Mazemel
Mazemel
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- Username
- Mazemel
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Comments
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This would make it way too strong for survivors (think sprint burst for instance) It would have to be at a rate of 25 percent for this to even be considered
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@Purr said:
https://forum.deadbydaylight.com/en/discussion/comment/705643#Comment_705643
u do realize cleansing totems is also a survivors choice goal... NOED can also be seen as a reward to the killers for survivors NOT doing one of their objectives... dont cleanse the totems dont get mad if NOED slaps u cleanse all dull totems dont have to worry in case there is a NOED
I do understand that survivors can cleanse totems and I don’t think that you read the entirety of my post. Please read everything before responding with language intended to belittle someone else. Also I never said that I “get mad” if a killer runs NOED. I’m trying to have a civil conversation and if that’s too much for you to handle then please don’t contribute. I hate the rift in the community between survivors mains and killer mains and if no one chills out, then the community is going to kill this game.
In addition, I’ve heard your argument many times before that survivor’s secondary objective is to cleanse totems, but by with that kind of mentality, you aren’t making matters much better.
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@Naphemil said:
https://forum.deadbydaylight.com/en/discussion/comment/705643#Comment_705643
You are absolutely wrong, the killers main objective is not to stop genes from being completed, that's the secondary objective. The main objective of killers is obviously to kill survivors.... it's kinda in the name. Until survivors escape, only then will the killers have failed in their objective and anything up until that point is still part of the game.
Alright, I see where you are coming from. However, if the killer can effectively and efficiently stop survivors from working on generators, then survivors cannot progress their own objective and cannot escape. This is why I believe that successful killers focus on pushing survivors off of gens first then going for survivors. I’m a strong advocate for Pop goes the weasel as it allows a massive regression of the survivors objective.
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@Acromio said:
https://forum.deadbydaylight.com/en/discussion/comment/705643#Comment_705643
Killers have choose between making a build for snow-balling (with Ruin or other slow down perks) or a build to cover their endgame (with NOED holding it up).
Even then, NOED can be disabled before it can even come into play. It's extremely underpowered, if anything.
Adrenaline, though, survivors equip it and they have something that is useful regardless of what's happening. Even if you Urban evaded around the map the whole game, thus not contributing in any way to the completion of the objective (doing generators), you still get it.
The argument about NOED being a '2nd-chance perk' for killers has been done to death, and survivors keep losing it.
If we want to meet the satisfactions of the whole community, I propose changes such as making Adrenaline only activate if the survivor has reached the second hook stage and also make he changes the I NOED in my original comment.
I feel like one of the biggest issues with this game at the moment is the fact that the meta isn’t changing because there are old perks that are still extremely powerful and it doesn’t leave any room for new perks to take their place.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/705643#Comment_705643
Then it becomes too situational.
Understandably so, but looking at all the perks in the game, many of them are situational as well. We could take a look at the controversial yet popular Decisive Strike for instance. It’s extremely situational because if the killer doesn’t down and pick up the survivor within a minute if being unhooked, then it doesn’t become useful to the survivor who ran it and wastes a perk slot. Another situational perk is Deliverance. If a survivor doesn’t activate the perk before they get hooked then it becomes as useful as an empty perk slot.
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While NOED rewards killers for not doing their objective of stopping survivors from completing generators and killing them, perks like Adrenaline reward survivors for completing their objective. When playing survivor, why should they be punished for completing their objective? I think that because NOED is causing such a divide in the community, it should be looked at by the devs. I’m not suggesting a hard nerf to it, but something that satisfies both sides and makes it SEEM less like a “handholding crutch perk” and more of a utility perk that is fair and balanced.
Someone suggested to me the other day that NOED still remain a hex perk, but at the beginning of the match it is designated to ONE totem on the map which appears dull until the exit gates are powered. At this point, if the dull totem still remains, NOED activates and becomes lit.
