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Incirion

Incirion

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Incirion
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  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/422910#Comment_422910

    Conclusion:

    We just have not much informations about the rework.

    The devs should rly write more.

    McLean is streaming right now, he was talking about it at the beginning of his stream.

  • @ShyN3ko said:

    https://forum.deadbydaylight.com/en/discussion/comment/422887#Comment_422887

    And a chainsaw dont kill survivors.

    They just need a medkit.

    I just dont ask for logic, because its a game.

    And DbD.

    But can you name any other killer in the game that gets absolutely no benefit at all for hitting a survivor?

    I'm waiting.

    Can't do it?

    Because there aren't any.

  • So basically what I read in the update : If you hit someone multiple times in Frenzy, all that happens is you get stunned and they get a speed boost and there are NO negative side effects for the survivor, only for the killer, maybe try playing Civilization 5?

  • @rooCraah said:

    I dunno, being able to get the first hit on a survivor with little effort, getting 32 meter wallhacks after doing so (remember, Legion's terror radius going from 24 to 32 is a buff, not a nerf), and the fact that when you find multiple survivors at once, you can generally put all of them into Deep Wounds at once, make him pretty good.

    They just changed the purpose of Feral Frenzy to no longer be about downing survivors, but be about finding and easily injuring survivors and make them have to mend, while he got a move speed buff so he doesn't need his power to down survivors.

    New Deep Wounds is very similar to Pig's reverse bear traps in that sense; their main purpose is not to down/kill the survivor, but instead to just force them to waste time.

    @rooCraah Legions terror radius going from 24 to 32 is a nerf since deep wound doesn't tick down inside the terror radius. It's a nice try to divert away from that point though. At least Pig has her ambush, and the ability to crouch and hide her terror radius. Legion literally has a completely useless power now that it's COMPLETELY non-lethal. AND it ends if you miss an attack, and you're the killer that is the easiest to 360. 10/10 update.

  • Moonwalking is not an exploit. The killer is literally letting you out of their line of sight to try to chase you. If you can't escape a killer that isn't looking at you, is that YOUR fault, or the killers fault?

  • If a killer wants to dodge a lobby, let them dodge a lobby. If I get someone in my lobby who was a toxic ######### in a game recently, or recognize a game from a different day, which does happen, I'm probably dodging that lobby. I'll do the same as a survivor. If someone in my lobby d/ced in a game with me previously, I'll dodge that lobby. As it has been said before, dodging isn't the problem. It's a symptom created by other problems.

  • @legion_main said:

    I’ll self care as much as I want to what are you gonna do about it?

    Completely ignore you and let you die on your first hook.

  • Except you don't lose Frenzy when you M1. It refills when you injure a survivor that doesn't already have deep wound applied. So that is NOT what the pin does. It's what it SAYS it does. And if you hit someone who's got deep wound already, your power gauge is completely depleted. So I have no clue what the pin does. Does anyone know?

  • It's ONLY useful if you're running Judith's Tombstone on Michael.

  • So wait. What I read here.

    Wait times at high ranks are too long.

    Stop putting mixed ranks together.

    You literally cannot have both of these fixed. There are not enough people at high ranks for the queue time to be short AND have the ranks balanced. That's not a game bug, that's the player base.

    The dev update said they are working on infinite loading screens.

    3-man survivor games will no longer be a thing, unless someone d/cs. (Which is still pretty likely)

    There are a VERY SMALL number of perks that are actually useless. Just because they aren't meta doesn't mean they're useless.

    What's wrong with the way Haddonfield is designed?

    I've personally never been stuck in a tree, but I believe this is a real bug.

    I have had the window vault bug, where you vault then stay in place. It happens in more places than the bus on Autohaven maps.

    Don't know about the doc add ons since i don't play him.

    Totem placement is garbage, there's not much they can really do about it. They could remove the spawns that are super obvious and out in the open. (In the corn, or against a single tree) But there aren't many better places they could hide totems.

    They tried to solve the hatch problem but way too many crybaby Survivor mains whined about it.

    They're implementing a new "End Game Collapse" as they called it, that I'm hoping will solve the problem of people just hanging out after the game is over.

    There's nothing wrong with NOED. Adding it to your list just makes you look dumb.

