CosmicParagon
CosmicParagon
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What was your ping?
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/1260561#Comment_1260561
What I am saying is even if you suck there will always be someone who is worse than you are . So you wouldn't always not be in the top 2.
That's the intent. Play better than your teammates, and you rank up. Play more poorly, and you don't move
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It's a death trap with any Killer really, slug a survivor in there and you have a guaranteed 2K is you play right
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/1260545#Comment_1260545
Some one is always better than someone else, and as I stated earlier a 4 man swf can have 2 people tank every other match to boost their rank
EZ fix: SWF can only get one pip total, making it far harder. Better yet, make a survivor that dies(with a bad score ofc, to avoid baloney in endgame) in SWF LOSE 2 pips to prevent abuse of the system. And the fact that somebody is always better than somebody else is literally the point of a ranking system. Why should one player be placed above a more skilled one or below a less skilled one?
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Just let me shred from heights, please! I wanna land some sick pounces off hills and docks! Right now his damage hitbox vanishes if he uses Shred from an elevated position for some stupid reason
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@venom12784 said:
https://forum.deadbydaylight.com/en/discussion/comment/1260205#Comment_1260205
That wouldn't work at all. Everyone would be in red ranks after enough time be spent in the game. The only difference is that they will stay in red ranks until rank reset where they will drop to 4 .
How? If you suck at playing, you won't be in the top 2 spots, and you won't pip. Double pips would also be gone, since each of them only gets one pip
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I feel like the "hide and seek" aspect would be a lot more fun if stealth was easier for survivors and Whispers was made basekit(in audio form only, the perk would grant a visual indicator, thus rewarding using your ears), and if Bold was given more BP, plus a bonus depending on how close the Killer gets without finding you, granting half BP if they start a chase. Being able to go prone would also be interesting. The way it would work is that you would lie down and effectively be in the Dying state, but without the noise and blood, making hiding far easier. As a counter, Deerstalker would reveal you(perhaps at a reduced range) and the Killer can pick you up, immediately putting you into the Dying state
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It's moreso a flaw in the crummy coding that BHVR is either unable or unwilling to fix
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Hold on and let your teammates do gens in safety, the Killer won't get more than a 2k if they don't suck, probably just a 1k since campers suck at chases. If your teammates just sit around the hook staring at you, ######### and move on.
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Getting a 5th Devour Hope stack with a survivor on my shoulder. ######### Nvidia wasn't working so I couldn't shadowplay it
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1255046#Comment_1255046
I haven't seen it. I have noticed the tiles being way more spaced out, as well as maps that would typically have 4-5 jungle gyms now having 1-2. Most of the jungle gyms have been replaced with pure window tiles or throw-and-go pallets. There are big deadzones that can spawn in as well, where-as before I would see deadzones but there would usually be some pretty safe areas to balance them out. Now you get neither.
There is significantly less to loop with most maps. Most of my long chases since 3.7 are some obscene amounts of outplay at the shack, where-as before I had some games where i'd literally run a noob bubba for 5 gens across fractured cowshed or something.
https://forum.deadbydaylight.com/en/discussion/comment/1255131#Comment_1255131
And what about when you fall asleep mid-chase? Or how the game purposely spawns the wake-up box across the map from you, and you have to go to it like once a minute?
If you fall alseep mid-chase, don't greed your pallets, just drop it and run to break LOS ASAP. And the fact that you have to cross the map is so that you don't just wake up on the gen like old freddy. Assuming Freddy doesn't pop the gen you were on(and he likely won't because Thrilling will block the generator you were working since you left to wake up), the generator will have the same level of progress as when you left it.
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@ZeroJukes said:
https://forum.deadbydaylight.com/en/discussion/comment/1253853#Comment_1253853
"strategy"
I didn't know spamming m2 and pressing w was strategy lmao
Same thing as I told the other person. Wake up. Freddy is a basic M1 Killer if you wake up, plus his teleport cooldown is way longer
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1253853#Comment_1253853
and yet freddy can mindlessly spam snares without any risk
but do go on about "strategy" lmao
Wake up. Freddy is a basic M1 Killer if you wake up, plus his teleport cooldown is way longer
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1253429#Comment_1253429
Please explain how:
-Using Sprint Burst to get out of your "deadzones." and to stronger areas when chase begins
-Using Self Care to stay healed and use your free speed boost when hit to get out of your "deadzones" and get to stronger areas
-Planning routes to know where to run and avoid "deadzones" instead of running without a plan and relying on RNG(your words in the OP)
Are not solutions?
Because those all take brainpower, and survivors want to be able to just hold m1 on a gen and run around the same window all game. It's why Survivors hate Doctor and Freddy so much, they actually take strategy to go against
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1252938#Comment_1252938
Its a bug fix not a buff
interesting how killer bug fixes are considered buffs, but survivor bug fixes arent :/
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1252884#Comment_1252884
But its not both. Not at all.
