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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2803939#Comment_2803939
Because nobody's perfect and everyone's going to have bad ideas sometimes?
Do you think he's the only one? Cause he's actually not. Truetalent thinks that NOED is unhealthy and bad designed also. It doesn't come out of nowhere.
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I'll bring fuel to the discussion. Why does Otz (a content creator killer main with several thousand hours into the game) ask for NOED to work on a token system on top of being a hex? Because it allows killers that does bad in chase to snowball (no other reason). To be honest, i think it would be an overnef. I'd prefer if it was not a hex and put on a timer... or permanent after getting the four survivors hooked before the fifth gen pops (what would be a buff in average settings).
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@legoshi said:
No way out and remember me all require the killer to DO something to get stacks to use the perks in the end game. NOED only requires that you wait until the end game to activate. Can anyone actually explain to me why noed shouldn’t be structured in the same way? And please don’t give me any of that what aboutism about dead hard, I know it’s bs as well
Yes please. But then, don't make it a Hex.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2803909#Comment_2803909
Hex: Ruin doesn't require the Killer to do anything, Hex: Haunted Ground doesn't require the Killer to do anything, Hex: Undying doesn't require the Killer to do anything, Hex: The Third Seal doesn't require the Killer to do anything besides hitting Survivors, which is not a requirement. NOED doesn't require the Killer to do anything like other Hexes, I don't see what's wrong with it other than being 'unfun' which is a useless metric for balance
All of them don't give value without the killer doing good in chase in the first place. NOED allows killers that don't do well in chase to snowball. That's the only annoying aspect of NOED. Even Otzdarva ask that the totem functions with tokens... which would be an overnerf in my opinion.
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@FFirebrandd said:
I would probably say Pig... unless you run the iri that starts everyone with traps.
Pig's trap slowdown is very strong, BUT outside of that iri addon, you have to get a down with a combo of M1 gameplay, the worst stealth in the game that basically requires perk slots dedicated to it to be useful, and Ambush which is just about the least powerful anti loop in the game. In particularly rough games (which aren't hard to have as Pig) you can end up with still having 1-2 of your hats on your hand when the last gen gets done... and then 25% or 50% of your slowdown is useless.
Freddy is a pretty good contender too.
I really don't agree with everyone saying Legion is the weakest. I'm not going to call them strong by any stretch of the imagination... but here's the deal... Legion is basically going to get value and slowdown out of their power every single game. Does it help put people on the floor? Not directly. However, it can and will make it so they only need to win 1 M1 chase and give them more time to get that M1.
I don't know how strong/ weak Legion is since i don't play him. Apparently, with Wraith, i hear that he's the one that suffers the most from the Circle of Healing.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2803750#Comment_2803750
Look I said allow no one to be able to remove trap on first try. That does not mean trap off on 2nd try. They could still have to search all 4 boxes. As for survivor 1 searches once, #2 twice, etc I don't like it. That means at most 1 survivor searches all four. I would prefer the chance of multiples having to search 4 boxes and having no chance of getting off first try. just me though but honestly it's a mute point they will never buff her.
I'll rephrase it... the only time i felt threatened by a Pig, as a survivor, was when i had to do four boxes. Otherwise, its a walk in the park. There isn't that much pressure. The same feeling when i play her against decent survivors. And add-ons were nerfed hard. Now the timer is perfectly balanced around a four boxes search... add-ons or not. So i see no reason to not make it like that... especially when it gets rid of box camping.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2803707#Comment_2803707
Meh. If they fixed maps maybe. I just think being forced to search multiple boxes is a bit much (especially with certain add-ons). Our girl needs buffed I know that but making everyone run a long ass gauntlet ain't the way. I think my idea is more likely......assuming she is not nerfed instead lol.
Searching multiple boxes is actually what makes Amanda a threat... and what makes her gameplay unique.
@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2803707#Comment_2803707
I don't know where I heard this suggestion before but I remember someone said it should be a fixed RNG system that goes something like this: Survivor 1 has to search 1 box, Survivor 2 has to search 2 boxes, Survivor 3 has to search 3 boxes, and Survivor 4 has to search 4 boxes. So basically it would be still be random on how many tries it will take, but you can guarantee that one survivor will have to search 4 boxes.