    Everything about Nurse is OP and broken, doesn't matter if she has 2 blinks or 5.

    "Gen Rushing" is just Survivors doing gens. "Kill rushing" is just the Killer doing their job. Those aren't real things.

  • @thrawn3054 If you only have a daily, what you do is put on Insidious, and at the very start of the match, go straight to the basement. Stand in the basement with your chainsaw revving the entire match. Someone WILL come down and run out in front of you, fishing for boldness points. Repeat.

  • @Chaotic_Riddle said:

    Besides my meme...

    All players are allowed to play any playstyle that they deem enjoyable for themselves. If a Survivor wants to run Self Care, so be it. The game isn't measured entirely on team-play, but rather, survival. If a Survivor chooses to heal rather than save you, that's their own decision, and if it ends up letting them survive in the end, then that's that. All YOU can really do is either trust another teammate will come to save you or try your best to avoid getting hooked next time. If you have an issue with Survivors running Self Care and want to get yourself off without needing Self Care, then bring Deliverance.

    It's not JUST people ignoring people on hook so they can spend 5 minutes self caring. It's because people are selfish and aren't actually focusing on group survival when they run self care. It's legitimately only a good perk against Freddy.

  • @JoannaVO said:

    https://forum.deadbydaylight.com/en/discussion/comment/419973#Comment_419973

    A perk that doesn't make you rely on teammates as much so you can make sure you're healed majority of the match and able to hold on to a chase much longer isn't ''actually a good perk''?

    yes. For the reasons stated. You're standing in a corner doing ######### nothing. The time it takes you to self care you could do almost 50% of a generator.

    @Hoodied said:

    @Incirion I know selfcare is useless, just run pharmacy or run a med-kit, but still, some people rely on selfcare

    I know, and it's irritating to see two people self caring across the map while I'm hanging on a hook.

  • @Hoodied said:

    The purpose of this post is what

    trying to let people know that self care isn't actually a good perk.

  • hopefully this one actually sticks. the last one got too many complaints.

  • @Komotez said:

    One time I 4k'd as Freddy, the survivors didn't get a single gen above 10%, they would teabag at every pallet if i was in a chase, the other survivors were doing nothing.

    After the game I got bombarded with messages, calling me a noob for running ruin, calling me a hacker because the ruin totem was 'apparently' nowhere on the map (it was in the shack), and generally calling me a terrible killer.

    The fact that they died at 5 gens apparently meant nothing, they were pro, I was bad. It's been a while since i've seen such blatant stupidity in an online game. The *one* guy who was okay at chases messaged me relentlessly for three hours even when I stopped responding. It was *that* important to him that a stranger on the internet knew he was good and I was bad.

    I've had games where all 5 gens were finished without Ruin being found. So sounds like they were just garbage and wanted to think they were good. I've personally finished gens with Ruin active. It's not THAT hard. Though I did have ONE game where my Ruin totem was invisible. I could see it's aura, but when i went to it's location, there was no totem there.


    @Captain_Spaulding said:

    Played wraith and wrecked a team pretty easily and then get messaged after to k ill myself. Took a look at the names and turns out it was streamer. I check back in every once in awhile to see if he gets banned or anything but nah.

    That's one of the major problems with the community. People like that who SHOULD definitely be banned, don't get banned.

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/416003#Comment_416003

    @Incirion I'll be honest, sometimes I'll play with the killer for the meme. It's like when everyone joins in as a pizza Dwight and walks in a line lol.

    @fluffybunny that's all mine was. just memeing. i was a bit bored and wanted a laugh. So I put on the name "Basement Surprise" and went to surprise people in the basement.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/416525#Comment_416525

    People get waaaayyy too worked up over a video game. Just move on to the next match and don’t worry about what happened last round.

    Not to mention that it is pretty easy to counter a basement Leatherface. No reason to get salty over a very counterable build. Especially seeing how you didn’t have Iron Grasp or Agitation.

    Again, it wasnt a real build, I never left the basement. It's not like i went after someone then carried them to the basement...

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/416533#Comment_416533

    @Incirion the issue is that you can't nerf VC. No matter how hard you try survivors can always use discord. There is no guarantee that any VC system they use is even on the same hardware as the game. Let alone the in game VC, so having the game directly react to using VC is right out.

