NMCKE
NMCKE
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"The "built in Ruin" is a fallacy thrown out by players that don't understand that 2 people healing for 16 seconds is just as fast as 1 person healing for double the amount while the other runs free."AlwaysInAGoodShape said:It really is, think of it as a built in Ruin where survivors are constantly shooting themselves in the foot.
Self-care is really strong.
The "built in Ruin" is a fallacy thrown out by players that don't understand that 2 people healing for 16 seconds is just as fast as 1 person healing for double the amount while the other runs free.
The role of self-care is eliminating the time of needing to find a teammate, which can range between 0 seconds to multiple minutes (making healing impossible or actually shooting yourself in the foot in such scenario's/late game where teammates might be unavailable).
Edit: That is why suggestions like:
Self-Care: All healing action speeds are reduced by 85%/75%/65%. This action speed penalty replaces the previous Self-care penalty (-50% speed) and applies a flat penalty to ALL healing actions.
are so ridiculous. If you do the math, then you see that this is a free built in Botany knowledge together with self-sustainability.
As (circa) 24 second of self-care translate to 12 seconds of a teammate heal.
The draw back also matches out for every faster heal and for every extra copy of self-care in the match, the team gets closer to a free botany knowledge.
Yeah true but SC wastes 32 seconds just for a single heal, namely, yourself. Additionally, the survivor is very vulnerable during the heal since it takes 32 seconds to reach that safe healthy state (Nurse's Calling is dangerous to SC users). Other survivors healing each other will take 16 seconds (2x if both are injured with two heals, not one) to heal so there's less risk involved due to the fact you're not a sitting duck for as long.
Another point, there not a lot of ways to increase your SC speed compared to normal healing. While BK is great for SC, regular healing has more variety such as of course BK, We'll Make It, Autodict, Bond (Can decrease the travel time), Empathy (Same as bond), and etc. SC is very overrated, 32 seconds is a lot and I will always stand by that statement because there are variables that you're not considering.
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It really is, think of it as a built in Ruin where survivors are constantly shooting themselves in the foot.Vietfox said:Self care is overrated. -
BHVR, Freddy OP pls nerf
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Not every survivor will break totems. You're talking about 4 survivors with different mindsets and if you're really unlucky, you can be the only survivor breaking totems. Knowing this, you're trying to 1v1 the killer since you are attempting to do something that is meant for all survivors. I hate running a map every game just to find every totem because it takes away things that I could be using. Same thing for Ruin, I'm sick of running that perk as a killer because it takes away other fun things that I can use.Peanits said:
It is. If they took a minute to break totems it would never activate.Master said:@ad19970 said:
@Master said:
@OGlilSPOOK20 said:
Pls delete Noed, DS & Insidious from the game. Thank you!I don't care... This game would be way better off without them.
and add BT on the list
BT is perfectly fine. Thank the camping killers for that perk lol.
Just to apply your logic
NOED is perfectly fine. Thank the genrushing survivors for that perk lol.
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The key already does that with a add-on lol.Cetren said:Make it so the map reveals the auras to all survivors by default.
Boom, useful item. -
Huntress Lullaby should notify the survivor if they fail a skill check since the Hex perk increases the additional regression. Additionally, when you receive your first skill check when the Hex perk has at least a token.Star99er said:Make it to where Survivor don’t get notified that the killer has the perk until the killer gets their 1st token for it. Instead of just getting notified after survivors hits their first skill check on a gen. -
The map is very good in my opinion. Whenever totem placements are extremely good (no meme intended), maps will be indirectly buffed since they can pinpoint totems.DwightsLifeMatters said:Nearly as useless as the broken key. I use map items (aka burritos) only as a cosmetic touch lol
So any change is welcome -
Some survivor got upset at me because they died to my RBT.Unicorn said:(Survivor or Killer)
Mine was being called a camper because the survivors did all the gens on the bottom floor of The Game and I patroled the top ones.
"#########, you're so trash that you needed a RBT to kill me. Reported for unsportsmanlike behavior"
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Ah, my apologies.thesuicidefox said:@Nickenzie said:
@Vietfox never supported having Kindred as baseline.Yea I guess you guys didn't see I edited my post? SMH I misread the OP before I posted, then re-read and saw he never mentioned base kit Kindred. Chill.
