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Pulsar

Pulsar

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  • @Zozzy said:

    You are literally asking the devs to balance a perk around stupidity...

    Any experiment you do as a solo player is flawed from the start because you are pretending this is a 1v1 game and the other 3 don't exist. NOED is only a "problem" because streamers and morons push the agenda that breaking dull totems is a waste of time. This gets soaked into the brains of their sheeple and they walk past dull totems and then come running to the forums demanding nerfs on one of the potentially weakest hex perks in the game.

    Taking NOED is a massive gamble on survivor incompetence. If they cleanse totems on sight and have at least one guy with a totem perk to find the "difficult" one then that killer just played the entire game with one hand tied behind their back and nothing to show for it at the end. (3 perks)

    If the killer is somehow pressuring all 4 survivors at the same time with 3 perks then they deserve NOED during end game.

    you can't pretend SWF doesn't exist and keep balancing this game around uncoordinated survivors. Any changes made with that mindset is magnified ten fold when coms are introduced.

    You also can't continue to ######### over Solo players because SWF exists

    I bring Small Game and I see how many totems are cleansed (or blessed) by the end of the match. What's the flaw in that, Small Game tracks every totem broken.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600684#Comment_2600684

    I'm a solo survivor and I can do bones and still have all gens done. Do bones lol

    Sounds a lot like "I'm a Killer main a high MMR and I only get SWF's and I still 4K at 3 gens with no gen regression."

  • @lgander13 said:

    I play console and have no issues with the pc population considering I play in the high mmr and red ranks pc players killers and survivors I still find average in the high ranks making bad decision with unhooking, unhooking to early ect and a whole load of tunneling, may be a superior platform but doesn’t make them all good players, we just gotta play a bit different mate. If they wanna complain about it all let them have fun and if your in a ######### match with toxic survivors pc and console it’s always a good mean to make their life hell and the killer

    Rank has no bearing on MMR

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600681#Comment_2600681

    why does it even have a 3% speed boost?? when I run NOED I forget about the haste effect.

    I don't really know.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600673#Comment_2600673

    With how fast gens fly constantly, there's definitely time to do bones

    Yeah, with a SWF, sure.

    My Solo Q matches are rarely stomps, it's usually 6-7 hooks and a Kill when we finish the last gen and someone is usually either on-hookor being chased.

    With my SWF, it's 50/50. Sometimes we get 4K'd at 2 gens, other times the poor Killer gets 2 hooks

  • @Sweet_Tour said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600670#Comment_2600670

    I think you missed the point of my comment. "As long the HEXES remain Noed stays up." Meaning you do all 5 bones at endgame not one.

    Well yeah, but if there's only a single dull that becomes a Hex, it's just a 3% speed boost.

  • And, when am I supposed to do bones?

    In a close match, you literally don't have time. NOED needs a change to stop it from punishing Solo Q Survivors who cleansed 4/5 totems.

  • @Sweet_Tour said:

    I too support a NOED change. "once all the generators are done or the hatch is closed No one escapes death activates and attaches itself to all dulls on the map, it will have a 3% movement speed bonus for Evey totem still up. Noed will persist as long as the hexes related to it remain."

    I think that's a good change too.

    It doesn't punish incredibly hard if only one totem remains, unlike our current version.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600608#Comment_2600608

    Of course it's not easy and that's how it should be. Nobody forces you as a solo player to always do all 5 totems. There are 3 other survivors.... But I can promise you one thing: You will never manage to clear 5 totems in every game. Do you know why? Because every round in Dead by Daylight is different. No round is ever the same no matter how many years you play and that's a good thing! I wish you good luck with your experiment..... but it won't do you any good.

    3 other Survivors who are also searching for totems and not doing gens? How wonderful.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600545#Comment_2600545

    Man, it's a simple totemperk. Whether SWF or solo doesn't matter at all. There are now enough perks and items to find totems. You can't balance a perk any better. Just make totems and that's it ( is that so hard ?....if you now say yes, then you can no longer be helped ) Noed used to be much worse when I started DBD 2016. Trust me ....

