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Frosty

Frosty

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  • I suppose a few Danishes couldn't hurt

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/758704#Comment_758704

    Hey hey, no need to yell at people cause they disagree.

    Yall stay civil.

    There's disagreeing, and there's trolling.

    We musent feed the trolls.

  • I found an actual picture of @WickedKatz and the survivor mains posting on NOED threads


    282.png


  • @WickedKatz so with borrowed time. A survivor fails to remain hidden and now in a chase. Then fails to win the chase and is downed and hooked. Then there team mate fails to preform a safe rescue and now borrowed time gives you a reward should you again fail to win a chase. Same could be said with decisive. Why should so many perks reward survivors for failing to remain hidden and uninjured and off hooks? But I digress.

    This is my favorite though

    "None of these perks are related to objective completion, they are survival ones." is survival not the ultimate objective?

  • @WickedKatz said:

    https://forum.deadbydaylight.com/en/discussion/95450/noed-does-not-rewards-the-killer-for-playing-badly

    Your post is further from the truth. NOED does reward bad players, since the main objective is to do gens and prevent gens. The survivors dont have to check all map for totems, noed activating doesnt mean bad survivor plays, it means the survivors were focused on doing gens. If you compared noed and adrenaline, which is the most common killer main thing to say, Noed activates if you dont do the Gatekeeper objective as killer, and Adrenaline activates if you do all of your objectives of the Lightbringer category. This means that noed is a noob perk, and it rewards players who cannot prevent gen completion

    Do survivors win once the gens are completed? No. They still have to open the gates and walk through them to be considered successful. Ya, you can still score well and die, but you still die. On the other hand if the killer gets 4 sacrifices at any point in time, they have won, before or after the gates are powered. 2 live 2 die is like a tie because escaping/killing are the objectives of this game. Not being wicked mechanics.

    I've said this in every NOED thread I may as well just copy it to my clip bored. If NOED is a noob crutch perk, then what's borrowed time? Or unbroken? Or decisive strike? Don't say they are "anit-tunnel" or "anti-camp" or "anti-slug" because then NOED is just an "anti-escape" perk. Live with it

  • Ya, use all your offerings and add ons for one first, and don't spend any points.,at least not until you cap out, then spend them on a third killer. This will help You gain points asap. Once you've exhausted one killers inventory prestige, then use killers two inventory and the saves bps to boost killer one.

    You'll probably be playing this game for a while, so the sooner the better. This is the way my gf levels up survivors.

  • @HaterMcTater said:

    https://forum.deadbydaylight.com/en/discussion/comment/758266#Comment_758266

    Well, to begin with, the developers saying that "the ideal out come of the game is 2 die 2 escape" is either untrue or completely contradictory of what they've shown. Numerous sections of the killer pipping system is to prevent progression and sacrifices. Both the sacrifice and gate keeper pipping sections are important parts of killer progression, the issue is that killers are complaining the 3 kills and 1 escape warrants a black pip, which is a topic in of itself.

    The bad habits I speak of are the mentality of "It's okay to waste time in this chase, if the last gen is done I'll have NOED" or anything similar to that. Killers need to optimize the time they have in order to prevent the survivors from completing the gens, thus bringing the game to it's finale stage. The killer's job is to prevent this stage from even happening, the pipping system also supports this. NOED is a perk that enhances the killler's strength in this finale stage, the stage that shouldn't be desirably to reach, let a lone bring perks for it. Slow down perks are the meta for killers since it prevents survivor progression in reaching the finale stage. Should the survivors reach finale stage, the killer should be pressured to get kills, not be relieved that they can now be faster and get on shot downs, it's the wrong mentality to have in that scenario. Newer killers will then gravitate towards this perk instead of investing in and learning other perks that prevents that stage entirely. This is what I've observed and learned from play time experience, it's fine if you have a different opinion.

    In essence quick matches are a killers. Worst enemy, they need to be in chases, win chases, get hooks and kick gens to get emblems. I do agree they are broken to some degree.

    And to a degree I see your point on the mentality it breeds, but that logic can be applied to a hand full of survivor perks as well. Most of which do not have a direct counter, Should those perks that encourage somewhat sloppy play, or require a fail also be scrutinized?

  • @HaterMcTater said:

    https://forum.deadbydaylight.com/en/discussion/comment/757435#Comment_757435

    The issue I have with noed isn't that it's annoying or makes me mad to go against. I understand that it's preventable. Please note I'm speaking about this from the perspective of optimal players. It isn't optimal to search the entire map for totems instead of doing generators, and newer players have issues finding generators let alone totems. The only issue I have with the perk is that it teaches killers bad habits to think "Oh I shouldn't worry if they get all the generators done, I'll just use NOED." I believe that both killers and survivors need to think and play optimally, which NOED directly negates. The perk itself isn't a bad one, it's the message it sends to all other players. That's why I compared it to Mettle, since it rewarded survivors to be found and hit, which teaches bad habits.


