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Waffleyumboy

Waffleyumboy

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  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1241835#Comment_1241835

    I'm not trying to represent Killers, I just take issue with someone making a bunch of wild statements without trying to back them up. It's the reason these forums are full of people just getting mad at each other.

    Do you have a source for the 70% = 2.8 kills on average? I've never actually seem where the devs explained how they got the kill rate numbers (or why they expressed them through percentiles of all things).

    I won't argue about Deathslinger or Dead zones, but you're not OP. As I said in the quote I'm not asking for evidence; just an explanation of why they think the way they do. Not just 'Deathslinger OP!' but 'Deathslinger OP because...'

    This is as the same as my confusing question about his 'Killer's OP!' statement. You can't just say 'Killer' OP!' you need to explain WHY. I don't care if it's a bad explanation: I just want an explanation so that I and others can understand OP's position.

    With regards to nerf quality vs. nerf quantity, I don't think you understand what I was saying at all.

    I'm simply saying that the quality of nerfs is more important than the quantity of nerfs. I'm saying this because that is OP's argument: "Killer's are OP because Survivors have been nerfed more"

    You can't "say the same of Balanced Landing or MoM" because I'm not talking about anything remotely applicable to them.

    It's fine if she or he wants to talk about their experiences; but they need to ACTUALLY TALK ABOUT THEIR EXPERIENCES. This is how we get threads that are just people saying "X is OP!" and "X is not OP!" I could care less whether X is OP or not, but I get frustrated when I see people refusing to go into detail about WHY they think what they think.

    To sum up: I'm not defending Killers or whatever. I'm just asking OP to provide an explanation for their view that Killer's are overpowered.

    4 times .7 equals 2.8

  • @Nazeef13 said:

    Old infinites are bad game design.

    So are dead-ends.

    No counter, no mind game, no control.

    I won't be caught there more than once, as I wouldn't have chased a survivor while they were at an infinite.

    Great response, the comparison between dead ends and infinites is eerily accurate

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247854#Comment_1247854

    Sure.

    I dont think that Gens are any problem at all. Gens going too fast means that the Killer does have a poor Map Pressure. This can have multiple reasons, e.g. the Killer player can be just bad. Or the Survivors are too good. But mostly: Maps.

    And this got tackled in the recent Patch, at least some of them. Because if the Killer is going on a huge Chase because of the imbalanced Ironworks Window, surely the Survivors will do Gens and the Killer will have bad Map Pressure. Even if he leaves the Chase because the Survivor was running to that Window (which was the smart thing to do), he would have still lost time because he spent at least a few seconds on that chase without any pressure generated from it AND has to spend more time to find another Survivor.

    Pressing M1 is the most boring thing a Survivor can do, it even became more boring in this Patch because Great Skill Checks award almost no progress anymore. Sure, more BPs, but nobody cares when they max out Objectives anyway.

    So with this Patch, Killers will most likely get shorter Chases, which retults in overall more Pressure. Which is also more fun for both sides since there is more interaction between Killer and Survivor.

    Sad thing is that many people seem to think that the games design or a Perk should prevent Gens from being done, but in fact, the "thing" what needs to prevent Gens being done is the Killer. Again, by applying pressure, which got easier with that Patch.

    I [BAD WORD] love reading your comments. Keep eating my upvotes and using logic to explain your opinions, please.

    About the topic, I still think that survivors' main objective not having any structure negatively affects the developers' efforts towards achieving proper game balance. This isn't an issue of gen times specifically, but adding a second objective or any form of structure to the survivor objective would have to modify them somehow. The game can be balanced around the current state of the survivor objective but doing so will make it harder to balance individual killers.

  • @MPUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1244786#Comment_1244786

    I'm not saying get 4k every game with him I'm saying you should be getting a lot of 4ks. He is mindless, he has everything at his disposal.

    - Add ons that slow the game down

    - Snares that can be spammed around any pallet or loop mid chase without any slowdown whilst he does it.

