Venusa
Venusa
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- Username
- Venusa
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Comments
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I understand your point but I'm afraid this would make other low-performing boon perks even less efficient. ๐
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3253272#Comment_3253272
But thatโs kinda appealing as well, right?
not everyone can be the most beautiful. And a character can be liked even though they are not the most attractive. Fashion is also subjective and the two outfits she got along with the default are interesting and at least something different to generic Kate and Meg outfits..
Fair point!
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I'm not sure if we're playing the same game but Killer is in one of its strongest states at the moment. Ofcourse there are a lot of variables but they try to balance the game around desired statistics instead of feelings.
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I don't mean to offend anyone but Haddie is the ugliest looking character ingame and her fashion sense is absurdly tacky. Her lore is cool though!
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Bond and Brutal Strength!
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It was pretty fun and interactive. You didn't have to go out of your way to participate and progress in the event. It happened with ordinary gameplay. The visuals and sound effects were also good. I enjoyed it!
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Dead by Daylight isn't even close to being pay-to-win in my opinion. There isn't even a universal description of "win" in this game. The more you play, the more you unlock and get rewarded.
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Vittorio approves! ๐
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Update: The bugpartiallyexists on 6.3.2 (PC). Looks likefemale survivor faces don't distort anymorewhile getting carried, emoting etc. They still lose facial animations during most interactions and get a piggy nose on the hook though.The bug still exists for male survivors completelyand they're doomed. -
Yes please. I'm so sick of neon wigs. ๐ญ
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Yeah... Something got messed up and spread since The Mastermind came out. I have been documenting it here:
@Venusa said:
On 6.2.0 (PC) when playing against The Mastermind if any male survivor equips a spray their face becomes distorted. I've tried with different male survivors and it happened with all of them. The same bug could not be replicated on female survivors so looks like it only affects male survivors. TW: It's quite disturbing. ๐ญ
Update: The bug still exists on 6.2.1 (PC).
Update: The bug still exists on 6.2.2 (PC).
Update: The bug still exists on 6.3.0 (PC -PTB) and it has gotten worse now. Just by emoting, carrying an item, doing a gen, going into a locker etc. any male survivor's face becomes distorted.
Update: The bug still exists on 6.3.0 (PC-LIVE) and it also impacts female survivors now. When you emote with a female survivor their facial animations stop and their faces unnaturally droop also certain interactions distort their faces completely.
Update: The bug still exists on 6.3.1 (PC).
https://us.v-cdn.net/6030815/uploads/NKU1F31ISEH4/leon1-jpg.jpg
https://us.v-cdn.net/6030815/uploads/OJC24ZGSN5L9/leon2-jpg.jpg
https://us.v-cdn.net/6030815/uploads/KEIY004SFTG1/img2-jpg.jpg
https://us.v-cdn.net/6030815/uploads/A69KWZRI64UQ/img3-jpg.jpg
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We going strong with patch 6.3.1. Not that anyone cares lol... ๐คก
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It's getting weird... ๐ญ
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It has been more than 3 months and this bug still exists. I can't think of any reason why it would be this difficult to be fixed... ๐
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The worse version of this bug actually made it to live with 6.3.0... LOL ๐คก
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Jun-yin ๐
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I have been also posting about this since The Mastermind came out and looks like it has been getting worse and worse LOL. ๐ค
@Venusa said:
On 6.2.0 (PC) when playing against The Mastermind if any male survivor equips a spray their face becomes distorted. I've tried with different male survivors and it happened with all of them. The same bug could not be replicated on female survivors so looks like it only affects male survivors. TW: It's quite disturbing. ๐ญ
Update: The bug still exists on 6.2.1 (PC).
Update: The bug still exists on 6.2.2 (PC).
https://us.v-cdn.net/6030815/uploads/NKU1F31ISEH4/leon1-jpg.jpg
https://us.v-cdn.net/6030815/uploads/OJC24ZGSN5L9/leon2-jpg.jpg
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This bug has existed for a VERY long time. I hope it can be fixed soon. ๐
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@VSchmitt said:
If every survivor do 1 totem the team will waste just 12s doing totems (one of the team will waste 24). 12s isn't a chase, is 1/8 of a gen (solo) and is way less than 1st to 2nd hook stage.
Stop whining and do bones. If NOED activates is always 100% survivor's fault, totems ARE a objective, you're being rewarded points for breaking them.
I'm actually running haunted, devourer and retribuition on my nurse and guess what? Survivors start cleansing only when devourer is stacked 9/10 games, and that's a win every time since it's a 50/50 chance to proc haunted (and retribuition passive) or it's a 25% for getting devourer in the first try.
If you early cleanse, you can get devourer or retri right out of the bet and cleansing a haunted isn't that bad in early, but survivors (most of the time) just refuse to waste any time doing bones unless ruin is in the game (and even with ruin they'll mostly push through 2-3 gens then go for cleanse).