    The only games that can pull off those kinds of rules are ones where VC isn't a reliable method of bypassing communication limitations. And the only games that can pull THAT off are social deduction games.

    They can do it because anyone you put in a VC with you could be an enemy without you realizing it. And people that start out knowing for a fact that they are allies are typically put in a private chat anyway making a VC redundant for them.

    This is not a social deduction game however, survivors know for a fact that the other 3 players they qued up with are 100% going to be on their side and thus can trust that a VC won't leak information to the Killer.

    And no, enforcing rules against 3rd party chats is not feasible. Most SWF groups are 4 man groups so the only person reporting would be the Killer. And how is he supposed to reliably tell if a group is survive with friends? They can't because the difference between a SWF group and a group of really good Solo's are not easy to spot from the PoV of the Killer in most cases. Sure in terms of big picture you could tell, but the Killer won't even know to report, and there would be far too many false reports as well so going through it by hand would take too long to be feasible. That leaves automated methods of figuring out if someone has more information than they should as opposed to being observant, good at making predictions or lucky. If they can design such a system when they can't even get Spirit's phase audio to work properly then I would be shocked.

    So that just leaves accepting it and balancing accordingly. Most perks do have an advantage over SWF trying to communicate the same information. The biggest one being speed of communication. Sure in theory you could relay your exact location to everyone else at all times, but it isn't practical to do so. Even if you are downed with knock out you are at best going to be able to give a rough area instead of an exact location. The only time you can give a precise location is when you are next to a landmark. And the most important landmark is a hooked survivor. Btw this is why I'm not pushing for auras of items a survivor interacts with to be shown, that would give SWF teams more power when we don't have to and that's not what we want.

    Also the point of insidious is to use it while out of LoS meaning that if someone is using SWF to call out your location while using it then you are doing it wrong. Doesn't really negate what you said but just saying.

    @NuclearBurrito I know they cant fix it, but that's the biggest reason the balance is broken.

  • I had a game last about 7 minutes yesterday @FeelsVeryBadMan . The Survivors cleansed all 5 totems, and finished all 5 generators, in 7 minuets. It REALLY isn't hard to find the totems. just look around the tiles as you run through them looking for generators. If you see a totem, cleanse it. Don't worry about getting all 5 by yourself, solo or not. If EVERY SINGLE PERSON would cleanse totems as soon as they see them, then NOED would never be an issue. The issue is that Survivors are way too lazy to stop and take 10 seconds to cleanse a dull totem, even though it's 600 points, just because they want to move on and do a generator instead. So nerf a mediocre killer perk, because Survivors are too lazy to actually fix it.

  • @NuclearBurrito Yes, they are all things the killer has to deal with now, but my point is that they are things the killer shouldn't have to deal with. That's the main reason why SWF is unbalanced. Because every person knows information as if they had perks that are designed to specifically give you that information.

    Then as killer the voice coms completely negate some of your power. Knock-Out is, in theory, a REALLY great perk. Unless you bring voice coms into it. "Oh ######### I can't see you." "Oh I'm over here." Perk completely negated. Same with any blindness add on, and Third Seal.

    Insidious is a great perk unless the person says "Nah he's standing right here."

    Killer stops to look around for BBQ auras after hooking, person who gets hooked "Killer has BBQ, he's headed towards this person."

    This is information that the Survivors should not have. That's why they removed the ability to see the killers perks after you die. AND PEOPLE COMPLAINED ABOUT THAT.


  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/416003#Comment_416003

    I don’t get the point if running BBQ if you’re gonna be a Leatherface basement camper. If the survivors are smart then you’ll get one stack, MAYBE two

    Why do survivors run into the basement with an Insidious LF? Why do they go toward the basemwnt AT ALL with a LF? Whenever I go against LF I always go to the complete opposite side of the map of where the basement is.

    @MegMain98Its not like i was camping anyone down there. Look at my points, I'm obviously not trying that hard. I just threw on perks. I only do it to get my Leatherface dailies. I don't know why survivors run into the basement with Insidious Leatherface. But it's guaranteed, at least one person per game, will show up down there. The only time I've ever had no one show up, was when I had a triple d/c and the fourth guy said hatch opened in front of him when i asked about it in post game chat. The point isn't that I was Leatherface standing in the basement, the point is the survivor telling me that i should "literally kill myself irl."


