack cool-downs is decreased by 20%.


Doomed Status Effect is like a personal Blood Warden; survivors cannot leave through the Exit Gates while affected by this.


Explanation

As someone who use to play killer, it's pretty easy to hook everyone because I often get the full benefit from BBQ. However, I prefer this version because it gives both the killer, and the survivor control over the perk, but most ultimately, this perk rewards the killer for their skilled play.


Let's say you tunnel someone and camp them, survivors gen-Blitzkrieg you as a result, then they don't have to worry about No One Escapes Death because you as the killer wasn't skillful enough to hook everyone.


Epilogue

Hopefully, this change will make the perk into a more skillful perk rather than a perk that only works because the survivors are too lazy to cleanse a totem.

Tagged: Mod

Comments

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/590075#Comment_590075

    oh, i havent viewed your rework idea as a nerf to the perk at all. (otherwise i would have just said "cleanse totems" and left)

    honestly, your idea is a huge buff to the perk! i mean, when having a 120 second countdown ticking down to the survivors doom and then locking them in for 90 seconds, thats like a guaranteed kill! if you happen to hit a survivor 30 seconds into the collapse, they are dead. literally. on top of that, the perk is not removable and has a fairly simple activation condition.

    that is one hell of a strong NOED.

    my main issue with that rework would just be, that it would kill any reason for dull totems to exist in the first place. like i said before, the devs could also just remove dull totems from the game and only add hex totems (which would actually make them harder to find, now that i think about it...) if a killer uses hex perks.

    imo we need something that puts the focus on those totems, which is exactly what NOED does.

    on top of that, your idea is like a 180° turn for that perk. i cant recall the devs ever completely deleting a perk's effects and then add completely different ones to it. perks usually keep the main effect, it just changes how the effect activates / plays out. NOED has always had this exposed effect, they just changed how it activates. it went from a permanent endgame perk to a 120 second countdown to a Hex perk. your idea would not only remove that effect, it would also remove the totem aspect and add something entirely different, which is why i said it should be its own perk (or, now that i think about it, it should be a bloodwarden rework. that would fit even better!)

    i hope i made this more understandable with this post.

    i really dont dislike your idea, i just think it isnt fitting for NOED, honestly.

    have a nice day! :D

    @Mister_xD

    I appreciate the feedback, and yes, I made sure to consider the EGC when making the new No One Escapes Death. Hear me out.


    No One Escapes Death is strong because the Exposed status effect guarantees a hit survivor cannot escape, unless they have the Endurance status effect. The Doomed status effect is like the Exposed status effect where they cannot escape, but they aren't downed in the process, unless they were previously injured. This adds a more fun factor to the perk, while keeping its strength (I made sure this rework buffs the perk, so killers wouldn't freak out on me). Yes, 90 seconds is long considering the EGC is 120 seconds, but that's because the EGC doesn't start until one of the two Exit Gates are opened, PLUS survivors can 99% them. The 20% attack cool-down helps the killer hit as many survivors as possible, so multiple survivors are impacted by the Doomed status effect.


    I see your concern about totems, but I sincerely believe the developers will add a mechanic like No One Escapes Death where dull totems are transformed into Hex totems in future chapters.

  • Damn you have a red perk now

  • @Horus said:

    Do totems

    @Horus

    I actually do a lot of totems because Small Game is apart of my build 90% of times as a survivor, and I often use a Map to see the auras of all totems I've tracked. However, there are times where the killer chases me, and I have to pray to the Entity that my teammates aren't couch potatoes! :(

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/589071#Comment_589071

    The devs have said a lot of things. They change their mind pretty frequently. You don't have to read these posts, you know.

    @brokedownpalace

    That's true, the developers can change their mind about things later down the line. I just don't like how perk are used to balance the game, we need an actual secondary objective, and not a perk based secondary objective.


    Just now trying to catch up on all the comments on this thread.

  • I play one some killers NOED but it has a counter if you know where the totems are.

  • I would like to see a system implemented that adds onto totem functionality.

    One of my current ideas involves taking "items"(token only) from survivors and using it on the totems like a curse on the survivors in some way.

    But looking for a way to increase game time while not throwing off the balance of killer and survivor is interesting.

    One way could be to erect a barrier over the exit gate, and require all dull totem to be broken to open. (Will balance the want of bringing hex and will make survivor have extra thing to do before they can leave.) Of course, we would have to deal with the hatch then...but one thing at a time.

    Another idea is that all dull totem that are left on the map at EGC will turn into a "creature" that will walk around and try to grapple survivors, slowing them down. Will then have to stop and shake them off or continue moving slowly. Do bones or face the wrath of the entity. (this idea will not extend game time in general, but we could extend end game collapse a little longer if it becomes an overwhelming issue.)


    Just some personal thoughts on totems.

  • @ceridwen309 said:

    I would like to see a system implemented that adds onto totem functionality.

    One of my current ideas involves taking "items"(token only) from survivors and using it on the totems like a curse on the survivors in some way.

    But looking for a way to increase game time while not throwing off the balance of killer and survivor is interesting.

    One way could be to erect a barrier over the exit gate, and require all dull totem to be broken to open. (Will balance the want of bringing hex and will make survivor have extra thing to do before they can leave.) Of course, we would have to deal with the hatch then...but one thing at a time.

    Another idea is that all dull totem that are left on the map at EGC will turn into a "creature" that will walk around and try to grapple survivors, slowing them down. Will then have to stop and shake them off or continue moving slowly. Do bones or face the wrath of the entity. (this idea will not extend game time in general, but we could extend end game collapse a little longer if it becomes an overwhelming issue.)

    Just some personal thoughts on totems.

    @ceridwen309

    Oh yeah, you nailed it, the fun factor of NOT doing bones! Currently when you don't, you'll get insta-down, but with your suggestion, having a creature roaming around would be a great fun edition to the game! :)

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