It would at least be better than what it is now.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2803692#Comment_2803692
As a fellow Pig main I can honestly say if they had to search 4 boxes every time I would never lose (I rarely lose now with her) so I am going to raise you an OP on this one. How about they can't get it off first try no matter what.....think that sounds way more fair. Sorry btw I play a lot of survivor these days so have to think about how I would feel facing it.
You could make it three boxes max and everytime also... but i ain't sure you'd ever get headpops then.
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I think the weakest killer ties between Pig and Legion. I don't have Legion, so i don't know anything regarding how to fix him. But about Pig... you only need one thing: take away the RNG from her traps. If i could propose a change, i'd make fives boxes spawn... and make survivors go through four of them "no more no less" each time (also, it would prevent box camping).
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2803554#Comment_2803554
Right, but the problem is that Self-Care is a garbage, useless perk if you use it like that, because it's designed to be used with medkits, which offsets the reduced speed. Unless you also give CoH the same benefit to medkits that Self-Care does, that just makes the perk dramatically less attractive while not really addressing its core issues.
@sizzlingmario4 said:
It's mostly that it can be relit over and over and over again, although I think the healing speed is a problem as well.
You cannot make COH balanced with numbers-only tweaks unless you make the perk garbage.
Meanwhile, if you add some kind of cooldown after snuffing or anything else like that, then that negatively affects the other two boon perks as well, which aren't overpowered and don't need nerfs, so then you'd end up having to change them as well.
Noted. I'll add an "Other" category next time for sure. Unfortunately, i can't change it anymore... and that is really frustrating.
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Recently, i started stacking ds/ bt. Before, i was only using one at a time or neither. I can definitely feel a big difference (not in each trial, but on an overall point of view).
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@jesterkind said:
This poll is missing the "neither" option- the problem with the perk isn't the benefits it gives in either of those areas, it's that you can do it all the way across the map from the killer.
The other boons are balanced in part because using them to their fullest requires the killer to be in their radius too; hidden scratch marks is useless if you aren't in a chase, and the likelihood of crawling to your boon for Exponential is very low, you're better off going down in the radius. This lets the killer know where it is (at least roughly) and thus begins the intended back-and-forth nature of snuffing and relighting boons.
CoH, on the other hand, can proc somewhere on the map and give massive value before the killer even finds it, let alone has a spare moment to snuff it. It's unique among the boons because you actively want the killer away from it, letting you heal up for free with no risk because the killer can't even begin to start playing around it.
I don't know how to fix this, but that is what the problem is. Lowering some speed values may help, but in my opinion it would be better to give CoH a unique cooldown among boons so snuffing it gives more value once it's found, alongside maybe more of a cue to the killer as to where it is. Make it riskier than the other boons- it broadcasts itself more and takes longer to come back when snuffed in exchange for a stronger effect, whereas the other two boons are weaker but more consistent.
I dunno. Make selfcare (the perk) at 100% of the normal speed, and i'm pretty sure you'd have the exact same issue. They balanced it by making the speed 50% of normal speed. Further more, making every boon have different conditions of activation from another might be making things more complicated (coding wise)... when you can balance the buffs themselves way more simply and directly.
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If overcharge has this mechanic i don't see no reason for it not to be base kit; i agree. Especially when you consistently have skillchekcs when leaving a gen. Whether you take that functioning away from overcharge, or you make it base kit... i'm fine either way (but i do want more coherence overall).
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@ZombieDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2801379#Comment_2801379
I don't get it. Why do killers need to work for their perks to activate when almost all survivor perks require the survivor to do nothing? Do you have to be chased by the killer for 2 minutes for Unbreakable to work? No. Do you need to finish gens for BT to enable when you rescue survivors? No. Even perks with conditions like "get wounded so DH works" "get hooked so DS works" require no effort by the survivor.
It's funny. The survivor's objective is the easiest thing in the world. Finishing gens requires no skill, no effort, nothing. They even made it so you don't have to keep M1 pressed, you just press it once, alt tab to do something else and occasionally alt tab back so you hit the skill check. The only thing that takes effort on the survivor's side is surviving a chase or at least buying your team time.
Yet people in this thread act like finishing gens is this super hard thing and that they are entitled to win because they kept M1 pressed on 5 different gens. There's such disconnect between the difficulty of the killer's objective and the survivor's objective.
Corrupt is fine. Deadlock is fine. Tinkerer is fine. Etc. Why? Because, contrary to NOED, only a good killer can snowball from it.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2801733#Comment_2801733
S tier in what? definitely not what I was looking.