  • @NuclearBurrito said:

    @Incirion while yes SWF do have an inherent advantage over solo's many of those advantages can be given to solo's without the use of VC. For exampe:

    Knowing ally perks,

    Knowing who is near the hook for a save

    Knowing who is doing what actions and if they finish or not

    Knowing if someone besides you (including someone on the hook) is in the Killers terror radius

    ect

    @NuclearBurrito All things that put the killer at a disadvantage. Why should you know that the killer is chasing someone across the map without using a perk slot for that information? Empathy or Alert let me know where the killer is chasing people just as efficiently as voice coms. More so, actually. And as for who's near the hook, is the killer camping, etc, that's what Kindred is for. If I chase someone off of a generator, and I waste my time to kick that generator instead of immediately pursuing chase, then why should someone else know exactly where to go to completely negate my wasted time? I kicked that gen so that while I'm chasing the person, it'll regress. Not so that someone can come from half way across the map to finish it, or stop the regression. And knowing your teammates perks is already built into the game. If someone unhooks you with We'll Make It, then you get a pop up on the left saying so. If someone has Prove Thyself, there's an icon in the bottom right when they're close to you. If someone has Borrowed Time, it tells you when you get unhooked.

  • @fluffybunny I agree. It would be hard to disallow discord, but even as the rules stand NOW, discord is 100% against the rules. You aren't allowed to use a third party program that gives you an advantage in the game. Voice coms to share ANY information is cheating at the moment. It's just that no one cares.

  • @Frozenscum said:

    How does NOED counter gen rush?

    Definition: Counter is a thing which opposes or prevents something else.

    NOED do not prevent nor opposes gen rush - its just end game mechanics which kicks in once all gens done, no matter how fast they are done. And in most cases if there are 3-4 ppl alive - NOED does literally nothing, its just getting destroyed during first hook by rest of team.

    Ruin is counter to gen rush, and in current meta effects of Ruin should be basic gen interaction. And it makes sense even if you think about it - ppl without any knowledge are trying to fix machinery - so occasionally they have hard times, i.e. skill check, if they fail completely - explosion and 10% of regress with 3 secs delay to progress, good skill check - 5% regress and no explosion with 3 secs delay to progress, great skill check - 0% regress and no delay and explosion.

    Same should be applied to healing, self or others, as well.

    @Frozenscum Oh man you can't suggest anything that would actually help balance out the game. The survivor mains will be all over you calling you toxic. You should delete this post quickly.

  • @Kurisataru Yes, I've said that if the killer finds the hatch first, the killer should not be PUNISHED for finding the hatch. If the survivor finds it first, go ahead, escape. You did nothing to deserve that escape. You just want a free escape through the hatch.

    I do dodge lobbies with survivors dressed the same, because that's just super annoying to deal with, especially if they're a SWF because they can swap out in chase relatively easily.

    I sit in the basement with my chainsaw charged with insidious. They can still hear the chainsaw charging. If someone is stupid enough to come into the basement, then that's their fault for dying. Punishing stupidity isn't toxic.

    Yes, remove the squeal. The squeal makes her ambush 100% worthless. If you really think that's the "only way" survivors have of knowing she's there, let me introduce you to these two non-teachable perks, available to everyone. They're called Spine Chill and Premonition.

    Yes, Hex perks should get a buff. No one ever said you should keep the one hit down after Devour Hope got broken in that thread. If you'd bothered to read it, you'd know that. Pretty sure what devour hope would have kept was the 10 second speed boost after hooking someone.

    Care to explain to me how ANY of these things are toxic, or promote toxicity?

  • @fluffybunny fair enough. If they added voice coms into the game, with a sound notification for the killer as well, then ACTUALLY enforced the fact that discord was breaking the rules of the game, it would fix a lot of the problems with the balance. You can give your team information about the killers location, totem spawns, etc, but you'll also alert the killer to your location by relaying this information. Does that make it worth it?


  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/412576#Comment_412576

    @Incirion If they balanced Killer to SWF without first balancing Solo to SWF, killers would stomp solo and people would cease playing solo ques. It goes Solo -> Killer -> SWF typically and I know many people who won't bother with Solo even now. They'll play Killer instead.