So any type of feedback about any perk is "whining" if you don't share the same opinion? Okay... I love this forum.
@SuperSaiyan4GT said:
https://forum.deadbydaylight.com/en/discussion/231291/noed-is-extremely-unhealthy
I agree with all of this except that it's unhealthy. I do believe in the unrealistic expectations of other survivors. I play with 3 others and 2 of us have detective's hunch and inner strength to crush those totems.
I think NOED is fine. It does it's job. Plenty of counters.
You can explain yourself all day about how much you play killer but the truth is these killer mains are going to argue with you anyway
"I do believe in the unrealistic expectations of other survivors." And that's what I'm trying to express here. But people who merely play killer refuse to empathize. "Just do bones" isn't a valid argument.
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1986848#Comment_1986848
Powered? Guess that shows how long it's been since I've actually seen NOED activate playing either side, good stuff.
This statement makes me wonder if we're actually playing the same game...
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@Northener1907 said:
NOED need buff, it is weakest perk.
Devs really need combine Noed & Blood Warden on one perk. And survs cant escape before destroy that totem. So everyone will have last chance for win. If survs destroy totem they will escape, if they wont killer will win. 50/50
I am not sure if you are being serious but I think that's very unlikely and illogical. It would just kill all the endgame scenarios. Why should I even stay in the game and try to rescue my teammates at the end of the game then? No. Survivors will just leave immediately because they don't want to deal with Blood Warden and a One-Shot perk in order. Making the game even less fun.
@FearlessHunter said:
I think the main problem with noed is that it's so rough for solo survivors cause they have no idea how many totems have already been done.
But a swf is a different story. More often than not they are all on comms and so it's much easier for them to cleanse totems cause they can relay how many are left. something a solo survivor can't do unless they have a map. If noed triggers then it's kinda their own fault
i honestly think the speed boost should be removed tho. There's no reason why killers who move at 115ms need an extra 4% (also lets not forget bloodlust is a thing too)
I think sometimes people refuse to empathize with solo survivors since they play killer themselves. I agree that speed boost on top of a one-shot perk makes it even cheaper.
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@Wrathclaw88 said:
Why isnยดt Noed unhealthy:
- It punish the total gen-rush we have atm. - And hell it gets out of control in the last weeks ( 2 Proof on the most swfยดs with toolbox and purple addon)
- The Killer runs the whole game with only 3 active perks
- You can destoy totems that this perk dont even activate
- Its not a secret that totemspots are very common - learn the spots (yes there are some yt videos that shows them - or pngs and maps
So - to some other stuff that isnยดt healthy.
- Keys atm - yes they announce a nerf but as a killer when you see a key in the game you are forced to play franklins or slug like hell if you want the 4k. And to kick in the Mori was the counter - no it wasnt this strong as keys are and why? A Mori before nerf needed a hook and 2 chases and you have to do this 4 times when you wanted to mori them all. - A Key allows the whole group - or 2/2 - 3/1 Surv/Gen - a free escape - not just one - all of them. I really want survivors complain about if there where an Big Red Button at the Endgame which allows the killer to instant kill all survivors at once - imagine that!!
- As i mentioned above - Genrush with prove - its incredible strong. With toolboxes and Purpleaddon - Gens can fly like an eagle.
- 100 ways to escape - Not just the 2nd chance perks - you still have the chance to unhook yourself (yes 4% we know the joke) - hatch escape (Even if you play the worst you can - you have the free escapechance - This is so unrewarding for every killer that plays an awesome round. Imagine you play the whole game perfect - the survs get nothing done - but you get only 3k because the poor survivors need it a chance ...
So if I do 4 totems and miss 1 of them I am genrushing and need to get punished? I don't get it. Also I know gens are super fast sometimes, but I don't understand why bring up all the things wrong with survivors. We all know both sides have problematic aspects, we all know keys etc. can be pretty broken. It's another topic. How does that have anything to do with NOED? I don't know how that defends NOED in anyway.
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@Shooby said:
I hate the argument that "Survivors should be punished for not doing all the totems." Yeah, right. I'm going to roam the map and cleanse every totem to avoid a perk that the killer may or may not have, or better yet, do one or two totems and hope my team has cleansed the other three.
Killers, have you even tried to find all 5 totems on a map like Hawkins? And don't say some awful band-aid solutions like bring a map every single game, run small game, or bring map offerings to easier maps to find the totems. With a non-AFK killer who has map pressure, finding all the totems is an insurmountable effort with gens needing to be done and teammates needing to be saved.
Twice today alone, I've died on first hook (once on FIRST HIT) to NOED. I like the idea of tweaking NOED to being a timer, not affecting those who have not been hooked, making NOED token-based, or completely reworking it to not have an exposed effect.