Being able to vault without getting Dedicated Server'd is a pretty damn big buff imo
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They never said it wasn't a killer buff as well, a patch can be both at once
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Never gonna happen, it would be way too hard to track hook suicides vs just dying on the hook
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1252843#Comment_1252843
LUL wow, you're idealistic aren't you. There is not enough time in EGC for this most of the time. Plus RNG of doors is terrible and a lot of the time the killer can quickly pat both gates by walking back and forth 10m. Not enough to time to finish all 3 lights on the gen. Gate soloing is absolutely not easy. EGC for a solo survivor MOST of the time is a death sentence unless you get a decent blend of killer/door RNG, which is rare.
RNG isn't the Killer's fault, quit crying for nerfs to support bad spawns
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1249165#Comment_1249165
Right, that's why I was saying the animation having to play is unfair. If the animation were faster it wouldn't feel so frustrating but as it stands I sit there and they get hooked... The Entity stabs them... The body goes limp... It starts to rise... It rises and rises... Then another 2-3 seconds pass. The entire thing feels like it takes like 10 seconds or more. I need to actually time it.
Meanwhile the Survivor stands there and just waits for the Killer to come up and hit them twice.
And sure, I could have gone for the gate, but the gates were very close to one another and that takes so much longer. A gate as solo is almost suicide even with Wake Up, which was not in the build I had equipped for this round anyways. I thought I'd have a chance with the hatch and I had found it as I was running to a door so I took my chances and was reminded how horrible the wait time is.
Gates are actually pretty easy solo. All you need to do is open it until just before the first light turns on, then wait for the killer to check the gate. Once they leave you'll have plenty of time to finish the gate
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To make the match easier. 3v1 is FAR more managable than 4v1
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They literally said it was a bug IN THE PTB. How in god's name didn't it get fixed before it went live?!
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Which Killers play it? There's a few specific Killers that to quite well on The Game, like Trapper, Doc, Myers and Ghostface. The majority of Killers don't really benefit from it thanks to having several god pallets, and lots of relatively safe pallets
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If you can't loop a doctor, you need to get gud. Drop pallets early, make an effort to dodge his shocks, or run Calm Spirit if you hate him that much
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@alphralphralphr said:
https://forum.deadbydaylight.com/en/discussion/comment/1250927#Comment_1250927
I know that last part is sarcastic but as a survivor main, Blood Warden alone has made for some of the most fun gameplay this game has given me. It's so god damn stressful & I feel outplayed every time.
I feel like it's similar to Diversion, in that it's not super meta, and a lot of games it feels sort of like a wasted perk slot, but when it -does- work out, it's a really good time.
Oh man I had SO MUCH FUN using Diversion on KYF. My friend was Billy and I was full immersion: Spine Chill, Urban, Iron, and Diversion. It took him FOREVER to get me lol
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I feel like there should be an option for the line of perks tbh
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"Just slug" is a perfectly reasonable response to complaints about DS. Killers in general need to learn the best times to slug rather than go straight for a hook. The only issue is that Unbreakable makes relying on teammates unnecessary, which I feel is unhealthy for a game as team-oriented as DbD
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I would totally add Devour Soap/Enduring and Spirit Fury. I love running Devour on Demo, but it just gets cleansed too often to justify using it over STBFL. My full build would be BBQ+PGTW+STBFL+Corrupt+Spirit Fury+Devour/Enduring depending on mood
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As a follow-up, if you REALLY hate that happening, run NOED and Blood Warden together. They LOVE that
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I never bother going to the gates once EGC starts. it's not worth it
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Most of the survivor perks are fine (I do think Adrenaline should lose the free health state), they only get OP when combined, particularily the DS/UB combo
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1250324#Comment_1250324
You do know that it takes likely 30 to 60 seconds just to WALK to a clock, right? Freddy's power isn't special enough to have to force yourself to wake up. This just sounds like you want people to kill themselves. I've tried it myself, going to a clock every time just to wake up, because despite knowing how STUPID of an idea this was, I wanted to see if it worked. Guess what? It was an EASY 4k. Clocks spawn on the literal other side of the map AS A MECHANIC. Freddy's power is more useful IF people are going to clocks and waking themselves up.
If you want to wake up, it's best to get a gen to like 80-90% and fail the next skillcheck, unless he has RPB.