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Maps are so underrated by most survivor mains. I recently figured out how the map works and holy moly, if you have everything tracked then you can see literally everything with a click of a button.Vietfox said:
I don't usually bring any items so killers can franklin demise it, plus i'm spending all my bloodpoints on killers, meaning that i don't have many items on my Feng. Except instaheals and firecrackers@Nickenzie said:I just use a map to find that pesky Ruin and NOED. If I'm really feeling it, Kindred!

All I do is walk around the map and I track random items along the way. Once we are at 1-2 generators remaining, I'll use my map to see every totem remaining in the trial and break them. It's like Dèja vu, Small Game, and Detective's Hunch all at your disposal which is REALLY broken.
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Surviving is toxic btw. JKDwightsLifeMatters said:
Are you seriously complaining about looping? Looping became an absolute part of DbD, it's essential to do this as survivor to win. And as killer it's not boring if you mindgame loops. The only situation you can't mindgame is farm map.RushingSnipeBob said:He should be just as fun as looping is.
Bloody #########, imagine people still discuss looping in 2019.
Some people really want survivors to play like rank 20s by stealthing and running in a straight line. Mental. -
I think both needs to happen in my opinion because ToTH isn't strong enough to be considered a Hex perk.Dwight_Confusion said:Hex Totems and totems in general make the game very interesting.
Right now it is 14 seconds to cleanse a totem. Without THrill of the Hunt.
I suggest, and kindly ask that they either buff Thrill of the Hunt OR
OR
Make all totems 16 seconds to cleanse instead of 14. Not much of a change, but a touch more. Why not?
Hexes just don't last that long really at high ranks.
I'd like to mention that totem placements are getting better from the next patch and forward according to @not_Queen! -
I can confirm @thesuicidefox :Vietfox said:
This thread is not about bragging, is about playing efficiently.@thesuicidefox said:You don't need Kindred as a solo player. I've been playing No Mither, without aura/info perks, at rank 1 all month. SOLO. And I've escaped plenty of times, and if not I am almost always the last to die. All you need is a good understanding of the game, specifically of killer, to play well.
"STOP ASKING FOR KINDRED IN BASE KIT"
I never asked for that, what are you talking about? Actually @Nickenzie can confirm that i've been always against the idea of kindred being part of the base kit.
https://forum.deadbydaylight.com/en/discussion/39089/dead-by-daylight-is-almost-balanced/p1
@Vietfox never supported having Kindred as baseline. -
I just use a map to find that pesky Ruin and NOED. If I'm really feeling it, Kindred!Vietfox said:This video is about how information is way more useful than any of the meta builds when playing solo.
Thanks to bond + open handed i was aware of what was going on around me, what gens were being worked on so i can finish them in case the other survivors are being chased, etc...
I didn't need Kindred this time but should be a must when playing solo so the other ones know what to do.
I've been running this kind of build for long but just wanted to share it (again) so maybe more people start to run it, because the chances of surviving are way higher when survivors are organized.
https://m.youtube.com/watch?v=-HCugVkS-HM
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I'll do one better in the future!Vietfox said:
Still shorter than your threads lol@Nickenzie said:
"Don't be an over achiever, keep it short and sweet"Vietfox said:I was expecting to have shorter queue times after the rank reset but apparently not, any reason why this keeps happening?
Is it bugged? Everyone is playing as survivor? There's a new cool tv show and no one is playing DbD? People realized there's a world to visit out there?
PS4 EU btw

Anyways, back on topic, I can't play survivor because P2P connection is legit trash. I'm not gonna sugar coat it either because I literally cannot play half of the game. Sad thing is, survivors in my lobby have green PING so it's definitely not me. You have no idea what I did just to play survivor @Vietfox I actually checked to see if I was downloading something, dodged high PING lobbies, restarted my internet, and etc.
https://forum.deadbydaylight.com/en/discussion/39629/p2p-connection-cant-play-survivor#latest
Here's the BS I go through when I attempt to play survivor!