    Killer already stomps solos. There's nothing you can do to balance solo with voice coms, aside from adding voice coms in game. If they add in voice coms, but then make the survivors actually make noise when they speak, that would balance both sides.

  • unknown2.png

    Had this beauty last night. I stood in the basement with my chainsaw revved with my Insidious the entire game. The salty survivor decided to come down stairs into the basement and wander around in front of me, so I killed them. Surprise. They got super pissed.

  • @Poweas I don't use NOED. I use Ruin, Discordance, Whispers, and BBQ. Will swap Whispers for Surveillance once I get it on her. So I can't swap out a perk I don't use. I just don't encounter the need to run PGTW often enough to actually incorporate it into my build. Nine times out of ten my games end before the last gen is done anyway.


    @Kurisataru When exactly do I encourage toxic killers? I don't camp, or tunnel, nor do I encourage camping or tunneling. Unless it's camping end game. Then why would you not? I suggested NOED to counter gen rushing because NOED counters gen rushing. I don't even use it myself, because it's a garbage perk. It's too easily countered, and will usually only get one down at most end game, which I can do perfectly fine without it, IF the game lasts that long.


  • @MegsAreEvil said:

    NOED ist trash. It rewards killer for playing bad, and punishes survivor for playing good. There need to be requirements like getting tokens for certain actions. And no, removing totems isnt the objective of survivors.

    This is the dumbest argument from Survivor mains. It does NOT reward the Killer for playing badly. It rewards the Killer because the Survivor played badly. If the Survivors didn't cleanse all the totems, that's bad game play. It punishes Survivors for ignoring their secondary objective.


    @killersRtoxicTrash said:

    It's not broken it's just way too overplayed thus it needs a rework. It's funny seeing killers think it's not op. It's op for that alone they just need to fix a lot. Also, mettle of man is not op. So... Anyway. Killers complain so much they have devs ears if u think surv aren't nerfed way more u have problem

    NOED is absolutely NOT OP. You're making yourself look stupid just thinking it is. It can be broken before it even activates. That's not OP. Mettle of Man IS absolutely 100% OP, because it adds an extra 20-30 seconds of chase time which is enough to finish half a generator. Since the Killer is actually the one pressed for time, not the survivors, that's completely OP.

  • @Acromio said:

    https://forum.deadbydaylight.com/en/discussion/comment/413307#Comment_413307

    But, as you've already been told numerous times by Peanits and other mods that work at BHVR, killers don't have auto-aim.

    Except I haven't been told by anyone that there's no auto-aim. I have noticed as survivor AND killer when the killer jerks to line up to hit, or the auto-aim targets a tree, or tire, instead of swinging towards the survivor. If you've NOT noticed this, please play the game more.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/413313#Comment_413313

    @Incirion I play a fast killer tho (Spirit) so it might just be me...

    @Poweas I main Spirit also. PGTW regresses gens more, Ruin makes their progress go slower. You can only kick one gen per hook with Pop, but Ruin slows down every gen in the game. So PGTW is better for mid game or late game, when the gens actually have progress on them.

  • There's no image for Rank 1 Killers @OffensiveHumor not sure if this was intended or not.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/413069#Comment_413069

    @Incirion I run Pop goes the weasel instead, and it's far more effective. It's not broken quickly.

    Definitely not more effective, otherwise more people would run that instead. Ruin slows the beginning of the game down, and gives the killer a chance to get some momentum. PGTW slows survivor momentum mid game. They have very different uses.

  • The bubba is 10/10 way more fun to ######### with than a 4 man SWF is to go against. I've played both situations. Bubba is fun to poke. SWFs are fun to camp. But Bubba is way more fun.

  • @deathsia said:

    https://forum.deadbydaylight.com/en/discussion/comment/412478#Comment_412478

    I think their idea of a "nerf" is this:

    "omg! The killer isn't such a joke anymore!"

    "I can't pull the same stunts I did before and get away with it as easily!"

    "OMG! I got away with that BS stunt a 1000 times before last patch! Killer is OP!"

    The only complaint I have about killer, that's actually exclusive to all killers, is the auto-aim. It's broken and shouldn't exist. But i believe you're right. They're actually starting to bring some real balance to the game (before MoM anyway) and survivors are complaining about it because all 4 members of their SWF don't survive anymore.