F A Q
XD
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2801719#Comment_2801719
It was tier 2 so not that strange, and he DOES have a cosmic mind for sure.
He rated the perk s tier, as a dbd content creator who has several hours in the game. And he's a killer main. You should be a bit more humble about all of this.
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To me, i rank up easily as killer... and it is way more difficult as a solo q player. But, recently, annoyed by all the camping and tunneling... i decided to stack BT/ DS on all of my builds (before, i was only using BT or nothing). Well, i do have to admit that the game is pretty different now (even as a solo q player). I'll see better with the next season.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2801678#Comment_2801678
NOED giving too much help is biggest cosmic mind I have ever seen.
Then Otzdarva has a cosmic mind. Go see his killer perks rating.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2801664#Comment_2801664
Please try to be a bit more constructive and open minded. Throwing some random arguments to disprove me without even thinking about it...
Noed could be a well designed perk. The issues with the current implementation are: It maybe gives too much help to the killer. Also if there are only 1-2 survivors alive the killer is in quite a good spot even if all the gens are done and does not deserve additional help from noed.
I didn't try to say your position is wrong. You have interesting points for sure.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2801664#Comment_2801664
Not really, weak Killers are the Killer's that have been weak for a long time no matter the buffs to or around them. Trapper and Pig, for example, have been bottom tier since their introduction, Trapper less so as he was the only Killer at a point but that's beside the point, Myers, Clown and Legion also have been really low no matter what.
Overall Killer buffs don't help them because they have problems that can only be dealt with by buffing them as Killers, and the buffs they get are miniscule or are getting nerfed instead.
DMS buffs doesn't affect them, they can't pressure gens enough to get use from it, Hatch nerf doesn't affect them because good Survivors will mop the floor with them and get a 4E, DS nerf didn't affect them because they're M1 Killers and a DS stun is a life sentence, etc.
I play a lot of Pig/ Clown/ Trapper/ Myers... unless we are talking from a competitive perspective, they aren't that bad. They even have some pretty good add-ons combinations. So i do think they benefit from those buffs.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2801398#Comment_2801398
That's going against the philosophy from my comment: A game is fun when both sides feel that they have some chance for success. If you know that you have no chance of winning that's not really fun anymore, that's when AFK and DC starts to happen. Also when you know that basically you won the game no matter what, it is boring, because there is no challenge anymore.
Therefore perks and game mechanics should help that side which is doing poorly.
If the perks and game mechanics help that side which is doing better then it will get into a chain reaction kind of loop and the matches will be often decided early on and will move to a point of no return very quickly.
Example from another game: Counter strike. The side which starts to lose will get more money each round so that they can buy better weapons, while the winning side starts to get less and less money.
NOED just illustrates how that logic doesn't apply really well in DBD.
@ThatOneDemoPlayer said:
Overall game balance is pretty good, but a lot of Killers are doing pretty poorly right now.
Every Hit N Run Killer is dead due to CoH, spreading pressure is impossible due to CoH. 3-Genning now barely works because of CoH
Wraith got nerfed, Deathslinger got nerfed, Freddy is a boring, weak mess of a Killer after his nerf, Nemesis got nerfed really hard for no reason, Clown got nerfed for no reason, Twins haven't gotten anything but nerfs ever since their release, Trickster got nerfed, Pinhead got nerfed, Pig got her Add-ons nerfed, Gearhead got nerfed, etc.
Yeah, COH is still too strong... it needs nerfing. Each killer has their own issue, so i'll just stick to overall balance here. Cause even the weakest killers benefits a lot from the new additions (in my opinion).
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I'd rather say that DH allows survivors to correct mistakes in chases a lot too easy. Not that it rewards bad plays.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2801356#Comment_2801356
Quick example, but I will create a separate post where I explain it better.
Badly designed killer perk: Pop goes the weasel. If you are doing well and manage to hook survivors you also get a lot of gen regression. If you are not doing so well then you get nothing: no hooks and no gen regression.
Well designed killer perk: Deadlock. The survivors manage to do a gen, i.e. they are doing well, therefore the killer gets some help by blocking a survivor gen.
A well designed perk helps you when you are doing badly / the other side is doing well.
You could argue the opposite. A perk that help when you're doing badly or the opponent does well is a bad perk... cause your opponent shouldn't be punished for playing well or you playing bad. And that you should only be rewarded when playing well in the first place. But i guess that's another topic.