This is exactly the point some people fail to empathize with! They're being unrealistic and hypocritical to the fact that it's very unlikely to cleanse all totems in a map. You have no information to how many totems are left and cleansing totems even makes it worse sometimes because NOED spawned in a very remote area.
@dezzmont said:
There is some paradoxical truth to the fact NOED would be more fair and totems would be more balanced overall if uncleansed dull totems were bad even without a perk.
NOED has three negative aspects that are real, ignoring all the fake stuff like 'Its like a key!' (its not, Keys alter the fundamental win conditions of the game in a way that can make victory literally impossible and which remove tension because they actively punish the killer for trying to play, while NOED is a transformation of interactions without dictating an outcome outside of specific cases like hook camping) or 'If you need NOED to get a kill you don't deserve a kill!' (which raises the question of why have the gate phase at ALL if the killer shouldn't be a threat during it).
They are:
1: NOED is trying to make endgame more tense both with its potential existence, and its known existence, but in reality it just makes good survivors nope out.
2: While NOED has healthy counterplay and creates a reasonable side objective that would in theory slow the game and encourage more interaction rather than the killer having two gens pop the second they end their first chace, its such a rare perk that it actually fails to do this as survivors never feel pressured to get totems. Its so rare it feels unfair when it occurs because you really SHOULDN'T cleanse dull totems, its objectively a bad idea 99% of the time.
3: Trying to counterplay NOED feels bad because its so all or nothing: Find all of the totems. Miss even one? Congrats, you made it HARDER to clear NOED.
A fix to NOED, paradoxically, probably involves buffing it, buffing killers in endgame, and 'evening it out' so that totem cleansing but missing one doesn't trash the game. Because NOED would, objectively, feel more like a fair thing if it wasn't a perk but basekit. If you KNEW NOED was in the game, survivor behavior would change and you wouldn't go 'Its bullshit the killer got NOED' and instead you would go 'What idiot finished the last gen before we found the last totem?' The fact NOED is so rare is part of its unfairness, and if it was in 100% of games it wouldn't be any more unfair than knowing killer can say... break pallets.
Even a 'minor' surprise, like perma T3 Myers, doesn't feel bad if you can expect it, and because the event that causes it is something your aware of being bad anyway.
Often times people over-focus on a specific outcome (Ex: "I don't like being camped, make it so you can't camp at ALL") and ignore games are actually structures where you want to create complicated behaviors. Fixes to camping that are 'nerf camping' never work (And BHVR says as much) because camping is part of a larger series of behaviors relating to how the killer evaluates and prioritizes objectives and stops their completion, and trying to stop camping entirely leads to weird behavior like 'Killers never hook because they are too weak at the hook' or 'Survivors just send one survivor to sit by the hook and constantly goad a chase so the hook's time never advances as the killer defends it but they never can get value off the chase either, and if they leave the person gets off the hook free.' Like the ACTUAL behavior desired here is a more complicated 'The killer CAN defend the hook but should feel empowered not to do so and only want to do so if it is obviously being threatened, but not feel paralyzed into inaction if it IS being threatened.'
Likewise, NOED is trying to achieve something nuanced: Survivors clear totems, if they don't then endgame is way more scary, killer needs some threat in endgame for the game to retain any tension. Its just a very blunt binary tool that doesn't encourage nuanced behavior.
So what would a more nuanced NOED look like? That encourages a more complex interaction in the endgame that forces survivors to respect the killer more during it or earn the right to refuse to do so, without being an out of left field 'whammy' or making it so the killer just gets one extra hook off the perk making it, in most cases, bad?
Some perks amplify base kit. And base kit can be added to the game. Gen kicking wasn't a feature at launch, and when it was added you didn't need a perk to do it. But perks exist to make it better (Pop, Oppression, Overcharge, Surveillance, ect). You can also move effects of perks into basekit and make the perk amplify the basekit.
I think NOED should be made into a 'basekit enhancer' and the killer should be given some endgame threat based on remaining totems. Specifically: Making it easier for killers to win chases despite gates being opened by reducing the distance a survivor can get 'free' which is much less necessary endgame as survivors shouldn't be stalling but leaving and making it harder to get unhooks so the killer is forced to play far less defensively.
Something like X% movespeed per unlit totem remaining, Y% reduced hit cooldown per totem remaining, X% reduced speedboost on hit, and +1 second to unhook time per totem remaining would do a LOT to make totems much more worthwhile and to make the killer not a complete joke in endgame. In that scenario, missing a totem isn't 'Oh well you lose' but you also know if no one bothers with totems, you probably will lose someone before the game ends as the killer zooms from gate to gate and suddenly machineguns the first person they find down. It no longer is an unfair surprise to get rocked because you didn't clear totems, and your no longer punished for clearing easy to find totems. NOED could just enhance these bonuses, bit more speed per-unlit totem, and maybe even if you have enough unlit remaining getting hit results in a speed PENALTY so the killer can trivially down people who they catch.