    It's very difficult to cleanse all 5 totems as a Solo player.

    I'm running an experiment right now. I'm taking Small Game and seeing how many totems I can get and recording them at the end of the match.

    I'll run through different maps and see about how long on average it takes to find all 5 as well.

  • This has been tried and it failed because Survivors abused it

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/290967/alright-im-on-board-with-a-noed-change

    No, noed is good like that. Stop finally screaming for changes for such a balanced totemperk like noed. (just because ppl are too lazy). Just make totems. Survivors have enough perks and the maps to track by now. Noed as well as DS are correctly balanced. There is no reason at all to do something about it.

    It isn't balanced.

    I don't understand how you could think NOED is balanced. Maybe against SWF, but not Solo's

  • @DangerScouse said:

    https://forum.deadbydaylight.com/en/discussion/comment/2600428#Comment_2600428

    Needed because of how survivor sided the game is. Make it better by having it as Base Kit. Agreed

    Oh, you're being facetious, I see.

  • Yes, The Game has an unholy amount of pallets.

    Why? Nobody knows.

  • @DangerScouse said:

    NOED is needed. Leave it alone.

    Why is it needed?

    Why not change it and make it better?

  • @Vizikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599563#Comment_2599563

    It's like the boogeyman of killer perks. Everyone will slam gens then when the NOED comes they will leave that trial with a clear path to the forums. It honestly seems if survivors cant either loop the killer the whole game, M1 a gen all game, unhook or heal, they will moan and complain. It's either OP or in this case, some borderline passive aggressive attempt to say it's OP. "It's just unhealthy" We get it karen.

    I literally say repeatedly that I don't think that it's OP and that it doesn't need to be nerfed.

    Seriously, read the post.

  • @Vizikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599563#Comment_2599563

    It's like the boogeyman of killer perks. Everyone will slam gens then when the NOED comes they will leave that trial with a clear path to the forums. It honestly seems if survivors cant either loop the killer the whole game, M1 a gen all game, unhook or heal, they will moan and complain. It's either OP or in this case, some borderline passive aggressive attempt to say it's OP. "It's just unhealthy" We get it karen.

    I literally say repeatedly that I don't think that it's OP and that it doesn't need to be nerfed.

    Seriously, read the post.

  • @Zozzy said:

    I'm sorry but no... Survivors have so many perks to counter NOED and if they don't want to drop one of their 4 second chances then they get what they deserve. Hell, you don't even need a totem perk since totems have set spawns and all you need to do is learn them.

    Counterforce and Small Game.

    NOED does nothing against SWF and murders Solo Q. Do you think that is fair?

  • @Vizikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599402#Comment_2599402

    I understand this, but all of this to say 1 perk out of the 16 perks survivors can have can be Small Game, and it's all avoided. All the hunting, all the worry, all the "lose/lose". Everything. Small Game.

    Sure, assuming they don't get chased (or tunneled out of the game) and are in a SWF so they can tell their team that they don't need to look for totems anymore.

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599435#Comment_2599435

    Again, that is because players, including yourself, are not committed to it. There are perks and items that allow you to locate totems, so you don't have to "scour" the map wasting time but, again, people prioritize doing gens faster, and the tools that allow them to do that. You keep making the same argument, which essentially equates to "survivors don't want to cleanse totems, so NOED needs to be changed so they don't have to.". Funny how you ignored everything else I wrote. If you are scared of NOED, cleanse the totems. If you can't be bothered, that is on you. The perk doesn't need to be changed because some survivors are just to lazy to counter it.

    Do you...play Solo Q at all?

    I've never seen a match where the Killer has had NOED and not had it proc.

    Small Game still requires you to run around looking for them, but it narrows the search.

    Counterforce does the same.