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"Don't be an over achiever, keep it short and sweet"Vietfox said:I was expecting to have shorter queue times after the rank reset but apparently not, any reason why this keeps happening?
Is it bugged? Everyone is playing as survivor? There's a new cool tv show and no one is playing DbD? People realized there's a world to visit out there?
PS4 EU btw
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It's amazing to see a survivor get destroyed when they pallet loop the Nurse. I find it so satisfying to see this because they drop like flys!Orion said:Maybe the problem is that you're treating the Nurse like any other loopable Killer. Try actually adapting to what she can do.
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This happens to me as well every darn game. This was so bad that it's 80% the reason why I became a killer main.DwightsLifeMatters said:I'm dodging as survivor one lobby after another because the Ping is always between 200 and 500.
Someone else has this issue right now?
I'm kinda forced to play right now, because not only the Ping is F'ing me but also the crashes and infinite loading screens.
As killer, all pings are fine, so it's definitely not my end -
Keys are underpowered when they are used for their secondary purpose (Aura Reading).HellDescent said:Found a broken key in a chest? Don't want it?
Step 1 Find survivor with an item you might want.
Step 2 Put a key in front of them.
Step 3 If they decide to pick it up without looking quickly take their item
Step 4 Make sure to thank them for the item in post game chat
Their duration needs to be increased as following:
-Skeleton Key: 30 seconds to 60 seconds
-Dull Key: 10 seconds (I think) to 30 seconds
-Broken Key: 10 seconds (I think) to 30 seconds
Add some more functionality to their aura reading such as an increased base range, better range add-ons, and have some add-ons baseline for the key.
Perhaps, if they key can open the hatch, have the key reveal the hatch to you? This is probably a bad idea but I'm just throwing up ideas to spark a discussion. -
Hopefully, if we're lucky, they will implement this to the game soon because it's really a unnecessary mechanic.Boss said:@Nickenzie said:
Boss said:@Nickenzie said:
Boss said:
@Nickenzie said: PolarBear said:
Don't see why anyone (except people who are throwing) would not want to recover automatically. I'd support this change.
I don't know why they have the action Manuel in the first place. Probably cause people usually prefer control over their character.
How often do you stop recovering when you're standing still? What's the strategy behind it?
I'm not arguing, so there's no need to try to convince me.
I'm only stating my theory on the thought behind its creation: People like control over their game.
Ah, my apologies.
I think it's because it can slow the game down if they forget to recover. However, this doesn't work for me and probably others because I have the tendency to immediately recover the moment that I'm downed.
These are the devs that thought it was a good idea to buff Flashlights to free Survivors at any time during the pick up animation.
Who knows why they still have this how it is...
Who knows, they can also revamp dying state while adding this change!
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My point exactly!Boss said:I used to not go for unhooks at all.
Mainly cause, if i went over to them, someone would beat me to it.
So my time was most of the time better spent just repairing. -
Ah, my apologies.Boss said:@Nickenzie said:
Boss said:@Nickenzie said:
PolarBear said:
Don't see why anyone (except people who are throwing) would not want to recover automatically. I'd support this change.
I don't know why they have the action Manuel in the first place.
Probably cause people usually prefer control over their character.
How often do you stop recovering when you're standing still? What's the strategy behind it?
I'm not arguing, so there's no need to try to convince me.
I'm only stating my theory on the thought behind its creation: People like control over their game.
I think it's because it can slow the game down if they forget to recover. However, this doesn't work for me and probably others because I have the tendency to immediately recover the moment that I'm downed. -
Bad response, the game is built around a concept called "TEAMWORK" so eventually you'll be in a situation where you need an ally.JanTheMan said:Run Deliverance lul.
For instance: Struggle phase, on the killer's shoulder, in dying state, completing 5 generators, healing to the healthy state (exception SC), and etc.
I have a "Survivors to mori/camp" list if they send hate mail to me or if they sandbag me on purpose. -
Great, this wouldn't take long to implement to the game and would suit its purpose! Thank you for the response my amazing mod!Peanits said:I'm totally fine with that. Not something I think needs to happen, but it would still be a great QOL update nonetheless.