In that reality, sure the killer is stronger and will win more games than they 'should' in this reality. But they are also more fair, because fair is highly contextual. In this case, the concept of fairness that is being supported is that what 'should' happen is happening more consistently, so the rewarded and punished behavior is more clear and you know what you 'should' do more often, and thus will correctly play around it even if the totem hunting now takes survivors off gens for a minute at some point during the game to give killers more time.
I would also make the first hex perk killers take add one totem to the game, in this scenario.
"Trying to counterplay NOED feels bad because its so all or nothing: Find all of the totems. Miss even one? Congrats, you made it HARDER to clear NOED." This is exactly the part I am frustrated with. I don't understand why people find that difficult to understand and just brush off the topic with a "just do bones lol". That is such an illogical and unempathetic argument.
@ClownIsUnderrated said:
Do the bones, and boom you'll be rid of it.
Wow... Okay.
@Nameless said:
I think NOED is a balanced perk. You really don't need to dedicate your entire build to it; I just use Detectives Hunch and the survivors overall have enough time to cleanse all totems if they play well. In soloqueue in the redranks, survivors usually just immediately leave. Let the killer have his petty kill, you and the rest will still escape. That's why people call it a bad perk. It gives 1 extra kill but that's about it.
However, that doesn't change the fact that it's extremely frustrating to go against as survivor, especially when you're the martyr of the group. You get instantly downed, hooked and most likely will die and all because of a stupid perk that grants the killer this basically.
I'm all for a NOED change because of this. Make the killer work for it to activate or so, so as martyr you know the game at least didn't just give the killer a kill because they equiped a perk.
Yes. I would be okay with it if the killer actually earned the power.
@Hopesfall2 said:
Oh look, Undying gets deleted, and now there's a flurry of NOED whining threads.. shocking, truly.
a cycle of hex nerfs, it's like survivors can't be assed to touch a totem for 12 seconds
hilarious
I am not "whining". I am just expressing my opinion about a perk I find cheap. I am aware that survivors also have many problematic perks. Please don't dismiss my argument even without reading it.
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@dezzmont said:
I think one of the things that survivors REALLY need to internalize is that sometimes... your SUPPOSED TO LOSE.
Not in general, but certain gamestates need to be especially dangerous: If perfect play lets you win no matter what, you actually encourage sloppy bad play because you can just get yourself out of any situation. You know, E-Hondo is a bad character in Street Fighter overall, but if he gets you to the corner you LOSE. You don't have a rough match, you LOSE if he has any idea what he is doing. This creates tension because your trying to avoid a certain state.
I think enshrining 'If you go down while gates are powered or gates are powered while your down and don't have adrenaline, or your already on hook, your basically screwed' as a mechanic is a pretty... gosh darn fair loss state. Hook interactions in general should be states where you feel like 'Ok unless the killer screws up or my allies apply really good pressure I am done for.' That is what it felt like back in 2016: getting unhooked was a minor miracle, not a guarantee. Obviously we can't go back, but killers are so weak at defending hooks that in endgame they... well they shouldn't go afk, there is still stuff they can do... but they might as well go afk.
I think the thing that pisses survivors off about NOED is that its one of the ONLY times in all of DBD where the killer unambigously has an advantage you can't play around. Most scenarios are neutral (ex: loops where you trade time for hits, which low key favor survivors) or are overtly survivor sided (ex: Safe pallets which just do not allow killers outside of nurse and spirit to interact with them). "Gates open, someone on the hook" feels downright disempowering to killer, which is part of the entire problem with the endgame collapse system and the killer role in general, its MEANT to be able to perfectly defend but not have map presence, but so many tools exist to get past camping killers now that even at the times the killer SHOULD be able to block a rescue they can't unless they have NOED. So survivors just... assume rescues are guaranteed now, and NOED is a rude reminder that, no, sometimes you are supposed to lose, and because its so rare they don't internalize its an intended thing in MOST GAMES that there are scenarios that no matter how well you play you lose for even attempting them, because you need to reward macro level play as well as micro.
Honestly an endgame hook should be the equivalent of a survivor sitting on the other side of a god pallet: Sure with amazing mindgames and a mistake by your opponent you might win that interaction, but realistically its not a good idea and you should probably back off despite really not wanting to do so. Killers are VERY familiar with having to pick their fights and just... give up on doing something they want to do. Survivors are... not at all, and resent the idea they ever should have to do so.