    You are assuming that Survivors have time to do so. You seem to think that Killers are getting one hook by the time 5 gens are done. That is not the case. These games are already down to the wire. 6-7 hooks with a Kill mixed in here and there. Spending 70 seconds cleansing totems would actually result in a 4K in those scenarios. Not only that, but the Killer may not even have it.

    It's idiotic that a perk has that much power and whose only counter is to essentially throw the match.

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599314#Comment_2599314

    What argument did I make that can't be proven? I never claimed that any specific number of players were cleansing totems. But there are 4 survivors and 5 totems. That's 17.5 seconds per player, on average. Hardly a great hardship. I typically cleanse at least 1 totem per game, and I see others doing it too. The problem is getting all survivors to commit to doing them. The problem is the gen rush mentality. Rush gens and escape.

    Boons give them a massive benefit to bless them? That must mean that NOED, as it is now, is not enough of a threat to incentivize players to cleanse them. And, while a killer may snuff a Boon totem if they see it, they can't afford to run around looking for them. Btw, DS still forces the killer to play around it, whether the survivor has it or not. The change made it better, but didn't change that aspect. Killers still have to assume that a player is using DS.

    The rise in the use of NOED came from the same place as the increase in camping, tunneling, and slugging. Gen times. As long as gen rushing is a thing, you can't keep taking away tools from killers. Doing totems will slow gen times a bit, which is why so many survivors ignore them. Gen rushing is the meta.

    Your view seems to be that survivors are not cleansing totems, so NOED should be changed. Dull totems were made cleansable for a reason. NOED was meant to be a threat for a reason. The devs do not want to add another type of secondary objective, so we are left with totems and NOED. They could make it so that other perks could jump totems when cleansed, if there are dull ones available. That might add some incentive. Then it wouldn't just be about not knowing if the killer has NOED, and feeling like it's a waste of time.

    Maybe if they scrapped the whole totem system and made perks, like Ruin, regular perks (like Ruin used to be), something could be worked out. And, if the devs could find a proper way to balance the game, we would be just fine. Until then...

    Again, most of my games we do not have the time to scour the map for totems.

    We'd waste so much time doing so that the Killer would automatically win.

  • @GamerEzra said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599391#Comment_2599391

    I play a lot of survivor and i almost never see killers use NOED. If they have it i am okay with that. I have to say that my teammates have become better after the SBMM was released. Recently i played against a trickster with NOED. He hooked me in the basement and my teammates were all looking for the totem. (Soloq) They found the totem and were able to save me. Everyone got out. We all know that sometimes the killer gets a kill just because of NOED. But in my opinion NOED is no insurance for anything. With the new boon totems NOED is even easier to counter. But i agree that sometimes NOED can feel unfair because the killer didn't play good and still got a kill because of NOED.

    I play a lot of different killers and i almost only use NOED on killers that i am not really good with. I almost never use it on a killer i am good with, but sometimes killer can be really hard and i still sometimes decide to use it. I don't think it's fair to nerf it. But i can understand that people hate it. But that is just my opinion.

    I don't want to nerf it. Where did I say I wanted to nerf it.

  • @MrPenguin said:

    I think we should really push survivors to cleanse totems more. I see the blame placed on a perk that has counterplay because people are refusing to do the counterplay. The problem seems to be the players not the perk. We pushed people to focus gens, run the same few perks and hold w, I think we can push them into doing totems more. Its not like survivors are lacking the time either.

    I can't say "yeah solo players can't do it" when they aren't even trying to. I run small game a lot and I'm really tired of finding the last totem in clear view right next to a gen one of my teammates did.

    However, an idea I can still get behind is like, when the last gen pops you get a token for each remaining dull totem. Every time you instadown a survivor the perk loses 1 token, that way even doing a few dulls on your own you can weaken the perk. 2 instadonws instead of an unlimited amount for doing 3 totems is a significant change. 5 instadowns is still strong as well if they do none. It still keeps the idea of making survivors care about dull totems. Could maybe remove the hex status as well.