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"Heros never die"JanTheMan said:It's the Mercy cleanse ability we all wanted. -
We can't edit file to increase the FPS lock so we're stuck at 30 FPS. My apologies.thesuicidefox said:What frustrates me is that my Xbox One X could probably run the game better than 99% of PC's out there. But since the game wasn't built for this platform I'm stuck with 30 FPS until the optimization patch comes out.
If you were triggered by that let me ask, can your PC run Gears 4 in 4k 60FPS?
No? Didn't think so. Checkmate.
Yes? How much money did you dump into it? Probably like $2000 or something. I paid $500. Checkmate.
@Nickenzie said:
Actually, I have invested into the Xbox One X and it's the equivalent to a PC. Perfect 60 FPS except on certain maps like Haddon Field. Nurse is actually playable believe or not but I cannot speak for those who don't have the most powerful console in the market.Hate to break it to you Nick, but even the X doesn't run the game at 60 FPS. It's locked to 30 FPS because they have to build for the lowest specs, which is the base Xbox. It does indeed run better than a normal Xbox, but frame drops are still a real issue.
This so sad, I was so used to 15 FPS that 30 FPS feels like 60 FPS for me!
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Actually, I have invested into the Xbox One X and it's the equivalent to a PC. Perfect 60 FPS except on certain maps like Haddon Field. Nurse is actually playable believe or not but I cannot speak for those who don't have the most powerful console in the market.ForeheadSurviors said:The game runs like crap and looks worst than minecraft. -
I can troll better than that!powerbats said:@Master said:
@powerbats said:
@DarkWo1f997 said:
Survivors are getting buffed though, gens can be done in 15 seconds thanks to prove thy self, self care faster than being healed by another player (if it makes it past PTB) there are now medium vaults, Dwight perks got really good, status effect timers no longer stack, that’s just scratching the surface.No they can't, that's a bug that won't be going live and the SC change isn't going live either.
Yeah it will only be ~18 (?) seconds instead

That was probably one of the worst of your troll posts so far, 1/10 on the troll likeability scale.

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It would be cool to have them be able to pin the survivor to the ground!GT_Legend2 said:Im curious, right now he’s in a pretty poor state
Like if the survivor is healthy, the survivor will be able to kick the Legion off of them and run away. However, they do get injured in the progress due to the damage caused by the pin.
Eventually, if the survivor is injured, the survivor will not be able to kick the Legion off of them and run away. The Legion will wear out the survivor and put them in dying state.
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How often do you stop recovering when you're standing still? What's the strategy behind it?Boss said:@Nickenzie said:
PolarBear said:Don't see why anyone (except people who are throwing) would not want to recover automatically. I'd support this change.
I don't know why they have the action Manuel in the first place.
Probably cause people usually prefer control over their character.
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I don't know why they have the action Manuel in the first place.PolarBear said:Don't see why anyone (except people who are throwing) would not want to recover automatically. I'd support this change.
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I find it random when people do this since it's like removing the introduction paragraph from a essay. Nevertheless, I'm trying to reduce the amount of stuff that is in my threads and probably gonna use pictures to represent rather long subjects.Vietfox said:
I'm the kind of person who always goes straight to the point and like it when people do the same. 😂Nickenzie said:
I was thinking about you when I made this thread.Vietfox said:TL;DR: Basically, whenever you're staying still, the recover bar automatically fills up without needing to hold in a key
"Don't be an over achiever, keep it short and sweet!"