Even the standard argument of 'oh getting suddenly eliminated for one mistake isn't fun' doesn't make sense in regards to NOED. Firstly, player elimination is an intrinsic part of how DBD works and framing the ultimate goal of the game design as avoiding the downswing of emotions being eliminated causes is deceptive because it completely removes all the tension from the hook and the entire point of the system to be guaranteed 3 changes, but secondly because THE GAME IS ALREADY OVER. Boo hoo your gunna not be able to play out 30 seconds of teabagging at the gate. Oh no you almost certainly pipped if you played well but you won't get the survivor points to double pip because you were careless or in a chase as the gates were opened and you directly won the game for your side! Endgame is basically a survivor victory lap to spite the killer right now you shouldn't feel entitled to just survive because you got the exit gates open because its so trivial to do so in 99% of cases and you have internalized that 'gates open=game over and its all just forcing the killer to afk for a minute or chase you knowing they lost.'
I basically expect myself to die when entering a game HAHA. So I have no problem losing. But I really like your point of view, thank you. Shout out to E-Honda big booty claps.
@ukenicky said:
The real problem with NOED is that it absolutely is unhealthy and unbalanced vs solo queue teams which already have it rough.
Swfs have a much higher chance of coordinating to cleanse all totems or leave 1 behind for someone to go and cleanse when NOED procs after last gen. Solo queue? Lol I wouldn't expect even red rank solo queue survivors to coordinate that well tbh.
I don't want noed nerfed into uselessness but I also think it's unfair in its current form because what's stopping an already very good Killer player from running it and abusing its power?
I'm sorry but I can't get over people downplaying its power, it isn't just insta downs it's also a nifty haste effect which is highly underrated. If a killer has already secured one or two kills by mid to late game NOED is just like overkill.
Idk, like when I play killer I just don't feel comfortable using it it feels dirty lol but if other killers think it's fair and balanced and should be used then go off I guess. I'll admit I play way more survivor than I do killer but I try to meet in the middle for both sides and I honestly do think it could do with some sort of reworking where it keeps a lot of its power though
Yes and I think this has been my experience as a solo player. It's just the icing on the cake after all the hardship you had to go through. I have no coordination with anyone. Helping with every objective but then dying on the first hook endgame with a easy M1 has become very predictable and dreadful lately.
@Aneurysm said:
Noed "feels" better, if that's the right word, in situations when the killer has done
a pretty good job so faran alright job overall, at least having a few survivors on death hook anyway, against survivors who just hopped from gen to gen and ignoring any unlit totems.When a group of solos do all gens, 4 totems, and the killer just spends most of the match trying to catch one of them and ignoring all gens before getting everyone with noed, feels pretty bad.
I'm against removing noed atm bc after the dying of undying, noed, inner strength and... thrill of the hunt I guess are the only incentives to even go near a dull totem rather instead of just smashing gens.
If some other, possibly base punishment was there for ignoring totems (especially for cases where between 3-5 totems are left standing, which is less forgiveable than one well-hidden totem being overlooked) then I'd be happier with them reworking/nerfing noed into something else.
Yes I think the annoying part is that. Where a killer lacks all the skills but still gets you without any mind-game, tactic etc. where I can be like "ahhh, okay you got me, you deserve this kill". It just seems too easy.
@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/1985421#Comment_1985421
Perhaps a new alternative to NOED: Gain a meaty speedboost for each unlit totem still in the game, and a reduction to your swing speed.
If 3+ totems are still lit, your basically in permanent bloodlust 3 or better and swing so fast you are like oldschool machinegun build where you get effective instadowns. If its less you still get a nice powerup that makes it really hard to unhook in your face, if its 0 you got the benefit of survivors cleansing everything which took up a bit of time.
Or hell, make a basekit thing to a similar effect and then add a perk that amps up the benefits to this level. The killer NEEDS to be more dangerous on gate power up, they just do, but there are ways to do it that make more sense and aren't as all or nothing as NOED, which is the real problem of the perk. I think the killer basekit overall needs a bit of love because there are too many wonky aspects to it that muck with its power level in scenarios that allow survivors to 'overpower' the killer despite the survivors being uncharacteristically agro.
What I have thought was: "If there are 2 or more totems left in the map NOED activates." which translates to, survivors literally ignored all dull totems, just rushed gens and will get punished.ย
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@dezzmont said:
NOED is neither strong, nor unfair.
NOED actually adds a LOT to the game. See, DBD, and most games, are games about tension. If one side gets out to a huge lead, or somehow has victory basically already secure, it gets BORING.
Take Mario Kart, a classic example of a 'unfun' mechanic actually making the game way better. The blue shell fixes a problem with the game: When your way out ahead of everyone nothing is happening and the game is boring. The blue shell punishes going out way ahead and makes it unlikely that you get a dramatic breakaway. Despite getting hit by the blue shell sucking and feeling REALLY bad, what it gives to the overall experience is good.
NOED is a problem, not in that its unfair, or too good, or toxic, but in that it doesn't actually accomplish ENOUGH. NOED is meant to make it so survivors can't act with total impunity when the exit gates are powered, make the end game a raising of the stakes where every individual survivor could escape but now late rescues are extremely dangerous. It utterly fails at this outside 'final boss' builds (Ex: Remember me, blood warden, NOED). But it, at the very least, makes it so the endgame isn't a boring bully fest where the survivors just walk over the killer.