If he was getting "easy" 4ks, you suck at going against Freddy. he can only be in one place at once, and there are three different methods to wake up:
- Clocks- short interaction with no notification, gives 30 second grace period
- Failed Skillcheck-instant and wakes up everyone at the gen, but sets back progress by 10% and notifies Freddy to teleport and put you to sleep again
- Failed healing wakes up the injured survivor iirc, but has the same downsides as above
- Awake survivors can wake up sleeping ones, but it gets slower each time
If you aren't awake the majority of the time, you honestly need to get better at the game. Freddy is literally an M1 Killer with even less chase potential than Clown or Trapper if you just stay awake
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Freddy and Demogorgon are the best Licensed Killers, in that order. Pig and Bubba are laughably bad, and Myers is easily looped, along with having a power that is inconsistent at best with dedicated servers. Demo needs a decent amount of practice to use properly, but Freddy is pretty easy to get into. Both are fairly perk-reliant to be used to their full potential
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1248064#Comment_1248064
Waking up against Freddy is actually the worst thing you could do because if you're not humping gens you're gonna die. People complain about 6 minute gen times but it's not like a killer can't get that same effect if people are not humping gens. If you wanna wake up, blow up a generator(if he's not using Red Paint Brush), otherwise, just stay asleep. You fall asleep far too often for it to be beneficial to run all the way to the other side of the map. Once is fine, but any more than that and you're killing your team. This is just me assuming, and I could be wrong(about you playing mostly killer), but this is why I feel a lot of killers talk about playing the survivor side like they know what they're doing, but then end up saying things like this.
I actually have a Freddy build that makes it pretty much necessary to wake up, and one person is forced to always be asleep. It pretty much destroys the logic that I have just said, but I won't tell though it because it's pretty frustrating and could likely have a rank 12 beat a team of rank 5s.
You do know that 90% of Freddy's kit is negated if you wake up right? His teleport cooldown is way longer, his traps are useless, he has a terror radius, and his addons have no effect. Waking up with a clock also gives you an extra 30 seconds before you fall alseep again
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1248727#Comment_1248727
You can usually tell a survivor is being chased when the killer injures them.
You are correct in it being a terrible play if your are proxy camping or if they are farmed. Otherwise, my point still stands because you can get more survivors off of generators during their disadvantaged state, sometimes allowing you to snowball and pause their objective progress completely. Proxy camping will not do this and is therefore the sub-optimal play. Hope this clears up your confusion.
Proxy camping is a myth. 9 times out of 10, theres generators near the hook so there's no real reason to move far away
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1248651#Comment_1248651
- The bp are good, but not worth in a category you're maxing no matter what.
- This can sometimes be the case, that's why my statement isn't definitive. Mostly TotH will get popped when it is safe to do so, like when the killer is across the map or in the middle of a chase. The reduction of a second is still pretty niche, and this point is null if the killer is not running TotH.
- Agreed.
- Slugging isn't the only counter to DS, the better play is usually to not target recently unhooked survivors in the first place. An easy way to do this is to reduce your proximity to hooked survivors and attempting to pressure survivors on generators. Just like the better play to countering NOED is taking note of totems you see out in the open instead of cleansing them. You don't waste any time if the killer doesn't have NOED and you also increase the chance of NOED spawning somewhere easy to cleanse, usually allowing you to pop it before someone takes a hit if you take the time to do one last round of the totems because the other survivors are already hitting gates.
- Good point, but do they care about ranking up? Also if they did care, why would they cleanse totems instead of doing generators and exit gates which are more reliably efficient in terms of impact on survival(gives a lot of emblems).
Not targeting recently unhooked survivors is actually a terrible play. Slugging the survivor means they can't run off to do a generator, and another survivor has to pick them up. Start a chase with a third, and you have 75% of the survivors busy without having to eat the DS stun. And the TotH argument only makes sense in the context of SWF. The average solo survivor has no way of knowing where the killer is outside of just "not on them" unless the obsession is being chased. They don't have the luxury of picking a time to pop it
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1248535#Comment_1248535
- Boldness doesn't matter if you're a competitive survivor who can do chase
- 15.8+ seconds to cleanse a dull usually isn't worth .9 seconds reduced on consecutive totems
- True, cleansing dulls is good with IS
- Not all killers have NOED
- Rank doesn't matter to most people, surviving to open the exit gates would be a better strategy for those that do care about these points
- It's still a considerable amount of BP for the time invested
- It actually is considering you'll need every second you can get. If a Killer is running TotH, you can guarantee they're gonna beeline to the totem, so you want to pop it ASAP
- Good to have a point of agreement
- Killers have to deal with the same thing. Not all survivors have DS, but we still have to slug them for a full minute just in case if ANYBODY is the obsession, that's a whopping 4 minutes wasted for the possibility of a perk ruining momentum
- I would argue that the majority of people care about rank, considering how much they moan about matchmaking
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1248512#Comment_1248512
The first statement is true, the second statement is fabricated. I don't see how I could be sounding dumb, except to people with huge bias blinders to game health. All I request is that the developers fix NOED's problems, I don't care if it's a buff or a nerf. These changes need to happen, regardless of what "side" you want to "align" with.