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I wouldn't mind this, if you got caught as the final then that's game over. There's no other survivor to help you so you minus well take the L and move on.ChesterTheMolester said:It mostly just waters down the bloodweb. It has little benefit in taking, making it part of the basekit would spice things up, end the game faster and be generally more entertaining. -
I was thinking about you when I made this thread.Vietfox said:TL;DR: Basically, whenever you're staying still, the recover bar automatically fills up without needing to hold in a key
"Don't be an over achiever, keep it short and sweet!" -
Thank you for the video! I was always curious about the difference between prestige'ing everyone and staying at level 50!Dehitay said:The bloody cosmetic is the primary reward for prestiging. The prestige notification says that you get increased item rarity in the bloodweb, but I think that refers to an older system that got replaced. It might refer to pre level 50 bloodwebs. However, I used up a bunch of bloodpoints a while back testing out the difference between bloodwebs for prestige 3 and unprestiged. Made a video displaying the results if you're interested
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Thanatophobia needs its own change. Perhaps having a change where a skill check will have no great success zones. Ofc, this would increase for every injured survivor and sacrifices would also count.EntityDispleased said:The main issue with buffing DL is that it'll make Thanatophobia even more useless than it already is. Any killer that runs BBQ will be able to get those 4 stacks very easily, and it's a permanent de-buff. Same thing applies to Thanatophobia, buffing it to where it's actually viable will make DL not worth it anymore.
However this idea sounds pretty nice but I think the numbers should be decreased a little. -
Even as a killer main, I absolutely dèteste NOED. It's the killer's DS.DwightsLifeMatters said:Is it so hard to work for your kills?
I advice you to play killer without perks and addons. This will make you much better and when you come back with perk and addons you will be stronger than ever.
Noed is already hated in the community, don't make such a perk baseline lol
Buff killers that are reliant on the perk and then rework NOED. -
I like this, it encourages fun gameplay for the killer and the survivor can at least have a decent game.Mullato said:Dying Light:
Each time a survivor is hooked for the first time gain 1 token. Each token gives a penalty to repair, healing, and sabotage speed for all survivors.
1 token = 5%
2 tokens = 10%
3 tokens = 15%
4 tokens = 20%
This change would promote the killer to stop tunneling one unlucky person and go after all 4 survivors. Yes it may not fit with the shape as good as the original dying light. However Myers doesn't actually discriminate when he kills.
Let's slow the game down a bit.
Is the 5% each token too much? Should it be 4%? Should it be 6%? Does this change sound like trash. Do I have something on my face?
Thoughts?
Usually when I see someone complaining, I understand them because they couldn't play the game. Yes, they got caught but image being in their shoes when you get caught. -
Yup, .10% = 0.001brokedownpalace said:Isn't .10% a tenth of one percent? Do you mean 10%? -
Better safe than sorry.Master said:@Gamzello said:
I’ve recently played a match against a killer who somehow was always able to hit every time even when I wasn’t very close to them. I’m guessing this is a hit box issue but I also realized how fast they were. It wasn’t bloodlust either because it should’ve activated after 10+ seconds but this killer was really fast which seemed very odd to me. (The killer was a trapper)I wasn’t able to record it but idk what to really do with this. Should I just leave it alone?
Edit: fixing errors
edit 2: fixing errors again lmaoSounds like a lagg issue
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This is fair but I'd like the timer to be increased as well because 6 boxes makes the RBT lethal.Delfador said:I think what they need to do is to increase Box numbers to 6 and instead of this RNG thingy, they should require us to search 4 of them. So instead of finding the right box in like 10 seconds, survivors will have to waste real time but in turn, Pig will not be able to camp her boxes and prevent survivors getting their RBTs off of them.
In that way, Pig's power will give her about 60 seconds with each RBT that she uses on survivors. It is not gonna make her top tier but I can easily say that it is gonna move her up in the tier list.
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Overall, legion needs a 115% movement speed and a slight nerf to his power to compensate.GT_Legend2 said:its the reason most of my games against legion are so unfun, most of my fun comes from the mind games and the chases, but there’s none of that, it’s just he finds you and then you’re mending and looking for a heal, not to mention the bull ######### from the legion following you and looking down or backwards to not be in a chase when bleeding out. I’ll admit I have seen a few fun legion games, but that’s mostly from not going after others after his frenzy hit on you
Buff:
-115% movement speed
-Increased lunge due to movement speed
-Repeatedly putting the same injured survivor into DW will increase their time it takes to mend linearly with no cap (this will force them to heal to reset the mend penalty)
-Can see survivors auras when they are mending due to Frenzy (not BT)
Nerf:
-Power takes 30 seconds to fully charge
-Can only use Frenzy when fully charged.