Some of NOED, and I say this without a trace of irony, should be base kit. You should, once the gates are powered, REALLY just want to leave, really agonize over every choice to stay. You should be dramatically encouraged to end the game, rather than drag it out. NOED does a bad job at this because you still basically are forced to camp the hook of whoever you downed so it just kinda gets one more kill. End game hooks probably are what actually should be re-evaluated so that more legitimate interaction can happen.
But all these complaints about NOED really strike me as not survivors caring that its 'unfair' so much as survivors whining they can't get basically a guaranteed endgame rescue by bodyblocking the hook and that going down when the killer has literally nothing to lose is REALLY BAD. The killer... kinda desperately needs MORE end game power, not less, because the endgame... kinda sucks and is entirely one sided right now.
Thank you for sharing your point of view. It's a perspective I haven't considered before!
@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1985245#Comment_1985245
If you admit the perk is not needed, then obviously it isn't so powerful as to require a nerf.
The problem is if we buff and nerf perks depending on the top players it'll be a problem. While NOED might be a silly perk on high ranks, it dominates survivors on lower ranks.
@Clevite said:
It's been 5 ######### years. How are we still talking about noed?
To be fair it's not just NOED that is being talked about. A lot of perks... If it's still being talked about there might be a lingering problem.
@AsherFrost said:
Bring back OG NOED!!!
Oh Lord, have mercy.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1985265#Comment_1985265
I also have a potential method of fixing NOED. The way I'd like them to fix it is fourfold.
- Add a 3rd state for Totems. I call it a smoldering totem. It is essentially halfway between Dull and Hex totems for both how on fire it is and how many points it is worth. Smoldering Totems would indicate that this Totem is either giving the Killer a minor buff or may turn into something scary later.
- Make NOED promote all Dull Totems to Smoldering Totems and buff Thrill Of The Hunt to give a loud noise on Smoldering Totems as well as Hex Totems. NOED would also unpromote all Smoldering Totems back to Dulls when it fully activates if no other perk is promoting them.
- Add in some other perks that promote Dulls to Smolderings that have mechanics similar to Thrill of the Hunt where they have tokens for each remaining Totem and give a small buff per token.
- Give the Survivors a Totem Counter in game. The one I'm partial to wasn't my own design, but I saw someone suggest putting 5 candles on a wall in the basement. They start lit and go out as totems are cleansed.
That's a really cool idea. It adds some new elements to the game. Also I would love a totem counter!
@Guilty87 said:
If when Noed activated all survivors got the exposed affect similar to when Myers goes into tier 3 and it was not a surprise when someone gets hit first it would make it less of an angering perk. I would like to see it gone in general but here is an idea to make it less annoying.
Yeah I can see that. At least giving the warning would make it more fun to go against and endgame could potentionally turn entertaining.
@Tsulan said:
Is doing totems really to much to ask for?
As a solo player it kind of is. I can't rely on random players to do them. So potentially I have to ignore my main objective and search around the map for minutes while not participating with gens/saves. You guys have to be realistic here... How many games have you had where all 5 totems were found and cleansed?
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/1985265#Comment_1985265
I also have a potential method of fixing NOED. The way I'd like them to fix it is fourfold.
- Add a 3rd state for Totems. I call it a smoldering totem. It is essentially halfway between Dull and Hex totems for both how on fire it is and how many points it is worth. Smoldering Totems would indicate that this Totem is either giving the Killer a minor buff or may turn into something scary later.
- Make NOED promote all Dull Totems to Smoldering Totems and buff Thrill Of The Hunt to give a loud noise on Smoldering Totems as well as Hex Totems. NOED would also unpromote all Smoldering Totems back to Dulls when it fully activates if no other perk is promoting them.
- Add in some other perks that promote Dulls to Smolderings that have mechanics similar to Thrill of the Hunt where they have tokens for each remaining Totem and give a small buff per token.
- Give the Survivors a Totem Counter in game. The one I'm partial to wasn't my own design, but I saw someone suggest putting 5 candles on a wall in the basement. They start lit and go out as totems are cleansed.
That's a really cool idea. It adds some new elements to the game. Also I would love a totem counter!
@Guilty87 said:
If when Noed activated all survivors got the exposed affect similar to when Myers goes into tier 3 and it was not a surprise when someone gets hit first it would make it less of an angering perk. I would like to see it gone in general but here is an idea to make it less annoying.
Yeah I can see. At least giving the warning would make it more fun to go against and endgame could potentionally turn entertaining.
@Tsulan said:
Is doing totems really to much to ask for?
As a solo player it kind of is. I can't rely on random players to do them. So potentially I have to ignore my main objective and search around the map for minutes not participating in gens/saves. You guys have to be realistic about it. How many games do you play where all 5 totems are found and cleansed?