    I think that change is fine.

    The counter to NOED is to SWF.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599245#Comment_2599245

    The thing you're missing here is that you're assuming only one person does all totems.

    Because in solo queue reality, if people were to actually do totems, all four survivors might end up scouring the map looking for totems, including sweeping areas where their teammates have already been.

    So that 70 seconds of cleansing time plus 120 of travel time gets multiplied by four. That'll put you at almost 13 minutes, which is over 25% extra time the killer gets to wipe the entire party. And here's the kicker: It doesn't necessarily cost the killer a perk slot.

    The issue with NOED is that it creates so many lose/lose scenarios for survivors trying to counter it by pre-emptively doing bones. You do the totems, but the killer didn't have NOED? You lose out. You don't do the totems, the killer had NOED? You lose out. You do the totems, but you fail to find totem 5, and the killer has NOED? You lose out even harder.

    NOED has two intrinsic issues that make 'do bones' a bad counter to it. One is that it is not guaranteed to show, two is that the first four totems cleansed do not weaken NOED in any way, shape or form, and instead run the risk of actually making NOED stronger. After all, if you cleanse all the totems you can find, you make sure that NOED goes to the one totem you -can't- find.

    The biggest slap-in-the-face regarding NOED is that the totem counter, which was asked for to pull solo and swiffer onto a more even playing field and make balancing easier, was added to the perk tax instead. That should never have happened.

    So how do you fix NOED?

    If you really want it to be the thing to turn dull totems into a second objective, it has to be baseline, and it has to scale in severity with the amount of totems remaining. Give it scaling benefits based on how many totems are left alive, for example:

    1 totem: 4% movespeed

    2 totems: 4% movespeed and all survivors are exposed.

    3 totems: 4% movespeed, all survivors are exposed and oblivious.

    4 totems: 4% movespeed, all survivors are exposed and oblivious. The entity blocks windows after one in-chase fast-vault, as opposed to three.

    5 totems: 4% movespeed, all survivors are exposed, oblivious, and have their aura revealed to the killer. The entity blocks windows after one in-chase fast-vault, as opposed to three.

    The only problem with that is, as previously mentioned, camping, which would make this broken as all hell. But pretty much any kind of balancing idea generally runs into the same issue: 'This would be pretty good, but camping is a thing'.

    Well, you explained it better than me.

    #########, I'm really off my game aren't I?

    Either way, thank you for doing that.

  • Dismissing a legitimate discussion for a meme is always classy.

  • @GamerEzra said:

    I think NOED is fine the way it is. Fair and balanced in my opinion.

    Can you explain that?

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/290967/alright-im-on-board-with-a-noed-change

    I think noed is fine it costs a perk slot for the killer to use and potentially never activates and its also countered by plenty of survivor perks and items

    Did you think Old DS was fine?

  • @ThiccBudhha said:

    You have betrayed the order of killer, Pulsar. We are all supposed to blindly defend NOED because the survivors dislike it. What have you become? Hiss!

    In all seriousness, I genuinely wasn't expecting this thread. Mixing it up a bit, our daily NOED talk needed a bit more spice.

    Well, I got tired of the mindless drivel and decided to go out in the wilds of Survivor-land to experience it myself.

    It feels cheap in the same way Old DS was, but it still isn't OP. I'd rather change it entirely to something more useful than leave it as is.

  • @Vizikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599319#Comment_2599319

    I posted something and apparently didn't go through either way I hate to be a reductionist but I feel they are making a complex solution for a simple problem.

    https://forum.deadbydaylight.com/en/discussion/comment/2599330#Comment_2599330

    I think you fail to realize the way this perk sits in the meta is in a spot where if you touch it's power position it grants at all, you completely gut the perk and make dull totems useless (besides boons of course) or make it way to overpowered.