Change:
-Add-ons like Franks's Mixtape will now increase the linear penalty in mending and etc. -
If they don't heal, chases will be cut in half since you don't have to go through two health states. There's a consequence for every action, rushing the generators will be very risky since you practically have NOED the entire game.DwightsLifeMatters said:
No mate, really optimal swf teams who want to rush the ######### out of you stay injured and meet at a gen (with voice com) to heal each other up quick and start rushing the gen togetherNickenzie said:
You're also buffing SWF as equally because they won't be wasting as much time healing themselves. So, really nothing happened since you increased their strength equally meaning the gap never changed.RotBb said:The title is a bit misleading, but not too much. The upcoming self care buff is a buff to single survivors, as they don’t need to waste as much time healing. It kind of misleads swf to be nerfed, but indirectly. I’m sure more will be solo survivors in the next update. -
You're also buffing SWF as equally because they won't be wasting as much time healing themselves. So, really nothing happened since you increased their strength equally meaning the gap never changed.RotBb said:The title is a bit misleading, but not too much. The upcoming self care buff is a buff to single survivors, as they don’t need to waste as much time healing. It kind of misleads swf to be nerfed, but indirectly. I’m sure more will be solo survivors in the next update. -
"So 15 seconds sounds like the time in takes for one survivor to heal another, not the time it takes to heal yourself."SenzuDuck said:So 15 seconds sounds like the time in takes for one survivor to heal another, not the time it takes to heal yourself.
I guess you got a team that's good at healing each other, nothing wrong with that.
You could stop losing chases as well? I think if a survivor constantly jukes you enough times to be healed over and over again they're doing pretty well and probably deserve the heal.
You do know Botany Knowledge (+33% healing speed) and Self Care (-25% healing speed) will equate to a infinite med-kit with a speed add-on, right?
Knowing this, it'll take approximately 14.8 seconds to heal one health state. See the problem there?
Everything else, I agree with Mr. Senzu. -
I really do think either version 1, 2, and 3 can be possible rework methods. Preferably version 2 so those lazy survivors will actually have to do something.MuteNewt said:I been targeted too for being caught cleansing totems also. But there is plenty of time to get the totems if you don't get into chases. But it's gonna happen at times and there's not much you can do about it. If all survivors chimed in and cleansed there wouldn't be a NOED problem.
Maybe most players don't feel there's much incentive to cleansing them or are just to lazy. Having the prospect of NOED turning a winnable game into a complete loss should be incentive enough to cleanse the totems. It is for me which is why I do my best to cleanse all totems every round.
Small Game, Distortion and Urban Evasion are my go to perks. If I have any handy I bring a pink map with add ons that let the team see the location of the totems too.
I see what you are getting at though @Nickenzie. More of a team effort to disable NOED. But it's just players choice not to do so unfortunately. I rarely if ever see anyone equip Small Game or maps. But that's just who I been put with in the thousands of players the game has chosen from. I know for sure there is tons more people out there that play to disable NOED before it ruins a game.
It's just a luck of the draw who you are teamed with if you are a solo player.
Thank you for your feedback! This is what I come to the forums for!
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The problem is the it takes a solo Q survivor team too much time to remove NOED while SWF can remove it in a heart beat. I don't think RNG will be the factor that decides in NOEX activating, it's the fact that humans are lazy. I even had games where I cleansed 4 totems then got hooked because the killer knew I was hitting totems. Sadly, I couldn't get all the totems before my teammates powered on the last generator so I hoped at least they destroyed the last totem. Nope, I couldn't rely on my team to do one simple thing. This lead to me getting sacrificed unfairly but I didn't care, you're gonna have those games. However, when it keeps happening something is wrong because there's only so much that you can do. That's why NOED version two will make the whole team participate rather than the single survivor.Slayer said:Lets face it noed is not op its only op when gates spawn close to each other but thats an rng. Devs need to remove rng from the game like on every killer favoured map there should be three gens that located very close to each other and on every survivor favoured map they need to be located slightly close. There shouldnt be maps where all gens are far away from each other etc.