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@e_j2007 said:
just your daily dose of a survivor complaining about noed
Hi there. In what way were you planning to provide anything to the discussion?
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@FFirebrandd said:
NOED is not unhealthy. Or at least no more unhealthy than a lot of the Survivor meta perks.
NOED's effects are fine. It is hardly the only perk that inflicts the Exposed status effect. Its speed boost is less than a single stack of Play With Your Food, though it does have a different requirement for losing it. The total amount of time it is going to be active is... a very very small percentage of the match. At worst, NOED has a telegraphing issue. It gives the Killer a massive power spike at the end of the game with little to no warning, which doesn't really feel great to be on the receiving end of, but it happens sometimes..
Here's the thing though. Decisive Strike only gives a hint that it might be in the game, even then you have no idea who (if anyone) has it and if you yourself as the killer are running an Obsession Perk, you don't even have that hint. Unbreakable gives no hint its in the game until after its been used. Adrenaline is the same way. All 5 Exhaustion perks have zero warning that they're in the game. Same with Prove Thyself. In fact, NO Survivor perk lets the killer know it exists ahead of time.
Meanwhile, let's look at why NOED exists and gets brought into matches. Have you ever looked at the set of perks available to Killers for free or for only Bloodpoints? There's some decent perks here and there... but overall those perks are kinda terrible. The only good anti gen perk that is free or BP only is Thanatophobia. Thana is a great perk on Legion and maybe Plague... but no one else can use it particularly well. Next best is Huntress Lullaby, and once Survivors get even a tiny bit good, it almost becomes worthless. Enter NOED. New killers have somewhere between minimal to no options for slowing or reverting gen progression and aren't good enough to win without them like some streamers are. They are going to get to end game, so of course they're going to bring a perk that lets them slap around Survivors in a big way when that inevitably happens. Double that if Matchmaking screws them like it frequently screwed me while I was ranking up. I don't know how a green killer vs 2 rank 4s and 2 rank 5s is fair but that and similar things happened to me all the time. NOED can be the thing that prevents you from getting completely bodied as Killer before you have the necessary perks and skills to compete.
NOED should maybe get addressed at some point, but it should NOT get changed before the situation it is acting as the band aid for gets fixed.
Thank you for sharing your knowledge and opinion. I totally agree there are also issues with survivor's perks too! Just wanted to mention NOED here. I also agree that at least informing the survivors that NOED is active would make it ...more fun.
@CLAUDETTEINABUSH said:
It is unhealthy and needs a nerf, but it isn't a good perk and it is counterable. Good killers won't run noed, and if they do, they won't need to use it. Bad killers will run noed, and if they do it means they can't control the gen speed which means you have time to do bones. It's a second chance killer perk
I just find it weird that people expect bad killers to use NOED but also think it's in a healthy spot.
@Mr_K said:
Devour Hope is fair only because there is NOED. Once NOED is removed why does DH have an insta down for just three hooks? Why is there an insta down when a survivor breaks Haunted Grounds? Shouldn't it just be for the one that broke it like Make Your Choice?
Only reason NOED is an issue is because survivors think they won after five gens and NOED takes that from them. You have not won. The game is not over. You need to escape.
I disagree. DH is fair because the killer actually earned it by progressing in the game. I might haven't earned to escape after doing 5 gens but why did the killer deserve to earn all the easy kills for?
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@OmegaXII said:
It is the last reason for survivor to cleanse dull totem. Without it, the so called survivor second objective is no longer objective, because there is no further reason to cleanse it.
If you hate it so much, drop your DS UB BT meta perks for 1 or 2 perks for totems. Or bring a map. Simple counter.
Why are you being aggressive. Why are you being dismissive assuming that I bring those perks? As a matter of fact I never do because they don't provide me any fun.
@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1985208#Comment_1985208
If that were true it would be on every red rank killer's load out. Obviously this is not the case.
Yes, since more skillful killers don't even want to reach the endgame they bring in better perks. But just because skillful players don't need it... does that make it fair for other players? Not everyone is a red rank...
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@Mysterynovus said:
Honestly NOED would be a lot more tolerable if the game incentivized totem cleansing. For most new and mid rank players, totems are seen as a "yeah, I guess" side objective. There should be more perks which encourage Survivors to cleanse totems regardless of if a hex is active or not, something akin to Inner Strength. Cleansing totems is a counter to NOED, and even with debuffs it takes about 10 seconds to cleanse. The issue comes down to Survivors prioritizing it.
@Sandwich_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1985111#Comment_1985111
Agreed, if its incentivised newer players with less experience would also go for totems rather than seeing them as optional.
I agree. At current state wasting time cleansing a dull totem instead of doing a gen is pointless.