    I'd like to point out that the devs have stated that an ideal out come of the game is 2 die 2 escape. This implies the game is balanced around the gates being powered and opened every game. With that being said, gens being completed does not constitute a failure of the killer.

    Also, what are these bad habits you speak of? Any serious player will quickly learn that just waiting for NOED to pop to get easy downs will not earn pips or points.

    It's possible to 4k before the gens are done and it's possible To 0k with this perk. So I don't think it's OP, it just steam rolls when a team hangs around and doesn't gtfo when they have a chance

  • Even if you were to down three survivors in the exit area, yall still aren't getting hooked. Especially if the 4th is hanging on the close hook to the gate.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/754648#Comment_754648

    On ps4 360 is possible because the the killer sensitivity isnt as fast as the survivor doing* the 360...

    Dont even get me started. They just houdini right outta there.

  • Apparently it's not a thing. I've been told it has to do wit lag and the game trying to make things look they way it thinks it should or whatever. It's to bad I never think to check and send off game recordings when it happens though.

  • @Exciter said:

    https://forum.deadbydaylight.com/en/discussion/comment/753489#Comment_753489

    They pushed that "degree of skill and chance" to such an extreme though. The fact that survivors have to wait out the entire pick-up animation AND hope the killer does abuse m1 to cancel the drop animation from happening isn't right. It's essentially to the point where these sorts of plays are nonexistent, save from the points you receive from getting the alleged stun.

    Furthermore, "chance" should not be a factor in these sorts of encounters. A->B. If I preform Action A correctly (Dropping a pallet at the correct moment), then Reaction B (The stunned Killer dropping the survivor from their shoulder) should occur. There should be no sense of chance here.

    Sorry, to clarify on the "chance" aspect, I was getting at you should only be able to pull this off if by chance the killer walks through a pallet stun zone while on their way to the hook. No, I don't think a successful drop should have a certain percent of possibly dropping the survivor.

    I also think there is enough of the "nana boo boo you can't get me" played in this game. Where survivors get in certain situations where a killer is forced to act and eat a loss of some sort, or move on to something else.

    @UlvenDagoth put it great "Please please tell me you are! You can't HONESTLY believe it's fair to drop a pallet on someone that CAN'T MOVE cause of an animation!"

  • Here comes a biased killer opinion.

    The whole crawling to a pallet to make being picked up a risk for the killer is weak and I'm glad they are as is. To many times I've downed someone in a loop just before a pallet and their buddy is lurking in the shadows just waiting to pounce.

    Ya it may be a nice play but it should come with a degree of skill and chance.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/752687#Comment_752687

    I thought so too!

    Man the jump scares where they walk past a locker to have it burst open with black tendrils shooting out, grabbing them and yanking them inside would be terrifying lol

    Very terrifying indeed. Unless you are so inclined to do so your self, I just may put some thought into this and make a " create a killer" post in what it's ability and perks would be.

  • @Blueberry said:

    Lots of good ideas!

    I still think The Boogeyman would fit so well in the game. More of their own interpretation though, not a licenced. Like a shadowy figure in a long cloak.

    Travels between lockers and can trap lockers to burst open and yank survivors inside for a set amount of time or until another survivor saves them. Opening it as the killer would only do 1 health state of damage though so it's not a free down or anything. Would make certain loops more dangerous and make survivors scared of lockers.

    The Beast would be pretty cool too. Something that could leap through the air, jump from tree to tree and climb up walls. Would make survivors play differently as now they'd be having to look up.

    The Darkness - A killer that could turn the lights out periodically making things pitch black and blinding survivors. Campfires always light certain areas and flashlights if they have them.

    The Knight - Big clunking black medieval armor suit covered in shadows with a big 2hander that he drags across the ground when he walks around. It will have a large hitbox that can reach through walls and over terrain which would now force survivors to loop wide rather than their typical hugging the loop as tight as possible.

    So many ideas the devs could do!

    I like the idea of the boogy man, I think he could be all about surveillance. Like you said, could trap certian lockers and maybe teleport between them. So it's like children being afraid of a closet, survivors would never really know what's in that locker.

    And the knight would be cool, like an anti-stealth killer, one you wouldn't dare let get near you.