@Alionis said:
I played against a Freddy yesterday and I am 100% certain that if one of the other survivors hadn't lit CoH midway through the game, it would have ended in a loss for us (2-3 kills). But instead of losing the game, we won it (4 escapes).
Without CoH, we wouldn't have been able to heal up in time to body-block Freddy at the gate or even make it to the gate in time, as there were only 5 seconds left on the EGC timer.
So, sorry, but even with the nerf to healing speeds, CoH remains a game-changer. The nerf did nothing to address what makes it so powerful.
Well, i just wanted to say that we talk a lot about survivors buffs with boons... when good buffs to overall killers also came into play.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2801353#Comment_2801353
It's core nature isn't actually that good, and while it may feel unfair to survivors, it isn't unfair at all.
What makes it inconsistent is that it gives a pretty alright effect at a time when you're at a huge time disadvantage to actually make use of it- the fact that it can be prevented from ever activating doesn't actually come into it at all, though the fact that it can be deactivated does. Making it less reliable by making it even more possible for it to never activate at all is not the right call.
I said that if NOED "wasn't a hex", and was permanent (after getting four tokens) when the last gen popped... it wouldn't feel as unfair to me. I'll illustrate:
*one game. A Demo hooked everyone multiple times during the trial. He hits us with NOED and got four kills. I didn't feel it as unfair cause the demo outplayed us all game.
*an other game. A Wraith tunneled me for five gens. And managed to kill me and another teammate because of NOED... he snowballed so hard he wasn't far from getting a three/ four kills. It doesn't feel fair that one perk allows a killer that does so poorly all game to snowball as much.
If you change NOED activation requirements, you can change which killers will be able to snowball. And it should only be a killer that plays well.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2801308#Comment_2801308
Please read again my comment.
I am explaining the exact opposite of what you say.
Perks should help if the player isn't doing well. They shouldn't help the player if the player is doing well to make them even stronger.
I don't understand what you're trying to say. How can a perk enhances a bad player and not a good one? That is not how it works.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2801332#Comment_2801332
...If NOED is active, all the generators are done?
I'm not talking about cleansing all five dull totems, I've mentioned above that I think that's not especially realistic, I'm talking about cleansing the one that lights up when NOED activates.
https://forum.deadbydaylight.com/en/discussion/comment/2801337#Comment_2801337
That would hit the problem I outlined a few messages ago- that would just weaken the current effect by making it harder to acquire, in the name of arbitrarily making the killer "earn" actually having their perk active. Not every perk needs that kind of activation requirement, if you're going to change NOED then change it all the way, no half measures.
NOED doesn't need its core nature to be changed... only its activation requirement: cause it is that requirement that makes it feel unfair for survivors, and makes it inconsistent for killers.
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Yeah, that's an idea to go further with the perk theme. The only thing i'd disagree is the increase to vaulting speed... i dunno, i have a bad feeling about it. But otherwise, it is a good idea.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2801315#Comment_2801315
The endgame rewards facecamping in general, and NOED is actively weaker if you facecamp since it gives the survivors time to go cleanse the totem. If you get a hook near the totem and facecamp, survivors have no reason not to just leave. NOED is already very inconsistent, but facecamping with it practically guarantees you'll get one kill and that's it- not even that if the survivors are good.
I think, if NOED wasn't a hex and required the killer to hook all four survivors once before the fifth gen pops: even if then NOED would be permanent... the killer would have to actively work for it. If you're hit by it, it'd be by a killer that worked for it all game. It wouldn't feel that unfair. That's what current NOED lacks. Now its all down to RNG.
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A three gen situation is the survivors fault. I had a game like that against a Huntress. I did my best to do the last one. I managed to pop it somehow and the killer found me. My teammate escaped and t bagged the killer, even if she didn't do anything. If it is so boring let the killer, kill you and go on your next trial.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2801277#Comment_2801277
If you want interesting matches where both sides can feel like they have some chance of success, then no.
If the killer is doing well the killer doesn't need even more help so that the survivors can be destroyed even faster. On the other hand if the killer is doing bad some help would be useful so that it is not completely hopeless for the killer and end up with 5 gens done and only 2 hooks.
These badly designed perks tend to move the game to the extremes: killer will be doing very well or very bad. Instead these perks and game mechanics should try to balance it and keep it somewhere in the middle.