    Which is why I am suggesting a change. I very clearly said I did not want to nerf it. I even gave a suggestion that would make it extremely strong, imo.

  • @manyhours said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599336#Comment_2599336

    What they should do is balance those maps, adjusting mmr depending which map is being played is not something solid. Elo system doesn't work like that.

    I'd say is more important to nerf the impact of 3 or 4 strong items combined. Especially medic kits

    Evidently, they don't want to balance maps though.

    @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599336#Comment_2599336

    I don’t agree with maps affecting player MMR, as you would have to account for the killer that was faced on that map. A nurse on Haddonfield is god like with range addons, so a survivor team shouldn’t get penalized for JUST playing on Haddonfield.

    I prefer something along the OP’s idea: calculate recently played maps by each player in the lobby and eliminate the common denominators. If 4/5 have played on Coldwind last game, the map can’t be Coldwind.

    The MMR system should be more in-depth. If a team gets stomped by a 4 slowdown double range Nurse on Shelter Woods, they really shouldn't lose a ton. I'm saying if they win on those maps, take a % off. If they win against someone with a higher MMR, add a % on. If that person was using super good add-ons, add more of a %

  • I think they should be weighted in the MMR scoring as well.

    If a 4-man stomps on Haddonfield, they should get less then if they played on Shelter Woods.

    I know this isn't exactly what you were talking about, but it's kinda related

  • @Rey_512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599320#Comment_2599320

    Yup, I agree NOED needs a change. But like I said, other changes in the killer’s favor need to happen first in my opinion. NOED is a band aid solution for gens going way too quick, either due to gen speeds themselves or lack of killer viability (see Deathslinger, Legion, Clown, etc.).

    I would love for NOED to be reworked into a speed buff at endgame, maybe like 10%-15%. Remove the hex aspect as well (give it a 2-3 minute max duration if it seems too strong).

    I thought my idea was good too :(

    In all seriousness, I don't really care when it gets changed. I was on the side of "just do bones" for a long long time. It just isn't feasible for Survivors to do all 5 totems in a close game on a chance that the Killer has NOED. And now that I'm able to play Survivor again, I can experience that joyous fun first-hand lmao

  • @thebrentster911 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599315#Comment_2599315

    What other killer perks would you consider second chance perks?

    No Way Out, Remember Me, Undying, Bloodwarden ect ect

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599288#Comment_2599288

    This is an anecdote, and probably not an accurate one (if it is, then you are playing at a really bizarre MMR).

    • A lot of regression perks have no or negative synergies with each other. At best it winds up being overkill. You'll regress one gen to 0% but will eventually lose a battle of attrition without any info perks. If I recall, the most commonly selected Killer perk was BBQ, and has been for ages. Watch some good killers - the only time that someone would run this sort of loadout would be a gag build.
    • 3 players up is fine. At worst you lose 1, which is what BHVR have said is the intended result of the average match (2 kills, 2 escapes). Below 3 players - if he pulled that off before NOED activated, you were outplayed and he probably deserves more kills.
    • If he slugs rather than hooking, you win (it's way harder to guard a slug). Don't be altruistic, loop him until the gates open and split up. Once one gate is done, everyone head there. He'll either hook the slug, or try and get you. Either way, just leave.
    • And yet this thread isn't 'gut all meta perks' (which would amount to more survivor perks being nerfed than killer perks). It's another 'nerf NOED' thread. This is actually an excellent example of a Motte and Bailey fallacy, haven't seen one of those in a while.

    https://forum.deadbydaylight.com/en/discussion/comment/2599297#Comment_2599297

    The latter, obviously. If it wasn't for his post count, I'd assume he was another Sluzzy alt.