  • I'm sure it's been explained, but why can't ranks increase with skill, and not reset? Then matches could be maid in a top down style. So if you are a high real player, the game would search for others of the appropriate rank and slowly broaden until it found others also looking for a game.

    Yes, maybe skill levels wouldn't match up all the time, but how is that different then what we have now?

    An entire player base being in one of 20 ranks, and matches found around 4 or 5 either way means you could be matched with almost half the player base (rank wise)

  • @UlvenDagoth said:

    I want the Illusion Doctors to Lunge at survivors! Make them more paranoid!

    I would love that, moving illusion doc's. Mind=blown

  • I agree, I'd like to assume that the devs look at these forums in some degree, as a way to gauge popular opinion, and may even take ideas or suggestions that arise out of the threads.

    On the flip side, if every thread is just a slew of unwarranted insults, and complaints with no reasonable explanations, we leave them nothing to withdraw.

    Keep it civil and keep it smart, with the occasional well timed meme.

  • Go buy a dedicated router if you're using wifi, spent some. Good money on a high end one, bridged it and hard lined my ps4 into it. It doubled my down load and probably gave me a 75% increase on upload speed. Now, the only time lag is an issue, it's from other players.

    And tunneling isn't real, literally like complaing about a gen rush.

    I award you no points and may God have mercy on us all

  • Thanks for going through with it, it's nice when a good conversation arises about a serious problem in this game. I haven't sunk an abundance of time into Legion yet, but I would be a lot more inclined to if it was this version. I'm sure it could use tweaks and polish but I think this would put them in a far better and more usable place.

  • @Toybasher said:

    https://forum.deadbydaylight.com/en/discussion/comment/738646#Comment_738646

    Remember Me at least currently still activates even if the Obsession is dead. If anything you WANT the obsession dead so they can't get the door because they are immune to the effects.

    Rancor could be one to add to the list. You get rewarded with locations of survivors every time a gen pops, and can even Mori the obsession once the last gen is finished.

    Anyways my thoughts on NOED. IMHO NOED is fine as it is but I think we should get more perks that work like NOED where a dull totem becomes lit under certain circumstances. Once we have more "Dull totem becomes a Hex" perks, we can turn dull totems into an official side objective and add a counter to the HUD. (Or just make the dull totem broken noises global so people can keep track, or add a counter to small game, etc.)

    Devs have claimed the game is balanced around 2 deaths 2 escapes implying the doors will be powered at some point in an "ideal" match. I don't think NOED rewards failure in of itself (It could be used as a trump card for endgame after a decent match where you got one guy dead, 2 people on death hook, and 1 guy on first hook, last gen pops, and everyone gets healed from Adrenaline, or as part of a NOED + Remember Me + Blood Warden + Rancor/Fire Up Endgame Build) but killers are able to use it as a crutch.

    Personally I only run NOED on Trapper, Clown, Wraith, and Leatherface as they're all weak killers and Trapper wastes a ton of time getting setup. I sometimes run it on Myers for a surprise or if I'm playing Mirror Myers. Clown is very susceptible to gen-rush due to his plain inability to apply map pressure. Same for Leatherface who has an instadown so hard to land hits with you might as well M1 everyone.

    Couldn't agree more, especially about how the game is balanced around 2 escapes. I had made a post in the past about that and how such intentions can only lead to problems. "should surviving be an expectation"

    Also I like the thought of more hexs activating under certian conditions, it would be cool and easy to balance.

  • @SenatorAcadia said:

    I don't play killer that much but inventing rules seems to be a survivor pasttime.

    If you died, the killer didn't fail, so failure was not rewarded. Full stop.

    💯 Failure is when a killer let's a survivor escape. Getting gens done is not a pass fail point. Unless everyone dies before the gens are done, that's a big fail on one side

  • To answer this, I'll pose an other question.

    Do survivors fear the killer?

    While learning to play is bet most do, but eventually we/they all learn this is more a game of tag then hide and seek.

    Once the actual fear and dread of being found wears off, the killer is no longer the power role and just becomes the other team you are trying to beat.

    And with a "balanced " game being 2 escaping then gens are inherentlly expected to be completed and the gates opened. Essentially if the survivers play right, the killer is at their mercy.