If Perks greatly help killers that does bad... it will even more help killers that are doing good. That's why you have to balance perks around killers making the good play in the first place.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2801277#Comment_2801277
There should be more of helping wheel type of perks for killers, like bamboozle.
Yeah maybe.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2801287#Comment_2801287
8 seconds of BT for everyone, like using a stiptyc.
1 minute of Corrupt that also protects totems.
In the 1st minute you hide or do archives like the glyphs or open crates or search for the other survivors in order to cohoperate.
What about that?
I'd rather ask for a totem spawn rework. Don't touch Corrupt duration, it is as it should be.
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BT and Corrupt base kit would make the game better for both sides. Maybe BT needs to be reduced to 10/ 8 seconds duration... so bodyblocking would be more dangerous. The only issue with Corrupt as base kit is the fact that hexes will be weakened (since survivors will search for totems even harder then).
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2801275#Comment_2801275
Nah, nothing off the top of my head. I saw in the past that it used to have a STBFL type effect, something like that might not be the worst idea- though it might encourage facecamping even more and it definitely wouldn't be good enough on its own, so probably not.
It categorically shouldn't be weaker or harder to acquire/make use of, but its current effect is just too lacklustre. When I say rework, I do not mean putting a token system or a stricter activation requirement on its current effect. Different effect, or nothing.
People seems to love No Way Out and Haunted Ground... so i think that they could look into that direction. It would solve killers and survivors issues at once (a limit to the snowball potential and more consistency). But if you want a totally different effect, i don't know what they could pull off.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2801271#Comment_2801271
That's actually a correct observation. I wanted to post for some time about this: Most killer perks are not well designed, they help you even more if you are doing well and don't help you at all if you are doing bad.
Isn't it how it should be though?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2801240#Comment_2801240
So, just to set the scene to make sure I don't accidentally imply something I don't mean: I am fully on board with NOED getting a rework. Not a nerf, not just putting even more conditions on its effect to make it even harder to actually make use of (no token system, it's already a bad perk that doesn't do all that much), but something where it's fully redesigned to fill its design niche more effectively. Fully on board, that'd be a great change!
I do have some objections to your argument, though. I fully understand that running the killer fairly well and being smacked with NOED the second that it activates because you were just unlucky enough to be the first guy hit with it is annoying, but what I don't understand is why that's somehow indicative of bad design when it can happen through a myriad of other methods-- what if you happen to be in a chase when the third Devour save happens, or when one of your teammates procs Haunted Grounds? I get that in the abstract it might feel unfair because it's one of the perks in the game that just does something instead of having a requirement (not inherently bad design, plenty of perks just have a static effect without need for killer input), but realistically it is exactly the same and it's not as though that's the game, it can be cleansed again afterwards.
You point out that NOED is kinda dated, that it often doesn't do anything for the killer, and that overall it could use a rework, and on those points I absolutely agree. What it's supposed to do is a great concept and I love that it's a universal perk instead of a teachable, but it just doesn't effectively do more than a single down unless you're lucky enough to be facing lemming survivors or lucky enough to be able to defend a hook and the totem at once- but even in the latter scenario that's a single kill because the other survivors would just leave. The only thing I'm contesting is that it's somehow cheap or poorly designed from the angle of not requiring killer input, because that's also true of plenty of other perks.
But yes- it could do with a redesign to make it more consistently useful. That I definitely agree with, and I'm sure most reworks would make it less annoying for survivors too.
Wait... so, you're not against a rework for NOED. Do you have proposals?
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@fogdonkey said:
You can always try to buff your own skill.
Gen slowdowns and info perks only reward killers that have skills.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2801205#Comment_2801205
Survivors can fix other generators while gens being blocked overall progress won't change with gen blocking.
And countering PR/DMS combo is extremely easy.