@GarlicPops said:
https://forum.deadbydaylight.com/en/discussion/231291/noed-is-extremely-unhealthy
Yeah, I also think it's really unfair that you have to go through the whole game and all your efforts to get a kill are thrown away by a clutch endgame DS.
Yes I agree but please don't turn this into a survivor/killer war. DS has it's issues and it's being looked at. On this discussion I wanted touch on NOED.
@Chordyceps said:
To touch on the first point, you really don't need to base an entire build around cleansing totems. All you really need to do is run either Detective's Hunch, Small Game or bring a map.
There's also the fact that if you bring NOED, you're only playing with 3 perks for the majority of the game. You're essentially trading some of your early-mid game power for late game lethality. And that's late-game lethality you might not even get if someone is using one of the three anti-totem things listed above.
It just seems pretty strange that I have to equip two perks and bring a map to counter ONE perk...
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1985150#Comment_1985150
- "Against already injured people."
Are you seriously ignoring 4% Movement Speed? The Movement Speed is probably more problematic than the Instadown.
@Topic:
Yes, it is unhealthy. They either should rework it to a Perk which helps Killers who did well during the game, but does little to nothing to those who failed the whole match OR at the very, very least give a Totem Counter. If I know that there is only 1 Totem left, I am more inclined to search for it than when I have to guess how many Totems are left and have to check every Totem Spot, just to find out that there is still the best hidden Totem left, which turns into NOED.
I agree. Sometimes even having done most totems is worse! Because now NOED is in the corner of the map somewhere.
@apathyinc said:
It seems pretty healthy. If it didn't exist, nobody would worry about doing totems at all and gens would get done faster than they already do.
Are players really worried about doing totems though? Are they though? Do you think there are enough incentives to cleansing totems except for a potential NOED?
@EvanSnowWolf said:
Here's Objective:
The perk does nothing except to endanger one-shotting survivors already in the Healthy State, that get found, and hit, and don't make it to the hatch.
Situations where NOED does nothing:
- Against already injured people.
- Games that end before gens are completed.
- Games where you don't reach any survivors before the gates
NOED hate is from bad players that can't avoid the Killer at end game, especially those that rely on Adrenaline as a "crutch".
I am pretty sure NOED is WAAAAAY more useful than you make it sound.
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If we care about the game's health so much, why is NOED or OoO still in the game? LOL
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I'm glad you posted about this. I have noticed this too where the head, arm and breathing animations get cut off when you crouch.
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@DoomedMind said:
Actually the best way to counter NOED is to NOT cleanse totems, because you'll know where to search. ;)
And if NOED is not one of the totem you knew
Well
Bad luck
LOL ๐๏ธ
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If camping and tunneling is a viable "strategy" so is gen-rushing.
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NOED sucks the fun out of the game for me but "just do bones" I guess. โ๏ธ
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I wish they created an anti-tunneling system in the game's core instead of trying to fix the problem with a perk you need to equip.
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So we mad at Spine Chill now? Really? ๐
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That small change could make the perk really fun and useful. ๐๏ธ
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In my experience "y'all can simply do gens and escape while the killer is camping" thing never happens.๐ค I only play solo and at most you can expect 3 gens to be done during that time. There isn't really a consequence to camping or tunneling and ruining someone else's gameplay experience. I get that towards the end of the game those could be used as a strategy but when it's early on in the game... i don't know. It's not a pleasant feeling to have a 2 minute game for which you've waited 10 minutes on the queue... ๐๏ธ
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@ChurchofPig said:
An obsession can only be triggered if there's an obsession perk in play. Blood Pact works like For The People in the sense that you have decreased odds of being the obsession, but is still an obsession perk.
So if I use Blood Pact and nobody in the match has any perks that would trigger someone as the obsession, Blood Pact doesn't do anything? ๐คก
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@jake1989 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919899#Comment_1919899
If there are people who rely on a camp - tunnel to enjoy this game... that'sooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo sad.
Camping and tunneling is a core issue within the game and it was never solved by a perk (probably never will be). If a killer wants to tunnel you, he is going to tunnel you. I think in order to get rid of these killer "strategies" they would need to implement a new system into game's fundamentals.
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I like this idea! Looks good and fun. But it could be a better idea to also add a function for when you're not the obsession since other players also use obsession perks. Because if you're not the obsession and the killer doesn't use any perks that reveal your aura, you end up wasting a perk slot for a perk that doesn't do anything. Am I right? ๐ฎ
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They really need to fix that totem! I come across it all the time and it usually ends up as the only totem left and an uncleansable NOED. ๐คฏ
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I keep playing DbD because there's nothing like it. ๐ธ
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I think the proposed change looks good and fun.
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I don't think the problem is the perks. The problem is a team full of SWF dedicating and wasting all their perk slots to a specific outcome (which is silly) while ignoring their main objectives. ๐