  • @T2K said:

    For me it's extremely funny how people talk about noed. In my opinion noed is totally fine. i play since dbd started and i cant remember the times i didnt play in red ranks. back then noed wasnt even a hex perk. i also lost count of the times i got noed in my face as survivor. as killer till now i never used or will use noed because its just a wasted slot imo. from my experience you can pretty much judge if a killer got noed or not. and if you are uncertain you still can cleanse all the totems or remember the totem spots for just in case. i think it is essentially to figure out the perks the killer is running during the game as you continue to being a better survivor. it doesnt matter how beneficial noed is for the killer or how many killer run that perk imo. if you got a noed meta, then just cleanse all totems every game. how difficult can that be... one hit down and a slight movement buff for endgame, who cares really. If you play killer a lot you will notice that your best games are not focused in the endgame.

    really who cares for noed? omg its laughable how such a perk get that attention xD

    sry for my bad english and have fun in the fog

    Agreed, the squeeky wheels bagging for grease also refuse to roll in a different direction.

  • My girlfriend escapes against spirit and everyother killer, and if she had the time she could (and has) maintained red ranks. Does she always live or even not become the first sacrificed no, however She literally never quits or complains, she got better. @Mochan @arslaN @luka2211 so I have a hard time sympathizing with your complaints

  • @pichumudkip said:

    So despite being a survivor main, I try to understand both sides. Now I wouldn't say NOED doesn't reward bad gameplay, but it also, well, doesn't reward bad gameplay. It's a perk that's in the middle for me. And if anything it rewards killers on good gameplay on top of bad gameplay. If you close a hatch on survivor, boom NOED. Survivors finish all gens, boom NOED. Honestly the only thing I recommend is make tier 2 NOED the one that instant downs survivors.

    I can understand the argument that it can give a killer who's done poorly a major advantage. Yes, one could not get a single hook or kick a single gen and still (if not sooner) get an exposed team of survivors.

    If this is intentional then they are either misguided on the scoring system or are just bad and don't care.

    NOED pretty much always sucks for at least one survivor, but after that everyone else knows what's in play and make the choice to gtfo or make a risky save.

  • Literally not getting out alive

    The entity has your back. While in a chase and within 10/15/20 meters of a survivor escaping through the gates, they die all end game style.

    "failing is winning"

  • Feeding into a killer camping is like feeding this thread. Our own damn fault but the devs say we are free to do so.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/740220#Comment_740220

    I think this would need a different post and some thinking on my part honestly.

    I'll watch for it 👍

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/740213#Comment_740213

    We are rare... and really hoping for a rework that keeps the rushdown playstyle but is useful.

    How would you rework them in a fair way?

  • @joker7997 said:

    Killer main here.

    The way I see it is there are a few elements in each side that give great benefits. The survivors get far and away WAYYYY more overpowered #########, and can multiply it x4 for 4 survivors.

    OP Killer tools:

    Noed (built in counter- totems)

    Ebony mori (should be removed from game)

    Prayer beads (spirit only)

    Iri head (huntress only)

    OP survivor tools:

    Dstrike

    Adrenaline

    Insta heal x1

    Insta heal x2

    Brand New part (if brought in numbers)

    Keys (should be removed from game, at least the part where they open the hatch)

    The Hatch itself (free escape, total bs)

    Gen rushing/gen speeds (yes it's a real thing)

    Anyone that thinks noed needs to be reworked, no. Just no.

    It's about time :)

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/740177#Comment_740177

    That would just cause ppl to not play Bubba. Why play him if hes just gonna be a Legion who cant vault fast or sprint and requires you to charge it up.

    Well he still would have wildly fast mobility, and it is still a one hit down, you just have to apply a bit of pressure via chase after hit to reap the rewards. To make it fair a insta down would still happen if the hit was landed on an already injured survivor.

  • @LordGlint said:

    I think it might be kinda hard comparing "importance". If I was to say Adrenaline was of equal importance as NOED, you'd have ppl who agree and ppl who strongly disagree.

    Well thats an un-origonal suggestion, but how exactly would you nerf them?

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/740094#Comment_740094

    So Bubba's chainsaw gives deepwounds instead of being an instadown?

    Yes, that's what I was getting at. Would I be thrilled about it no, but I would love to have either or the survivor nerfs I mentioned implemented. Gotta be willing to give if you're wanting to take.

  • I would add a 5 second blocker for recently downed survivors to threshold that they must cross to win the game. Thus ending the "na na Boo boo" game that's played and also have 2 hooks spawn every game in the exit gate space.

    Or

    Give all survivors a total amount of damage they can receive before becoming broken for the remainder of the round.

    To nerf killers, let's go with all one hit down add-ons and abilities give the survivor a mega speed boost for 3 seconds and a bleed out timer of a minute that would take 20 seconds to mend. (numbers could always be tweaked)

  • @[Deleted User] said:

    Unfortunately this won’t be the last NOED post.