Having used DMS on its own with Pig... i cannot agree that it don't give significant value. But that is just my experience.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/2801223#Comment_2801223
I'm "slow" now, ooooooh how edgy and cute. Oh look, its another internet warrior that pretends to be nonchalant saying other people are doing too much over a video game even though you were just crying over a mediocre perk that's already been nerfed before and implying that I'm ######### on a different thread you just made. You got so salty that you went and created a thread complaining about Killers right after getting called out in here and then came back to let me know that you edited in an insult at the bottom of it specifically for me 🤣
"ThAt sAyS a LoT aBoUt YoU" - You like an hour ago
I must taste really good for you to still be replying and adjusting your unrelated post to address me specifically out of everybody. Truth hurts 💚 was a good laugh but I don't wanna chat anymore. Take care and practice more so that you'll stop thinking 5 totems with "good teammates" is impossible to do
I was just trying to talk to you to see if you could say things that would make the discussion interesting... but apart from insulted me since post one i didn't get anything. Ah, yes... again a waste of time.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2801205#Comment_2801205
I am glad you enjoy it, but I do not run rng perks. For all I know, half the scourge hooks are going to be in a dead zone and I will lose one of the good ones after I tunnel someone out unless I purposely do not use it which is less value regardless.
Hexes have a worse rng issue than scourge hooks in my opinion. But yeah, i can see the point.
@Majin151 said:
Honestly I'm curious on why they didn't make one of the basement hooks a scourge hook when introducing the system
Yeah, its such a shame.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/2801199#Comment_2801199
I gave you the same energy you're giving anybody here that disagrees with your blatantly hypocritical stance. Tag a moderator directly and tell them to arrest me then
EDIT: I originally wrote to cry more at the end of that but it appears you already did with your thread from 10 minutes ago continuing to complain about Killers while defending Circle of Healing. Yeah, you're definitely reasonable unlike the AngryKiller guy and definitely not biased at all 👍️
Go see my other thread. I made a modification in the original post just for you.
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@ThiccBudhha said:
Deadlock was good, at least. The Pain Resonance and Dead Man Switch is so gimmicky.
Boons also suck. Except for Shadow Step.
Not gimmicky at all. Even killers with no mobility get good value from that combo.
@fulltonon said:
Considering those slowdowns are sidegrade at most, it doesn't really considered a "buff".
CoH, on the other hands, pretty much upgraded version of anything ever been, it's obviously a buff for survivors.
So if you think logically and with macro vision, killers are getting nerfed.
Those slowdowns aren't sidegrade. They give so much time by blocking the gens.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/2801177#Comment_2801177
Another what, DBD player that has more common sense than you? Yeah I know, you're still struggling to counter NOED in 2022. I'm a Survivor main, me and my friends don't have these issues so sounds like a low-game IQ problem to me. Do Bones, Play with friends if you don't want to leave the results up to RNG and ######### teammates
You can fake "LMAO" all you want as you sit in your desk chair with a straight face and dorito dust all you want, you're still the pot calling the kettle black
Being so rude for a video game. That says a lot about you. One piece of advice: tone it down or you'll get banned.
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/2799718#Comment_2799718
Do I think NOED is an amazingly entertaining to go against or die to? Hell no, I suck my teeth sometimes or just laugh when I have a good match and then die at the end to it because SoloQ or bad RNG
BUT
If you think its need a nerf though in 2022 after its already been nerfed before into a hex totem (You know the incredibly easy things to break that good players break on a daily basis in both pubs and comp) then I don't know what to tell you except just get better or play with friends that are good at the game or at least have a headset to communicate. Its literally a perk that handicaps you the entire match by forcing you to only play with 3 perks AND it only gains value based on Survivor input.
Totem Spawns are rarely ever THAT hard that you need to nerf an already mediocre perk to compensate for your lack of game sense. The majority of my matches I spawn right next to totems or I naturally pass them on my way to saves/gens/landmarks/while I'm looping. Its also not hard to memorize spawn locations with the exception of like 3 maps out of 30 (RPD, Badham etc). When I play Killer as well people regularly break dulls and hexes at a fast rate unless they're booning which will also happen fast. If totems are really that problematic for you then run Small Game until they add a totem counter or just make better decisions and raise your game IQ. Don't only focus on slamming gens every single match and then cry that a counterable perk wasn't countered
You're making fun of the aggressive Killer guy for being unreasonable but here you are also being unreasonable making excuses for why NOED needs a nerf 😆
Another one. LMAO. Keep continuing please.
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Take away the bonus to altruistic speed/ make the obsession affected by the slowdowns/ do not disable the perk when the obsession is killed (just prevent any more gain of token)... and i think the perk would be pretty fine.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2799733#Comment_2799733
And I'm saying Survivor whiners can't be reasoned with, because NoED is fine.
Survivors being lazy babies does not make them right, and Killers defending a perfectly fine perk does not mean they are wrong. Amazing how you're wrong, and can't understand that simple fact!