    • You don't need tracking perks on certain Killers. Or any really if you are attuned to the intricate ways of the Entity (look for crows)
    • The last experience I had with this was a Wraith on The Game. All-Seeing Blood + Purple Windstorm. 3 players up is an almost confirmed 4K if the Killer is smart. Slug one, go to a door, slug the other and then return to the other slug to find the other two. You can't get a door open in time. Unless you give him a 3K, in which case you can.
    • I've already made my argument for killing all meta perks. Also, please note the numerous times I said that I DON'T WANT NOED TO BE NERFED. Changing an extremely problematic and bad perk is not an unreasonable idea.
  • @Rey_512 said:

    I really don’t think NOED should be looked at BEFORE gen speeds, killer viability, etc. are addressed. They just go way too quick if you don’t run slowdown perks, and in that case a NOED surprise is well-deserved and the survivors earn zero sympathy from me.

    I do think it’s bull crap for a killer to get free kills at endgame due to NOED, but there are more pressing issues that would need to be looked at first.

    I don't disagree, but I think it does need to happen.

    I would be interested in seeing the stats for the number of dull totems cleansed on average per trial depending on the groups of Survivors. For example, how many got cleansed with 4 Solo's vs 2 Solo's and a Duo ect ect

  • @thebrentster911 said:

    Isn't this the only second chance perk the killer has? Why should this be changed when survivors have multiple second chance perks? If NOED is removed or changed, something on the survivor side needs to be changed/removed too.

    No, it sure isn't lol.

  • @illusion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599193#Comment_2599193

    I did not miss your point, it was just a bad point. It takes 12 seconds to cleanse a dull totem. If all 4 people make the attempt, it is hardly noticeable. What is funny, bringing it up now, is that people are managing to find the time to bless totems multiple times, yet cleansing them is a hardship. NOED does not need to be changed simply because people do not want to put in the time to cleanse totems. NOED makes a risk vs reward situation. Take the time to cleanse totems, or potentially face NOED. Yes, they may not have NOED, but you should be assuming that they do, every game. And, as you said, more and more killers are. Killers have a similar situation with Hex perks. Maybe they will be on a nicely hidden totem, or maybe they will be out in the open right next to the first gen the survivors work on.

    It's actually 14 seconds.

    How many of your random's are cleansing totems? Again, you're making an argument that you can't prove and that I can't disprove.

    Blessing a totem does take time, but it also gives a massive benefit for doing so. It also doesn't really affect NOED because I've yet to see a Killer who will allow a Boon Totem to stay unsnuffed for long.

    I just don't see how people can think NOED is a healthy and good perk. It does exactly what Old DS did. It forces you to play around it regardless of whether or not the player actually had it. The similarities don't end there, but you get the point.

  • @Vizikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599256#Comment_2599256

    Okay what part of it? Your not even attempting to engage in a discussion. Your practically plugging your ears and saying "Blah blah blah, your wrong".

    Being quick to try and derail because your looking to deep into what I say, or not engaging, is a weird way of looking for a convincing argument"

    You are giving up a bare minimum of 1.5 gens to do 5 totems which may or may not have some impact on the match. That's assuming you aren't chased and go directly to where every totem is.

    Your math fails to consider any sort of de-moralizing factor. It sucks to see 3 gens pop as Killer and a lot of time people will get tilted. Likewise, you fail to consider any variables. What map is it? Does he have other Hex perks? Is he running Undying? How good are your teammates? Are you running Small Game or Counterforce?

    You've done a very very broad calculation for a very nuanced and specific discussion.

  • @Vizikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599288#Comment_2599288

    Getting to see your posts more and more on the forums leaves me begging the question: What do you think the meta perks are? Do you mean all meta perks, or just killer meta perks?

    DS, DH, UB, PT, BT and some of the more OP items/add-ons (BNP/Styptic Agent) ect ect

    PGTW, CI, Ruin, Undying, plus the more OP add-ons (Pinky Finger/ Engineer's Fang) ect ect

    It's funny, usually people think I main Killer.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599249#Comment_2599249

    I don't think so. Right now the priority should be bringing more killers, killer perks and addons up to snuff.