You cannot whine about NOED and believe cleasing totems is not productive. There are SEVERAL reasons why that belief is blatantly false to begin with:
- They give 1k BP per totem, you can get over half of your boldness points without even seeing the Killer
- They reduce the effectiveness of Thrill of The Hunt, making actual Hexes easier to cleanse
- They give a free 8 second heal with Inner Strength
- Doing all 5 totems gets rid of NOED. You can also leave one or two and check back when the 5th gen pops
- Dull totems were changed to give Lightbringer points along with hexes
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She wasn't even running extra hatchets, and was playing on one of the worst maps for Huntress. All I can say here is git gud.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1247965#Comment_1247965
Before you start working on a gen, you run around doing nothing productive as your teammates get hooked? I finally understand my teammates' mindsets in solo queue.
"Doing totems isn't productive"
"I'm sick of dying to NOED, nerf plz!"
See how dumb you sound?
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1248064#Comment_1248064
If you don't think instasaw billy with endfury isn't overpowered, well, you probably don't play alot of billy. He's one of the strongest killers in the game base-kit, let alone with instasaw and ignoring pallets.
Forever Freddy having the highest kills rates in the game means he is balanced, of course. He's not super easy to play either.
I could list build after build after build that killers can run that are so overpowered you don't need 4 perks all game. And that's where NOED is a big problem.
That's why I said to drop pallets early and not greed them. If you drop the pallet early, you remove half of his perks
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@aregularplayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1248064#Comment_1248064
stop genrushing and go the other side of the map to wake up againts a facecamper? it will end fine of course
You know that using a clock gives you a whopping 90 seconds of safety right? During that time, Freddy is an easily-looped M1 Killer. Also keep in mind that by default being asleep helps Freddy because it reduces his teleport cooldown by a considerable amount for each sleeping survivor
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@KingFrost said:
"Camping is a legit strategy! BUT IF YOU DARE JUMP IN A LOCKER TO FORCE DS THEN YOU ARE A DIRTY ROTTEN CHEATER! NO FAIR!" said the Camper.
Camping has a counter: go do gens instead of staring at the hook like wannabe Myers
Locker DS has literally no counter, you can't even slug them. (And no, eating the DS is NOT a counter. That's like telling somebody to let GF down them since it clears the exposed timer)
@Shocktober said:
https://us.v-cdn.net/6030815/uploads/238/K4MBE1VFXZJC.png
Just do bones boys, just do bones.
Also, do 5 jigsaw boxes (with only time to search 4), 5 gens with me regressing them, and nobody on the team can go down more than once before 3 gens are done or it's a hatch game!
If you actually think Pig is OP, you're an idiot. the stats have shown that the VAST majority of survivors get their trap off on the first or second box, and Pig is functionally an M1 Killer since her dash is nearly useless. And hardly any Pig mains use PGTW because she doesn't have the mobility to capitalize on it. Any gen that would be worth using Pop on would be finished by the time she crosses the map to reach it
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1247965#Comment_1247965
https://us.v-cdn.net/6030815/uploads/670/XJJ37T840ACK.png
https://us.v-cdn.net/6030815/uploads/556/B19K6QECXBFO.png
https://us.v-cdn.net/6030815/uploads/865/3D7S454EIUXE.png
Meanwhile, I will be running around with builds like these and by the time you cleanse those 5 totems someone has already been mori'd. Not that you even need NOED on builds like these but it's more proving how dumb the perk is when you stack it with other overpowered things.
The only overpowered thing on you list is iri head huntress(seriously BHVR, stop letting it stack with infantry belt ffs).
For Freddy, stop genrushing for 30 seconds and go wake up
For Billy, keep breaking LOS and don't be greedy with pallets. if he chainsaws you at point blank he was already able to M1 you, so it's no different from Devour or MyC
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1246607#Comment_1246607
Yes. You make a good point and really stuck it to all the people in here who said it’s ok when survivors do it.
Oh wait....
Every time somebody makes a post about survivors being toxic, survivor mains flock to it to call the killer a "crybaby" and to "git gud"
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Spine Chill and Iron Will
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If they do that, just stand at the hook. They have to move eventually, and if they don't, you pick them up when the hooked survivor dies. As a bonus, you won't lose points because the slugged survivor is near the hook
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So it's OK when survivors do it, but when the Killer does it it's toxic?
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@PassarinoT said:
My proposed solution is that each time a generator is completed, a noise in the general direction of a standing totem is made. Or their aura is revealed. This will show survivors where totems remain and if they remain at all. Might be dumb idk
You just described Detective's Hunch
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1246364#Comment_1246364
And by the time the 5th gen pops 2 survivors have died (thats how long it takes) then he gets the 3rd with noed because you "didnt do bones" yet you cant to counter camping...see how that works now? Good.
Run Detectives Hunch. It counters all Hex perks, including NOED.