    I mean like, the penny wise threads have died off, so maybe one day we'll find something more complain worth to argue about. One can hope.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/739387#Comment_739387

    ye I just don't see how haste with insta down seems fair

    Really it's probably not fair, but it's not intended to be. I like to think of it as extra incentive to get them gates open and save your self.

    Side note, I don't even run it unless I'm. Having a bad day and decide to do an end game build. Ironically most of those games the gates don't get powered...

  • @Mtom912 said:

    Wow, I’m not saying whether I think noed is balanced, or op, but those survivor perks are not similar to noed in any way, if you’re talking about reward for failure in some way, it would be deliverance, and that doesn’t even technically give a benefit since you’re typically gonna get unhooked anyway

    also to point out, if you don’t even play survivor enough to know the perks, I’m not saying you are guaranteed, but you’re highly likely killer biased

    I was not implying that I personally think NOED is a reward for failing, because I don't. If the perk just killed survivors on their way out of the gate, then that would be a reward for failing.

    I was stating that majority of the people who complain about the perk, say that it is "overpowered, for noobs, rewards failure, requires no skill, ect...."

    The intent was to draw a parallel between these labels, and the perks survivors can run that can also fall under the same discription. Not just the "reward for failure" part which everyone likes to gravitate towards.

    Is any one perk a survivor can equip as powerful as NOED? Maybe not. How ever a team using 16 of these "overpowered, for noobs, rewards failure, requires no skill, ect...." perks very easily balance a game, or even tip it to the survivors favor.

    Further more most of these have no counter and the killer doesn't know when certian perks are being ran.

    Point being, if this one perk can be considered game breaking for the mentioned reasons, then all the perks that fall under the same category deserve the same treatment.

    Which sounds silly, so NOED is fine.

  • @GrootDude said:

    Why dodge them anyway? I’ve never dodged swf.

    Me neither, it's not like you loss BP if you have a less the great game. And some times you have a great one and you just know they fuming.

  • @Speshul_Kitten said:

    Iridescent Head takes almost no skill.

    Although, I do feel it has become more rare in the bloodweb. I get more mori’s showing up than Iridescent Heads.

    Except for all the skill required to use them. Good survivors know to duck after a pallet or vault, which is when the throws are the most "skill less"

  • @TunnelVision said:

    Thomas the tank engine, because he loves tunnels..

    This need be the only comment I read.

  • Tunneling isn't even a real thing, it's literally just a bunch of people crying because they didn't get to have as much fun as they feel they should have.

  • The clown. I like the idea of projectile killers. I know he catches heat for being bunk, but I rather enjoy peppering loops with gas or long rang bombing gens.

  • @Kebek said:

    I use bloodtracking sometimes. Remember, blood always leads exactly to the survivor so it can't be very easy to track otherwise survivor would be screwed if they wanted to juke the killer.

    I'm still waiting for that anti blood perk for survivors so that I can ascend to full untrackable ninja mode.

    I think it exists with a fair king perk, you just need be broken all game

  • Bloodhound is amazing and it's a default of mine, paired with sloppy butcher (which isn't necessary) injured survivors never escape

  • I'm under the impression that the dev's don't want to reward survives actively avoiding killer engagement. In my opinion that's kinda like forcing people to play a certian way. I don't see a problem with going the whole match unseen, if anything that should be the objective seeing as chases usually result in downing which is what survivors are trying to avoid.

    So why be obligated to participate in ideally avoided situations?

    The whole emblem system seems to guide the game play by rewarding you when you stick to the deb's idea of how it should be played. Survivors should be given tools to be more stealthy and killers the tools to hunt.

  • There was a time I tried this perk, and it was just to strong as to why I no longer run it.

  • @FrenziedRoach said:

    https://forum.deadbydaylight.com/en/discussion/comment/727129#Comment_727129

    And nobody cares you had a bad time. We've been going around and around about this for THREE ######### YEARS NOW

    When are you people going to get through your thick skull that bitching about it just feeding the trolls, and feeding the camper is just encouraging the behavior further.

    You know what? I don't find Hag fun, but i still man up and deal with it. I don't find being camped fun either - but I say nothing to the killer and direct my rage at the hook divers.

    Direct your ire at those who enable the behavior, because jack ######### is going to be done about beyond what has already been done.

    This is on point. Camping only works when the other survivors allow it too.

    Survivors do a ton of things that make being a killer lame. Think we enjoy running around near infinite loops or doing laps waiting for the pallet drop.

    If camping ever gets punished, then I should be able to simultaneously drop a survivor and grab the one that is body blocking me, because that is also a majorly abused mechanic which is apparently a legit stratigy.

  • Sometimes you just gotta keep the pip hand strong.

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