  • Moris are two strikes and you're out. You go down twice, and you're dead, instead of going down three times and dying. They ARE pretty cheap. But you only lose ONE CHANCE. You don't lose two thirds of your game. You lose one third of your game. You get two chances, after your second chance, you're dead. Instead of three chances. Someone dying on their second hook, and someone getting morid are exactly the same thing.

  • I've never changed my argument. You're the one that's just been making stupid assumptions. I am not wrong. If you get mori'd it's the same as dying on your second hook. You keep saying 2 hook states, but you can't actually refute my statement at all aside from saying "blah blah blah 2 hooks." You're arguing about something i'm not even talking about.

  • @TMoser Hex: Ruin is pretty much a necessity, or games will only last 5 minutes. If half your team is dead in the first 3 minutes, that's not the killers fault. That's survivors playing badly. I've played against teams where I can get my second hook at the time the first two gens pop, even with Ruin.

  • If you immediately die on your second hook, there is literally ZERO difference between that and being morid. Just because you're too thick to understand what I'm saying doesn't mean I'm wrong. Literally the only difference between dying on your second hook, and getting morid, is the fact that the killer doesn't have to pick you up, so the other survivors cannot interfere with the process, and you can't DS if you're tunneled. That's the only differences. If there's something else I'm missing, please, inform me.


    Edit - It also removes you from the game faster, which gives the remaining survivors a greater chance to find the hatch if the proper amount of generators are done.

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/412576#Comment_412576

    As they should. If killer gets balanced around overpowered 4-swfs, then killers would be overpowered.

    The solution is bringing solos and swfs in line and remove the gap between them. Then every match could be balanced simply as killer vs survivors. Not like now, where killer vs solos is a 4k and killer vs swf is a 4min genrush. Exaggerated, but you know what i mean.

    So you want killer vs solos to be a 4 minute gen rush too then?

  • When did i say don't do much? They remove one out of your three hook states. I've said this already. When I said "There's no loss" that was meaning that survivors don't lose anything if you're morid any more than they'd lose something if you died on hook.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/412566#Comment_412566

    what? if there was no loss moris wouldn't be a big deal. you seem to have ignored what I said. who cares how long a mori takes, you're removing a survivor from the game earlier than normal because of an offering.

    I can camp them and do the exact same thing without using an offering. So what's your point?

  • So they're trying to balance solo with SWF instead of balancing killer with SWF? Sounds like something they'd do.

  • @artist said:

    @Incirion the hook can always be denied with the help of your team. your team is useless in denying a mori

    And the mori takes just as long, if not longer, than picking a survivor up and carrying them to a hook. So if your teammates keep working on their gens then there's no loss.

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/412532#Comment_412532

    You dont know how many totems are left. If you break 4, you still dont know wether all totems are gone or not. You may have wasted 50s for nothing, or you may waste minutes looking for an already broken totem. You simply dont know as a solo survivor and thats the cheap part about it.

    Thats also what pushes swf even further since they know. All it does, is bringing solo survivors, who definetely need help, more on par with swf. While helping with the genrush meta and the toxic surprise effect of noed.

    Everything you're saying is just telling me that SWF is the problem with the game.

  • It's there to counter the genrush. It's not toxic. It's quite easy to break all the totems. If someone breaks a totem, it stays there, so you can see that it's broken when you're looking for them, and add that to your mental count. It's not hard.

  • Except they dont lose 2/3 of their hook states @artist they lose 1/3 of their hook states. They get downed once, and get hooked, then they have to get downed again to get morid.

  • @Weederick said:

    Its cheap. 2 things i dislike about noed:

    1. Noed furthers the gap between solo and swf, since solos dont know how many totems are left. You may aswell waste time for nothing. Add a totemcounter next to the gencounter and its fine.
    2. It is uncounterable against campers, which is a solo-stomping strategy already. Doing totems against campers is a guaranteed loss. You cant waste any second against campers not doing gens. Which will in turn activate noed. Lose-Lose for survivors against campers, in which case it has no counterplay.

    If you add a totem counter, then changes are NOED will never proc. If they add a totem counter to Small Game, I'd be fine with that. But just in general, that's too much information.

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