    NOED is strong, but it's not unbeatable and there are things you can do to counter it.

    • A big part of what you should be doing is trying to determine what perks the killer is running. Most of the meta perks are either very obvious (CI, Pop, Ruin etc.) or somewhat obvious (Discordance, Starstruck). If you notice that the killer has 1 'blank' spot, probably 2 (smart killers run NOED with NWO) you'll need to anticipate it.
    • If you are in a coordinated group, focus on running the killer while someone finds and cleanses NOED. By that time, NWO will have expired and you can leave. If you are solo, run out the timer and leave.
    • If the killer gets a hook, don't go and unhook until NOED has been cleansed.
    • If all else fails, leave the person on the hook and leave. NOED is only really strong against altruistic groups.

    That's simply not true. I'm basically only seeing it on Killers who are running 3 Slowdown perks. That's not the typical "NOED user" build. NOED is fine if there are 4 people up. The issue comes when the game is actually even and there are only 3 people when the final gen is popped. If there are 4 people up, no worries, even if he slugs we can easily get the other guy up and open a door while he chases someone else. With 3 people, if he slugs you have an issue. There's very little shot that you'll find the totem on any of the re-designed maps (not fast enough anyways) and he has all the pressure and time in the world.


    What needs to happen is that all meta perks need to be gutted, then we can look at the base game.

  • @Thusly_Boned said:

    I've always viewed NOED as training wheels for baby killers. Heck, I used it all the time in my first 100 or so hours. In the hands of a good killer, it's just too much.

    I agree that one change that makes sense is for the survivors to get a notification as soon as it is active, not when someone gets hit.

    I think that's a start, but it would be better to give it an effect during the trial for two reasons.

    One, so it isn't a dead perk slot and gives the Killer some benefit.

    Two, so that Survivors know it's around and can plan accordingly

  • @Vizikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599241#Comment_2599241

    I never said you nor I was the "high MMR". Nor did I insinuate it. You reading way to deep or looking for something to derail to.

    So why are you resorting to accusing me of being "low MMR"?

    "nobody can prove anything like that and insinuating I'm bad isn't helping your argument"

    Like I said, regardless, the math just says your wrong.

    There's a /s that means it was sarcasm.

    And no, your math doesn't check out.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/290967/alright-im-on-board-with-a-noed-change

    I agree that NOED probably needs to be altered - but there is such a thing as timing.

    Killers are getting shellacked right now.

    Let's start by helping the underdog side out for a bit, then we can talk about kicking them again.

    Helping them prior to changing NOED will make it even worse than it is right now.

    It's unhealthier than I am and that's saying something

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599217#Comment_2599217

    It can also mean an increase in power level as a result of adjustments to game mechanics. DH is still the same perk. It just works more often.

    Would you agree that DH will now work and dodge a hit where it didn't before?

  • @Vizikk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2599200#Comment_2599200

    Um, yes. Yes I am saying you have time.

    I'm getting the hint we play in completely different MMR.

    Ignoring that, you know all that time survivors spend sitting in the exit gate after it's open? To either get hit out, or teabag and what-have-you? The time you spend doing that should be put into doing dulls. So once again, yes. You have time as a solo survivor to do totems or insure others are if it bothers them that much.

    People don't NOT do dulls because "the game is so close" they don't do it because people would rather slam gens. Most good survivors either don't do ALL of them, or do none and just remember where they are in case NOED is in play at the end. In nearly all high MMR games the only way a killer gets away with a 3 or 4k is greed on the survivors side. That's the only way. You greed for altruistic plays, or slamming gens even near a killer.

    Yeah, you're clearly playing against bad Killers if you have time to do totems /s

    Don't bring MMR into this discussion, nobody can prove anything like that and insinuating I'm bad isn't helping your argument.

  • @IronKnight55 said:

    DH is fine the way it is. It hasn't received any buffs and it doesn't need one.

    buff.PNG

    Here.

  • Are you being genuine?

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