Your reply screams 'I refuse to admit I'm wrong, and will blame everyone who disagrees with me as being 'unreasonable'. But I'm totally reasonable, because I'm me.' 🤡
NoED is fine. Do bones. Stop being a lazy Survivor main.
Continue to give me a good laugh. Makes my day better.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2799718#Comment_2799718
listen I hate noed as much as you do. The only counter really is a 4 man squad with comms. And even when noed activates you still have a chance to break it, (with a 4 man squad). If your in solo your teammates will just leave you on hook once they see noed
I was mostly trying to say that NOED defenders can't be reasoned with, and are a waste of time. (Like, look at the post above mine).
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2799704#Comment_2799704
I get that it doesn’t need a nerf. Just need better mates
Even with good teammates. Without comms. Survivors have to break five totems. Or break the NOED in endgame, that have more chance to spawn in a good spot. But apparently, it is the survivors that ask for hand holding. LMAO. I'd stop trying to reason with NOED defenders if i were you. They don't reason straight. If they ever change NOED, it'd be as good as DS/ Keys/ Moris reworks; and, oh my god, did it improve my experience of the game.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2799567#Comment_2799567
I’m leveling up by spirit for haunted😈
I was actually suprised by the popularity of haunted on the forums. I don't use much that perk, and when i used it with another hex... they broke the main hex and left the other two untouched many times. My luck XD
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That would be irrational to not use your strongest assets if you can... especially when perks, contrary to items and add-ons, have no usage limits. DH is stupidly strong, and it is to the devs to nerf it accordingly if that's a problem (what apparently is coming). About NOED, i'm all for a rework... mostly because it has too much snowballing potential against solo q players (and maybe also because of its inconsistency while using it). Haunted Grounds is a good perk, No Way Out is a good perk... no reason for NOED to not be put on an equal timer also.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2799386#Comment_2799386
While this is true, Hooktrading is also not really ideal at all. You basically waste time while the Killer is pressuring at least two Survivors at this point.
(And well, if I look at your list, at the very least Trickster and Plague are almost as good at camping as Bubba).
"Hooktrading is also not really ideal at all". It is not ideal, but losing a teammate or a hook state would be even worse most of the time. So if killers forces it, survivors should be able to hook trade if they do it well. With Bubba, there is nothing you can do for your teammate.
Plague might be as strong as bubba when he camps... when she has her red puke. And still, even if she hits the rescued survivor as soon as he hits the floor, she has to hit him again after a cooldown (and the survivor getting sprintburst). Trickster needs to injure then down the rescuer... then break through the BT, and try to down the survivor again.
I think BT gives survivors a chance to hooktrade effectively in those scenarios. Unlike Bubba.
Yes, there is an other killer that can prevent saves: Doctor with some add-ons can shock survivors before they are able to unhook. Each time, its more of a killer's own specificity problem than just facecamping as a general ability.
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@Aven_Fallen said:
Hag and Trapper's ability to place traps near the hook
IMO it is fine that they can place Traps near Hooks. However, for Hag, her Traps around Hooks should disappear once the Survivor is unhooked. Because currently, you have to crouch to get away from the Hook/Traps, but she has it easier to come back. And you cannot run, because that would trigger the Traps.
Removing the Traps around a Hook would still mean that the unhooking Survivor has to crouch, but it would not turn it into a lose/lose-Situation otherwise.
Trapper is fine IMO.
Bubba
The problem is not Bubba, the problem is camping in general. Bubba is just one of the best Killers at it. I dont know if anything really can be done for the person on the Hook, but the others should have an increase in repair time, when one Survivor is hooked. Needs to be added carefully tho so that non-camping Killers are not punished.
The rest of your points I agree with, they all need some kind of Nerf.
Against a camping Trapper/ Wraith/ Billy/ Nurse/ Myers/ Hag/ Doctor Huntress/ Freddy/ Pig/ Clown/ Spirit/ Legion/ Plague/ Ghostface/ Demogorgon/ Oni/ Deathslinger/ Pyramid Head/ Blight/ Twins/ Trickster/ Nemesis/ Pinhead/ Artist... i can surely borrow time trade with my teammate. The only killer that i cannot borrow time trade is Bubba. It is a Bubba problem, not a camping issue. Every other killer, i get downed and my teammate can get to the other side of the map. With Bubba, i get downed and my teammate also does everytime. His ability to go through multiple survivors in one swing makes it impossible to save.