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I think that there’s a common trend where people believe that the killer’s objective is to kill survivors. Although I’ve only been playing this game for a year, it seems that killers are more effective when their objective is to stop survivors from working on generators. If killers can effectively stop survivors from progressing gens, then they can almost guarantee 3 kills and if they slug for the 4k get all 4 survivors.
Some people consider just securing kills as a viable strategy and it makes sense if someone has a key or knows how to loop and evade really well. The best way to catch someone who loops well is through altruism. There’s the troupe in this game that “altruism kills” and I strongly believe this. When playing survivor, it should be risky to try to save another survivor.
I’m getting a little off topic here. I think that when camping isn’t viable strategy is when people have this misconception that killing survivors gets you bloodpoints. Sure, camping a survivor from 1st hook to sacrificed could get you some bloodpoints, but there’s so many more bloodpoints that could be easily gotten from chase, damaging generators/breaking pallets, etc. In addition to this, camping doesn’t provide much towards emblem progression. If killers who choose to camp wish to rank up, it’s going to be very difficult if you aren’t stopping the survivors unless they go for the save.
On top of all of this, camping isn’t fun to play against and I can’t imagine it’s fun to do. Survivors and killers alike have to remember Dead by Daylight is a game and we should be having fun with it. We are a community that has the power to absolutely kill this game if we keep making it an “us vs. them” battle.
I’m not trying to “take shots” or “be salty” at all towards anyone. I just want to have a civil discussion.
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- I feel like playing survivor (solo) is pointless when I could just hop into a killer game. I really only play survivor when I'm queued with people I know. The game for survivor is too redundant and boring in my opinion. It is basically just doing gens and taking turns who has chase and who is saving (occasionally pausing for a totem now and then). When the killer run a different/non-meta perk, it makes the game a bit more interesting and interactive.
- I really like to go against huntresses because I find getting chased by a good huntress is more fun and switches up the typical loops as you have to pay more attention to the killer and what they are doing. My least favorite killer to play against is the spirit because I'm really bad at countering her and go down really easily. I feel like I can't contribute much to the team against a half-decent spirit.
- The most interesting part of playing survivor is trying to figure out what perks and addons the killer is running during the game. I really enjoy scouting out what the killer is running and figuring out the best way to counter them because I feel like if I know how other people are playing killer, I can improve my own gameplay regarding fun and strategies.
- Playing survivor isn't as satisfying for me as getting a great hit or mindgaming the survivors as killer.
- I still see some killers who lag switch during chases and get some crazy hits off of me. I would want to fix the hitboxes and punish people who lag out the survivors purposefully.
- I can't truthfully answer this question because I believe that a lot of the difficulty relies on the killer and the build they are running. In addition to this, having communication with other survivors can change the difficulty of the game. Solo is a lot harder than queuing with other people.
- Killer is definitely more interactive than survivor. There is just so many more things for you to do and I feel like you have more freedom with your choices of what you want to do in the game.
- Survivors don't require considerable skills. Before they updated the rank system and pipping, I was able to get all the way to rank 1 as a survivor by just doing gens and going for a save or two in a game. I see survivors all the time who could probably loop for well over 3 generators, I respect these players as obviously they have put time and skill into learning the game and how to predict the movements and thought processes of the killers they face. I don't necessarily consider pipping a good indication of how good of a survivor you are. I feel like a lot of it shows by how well you work with the other survivors and interact with everything in the game.
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I bought Ash just for the puppet
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My "im actually gonna try this game" build is:
Adrenaline, Dead Hard (Sprint Burst if ping is really high), Iron Will, Prove Thyself
Personally, I believe adrenaline is a must have perk as it can severely change the outcome of a game. Dead Hard can give a second chance when I make a mistake in a chase. Iron Will is a good counter at the higher levels as most killers will rely on sound and audio cues to locate survivors. Prove thyself helps get gens done quicker with other people and also gives a couple more BP.
It often switches though because I switch up my play style depending on how I'm feeling whether it is super aggressive or just to play the objective and get everyone out.