    - A passive timer that puts you to sleep every 1 minute, even when in a chase this timer progresses but if he gets a hit on you right after you have woken up, you're asleep again. Staying awake isn't an option to avoid his ability as one way or another you will fall asleep in that chase.

    - The passive sleeping gives the user an option to wake up with a clock, that is ALWAYS the furthest one away from you. Why is it not random? Why always the furthest? It is a game slowdown mechanic in a similar vein to removing a reverse bear trap at machines, but with the guarantee this is the furthest point from you, the only difference is it won't directly kill you. The pig can only use their slowdown mechanic a handful of times, Freddy has the potential to use it every minute. The other options are miss a skill check to alert Freddy as to where you are(think there are add ons that show your aura when you miss a skillcheck too) or have someone else wake you up, which increases to a maximum of 16 seconds. There is also an add on that stop one person from waking up all game and another one that limits how people can wake up for the entire game.

    - Teleporting across the map in seconds, this isn't dependent on him getting a hook, it isn't dependent on survivors triggering a trap, he can just zip across the entire map in seconds as long as his short cooldown allows it. This can also be used mid chase, without him actually slowing down to do it.

    - Fake pallets, particularly strong in late game where without running around the entire map all game making a note of which pallets are still active and which aren't there is no way to tell which ones are real and which aren't, even with a map that claims to track killer belongings.

    He gets 10 snares/pallets. Compare that to a clown who gets 4-6 bottles. Compare that to the trapper who can carry a maximum of 3 at a time. You also have to consider both of those have a slowdown related to using their bottle/traps.

    Compare that to other killers I haven't mentioned and he has a load of tools at his disposal to aid him in the game, to say otherwise is delusional.

    Freddy is without a doubt the most well equipped killer in the game. He is also by far the easiest killer to use.

    Can't Trapper hold 5?

  • @Speshul_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248460#Comment_1248460

    Wdym there are god like nurses on Xbox too you know. Btw this is post patch 3.7.0 so Nurse and Huntress feel 100x better.

    I think it's more likely that those killers are adjusting to new sensitivity levels still.

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245117#Comment_1245117

    No, my comment just proves that the Devs are balancing the game to be fair to both sides. Killers were being balanced in favor of making it more enjoyable for Survivors when they butchered Ruin. Well, the result of that was fast games and lots of escapes, which led to the Developers decision to balance the maps. Cause and effect. These changes aren't meant to "favor" anyone, they're meant to make it enjoyable to both sides as possible. Tell me, did Killers enjoy getting looped on indefinite loops that they could do nothing about? Infinites should have never been in the game in the first place. Why should loops favor only one side? Survivors already have the advantage with pallets and fast vaults, while Killers get slowed down when they vault and break pallets. Both sides also have the option to outplay one another with mind games.

    This thread is just a complaint about complaining.

    The Ruin change technically buffed it, unless you're talking about its use in the lower ranks.

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248605#Comment_1248605

    Would it just punish new survivors?

    It seems like many people here have run into this dead end and had a story to tell. Some even sound entertained by their experience. Afterwards any player would pay more attention to this particular area and avoid the same mistake.

    Having more incidents like this that create stories and moments like this are only good imo.

    Yes they are excited by the fresh change, but what about the experiences of newer survivors who will be frustrated with how misleading the tiles are and feel cheated. I'd rather we not discourage the growth of the population over giving veterans one more funny story.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248683#Comment_1248683

    Not targeting recently unhooked survivors is actually a terrible play. Slugging the survivor means they can't run off to do a generator, and another survivor has to pick them up. Start a chase with a third, and you have 75% of the survivors busy without having to eat the DS stun. And the TotH argument only makes sense in the context of SWF. The average solo survivor has no way of knowing where the killer is outside of just "not on them" unless the obsession is being chased. They don't have the luxury of picking a time to pop it

    You can usually tell a survivor is being chased when the killer injures them.

    You are correct in it being a terrible play if your are proxy camping or if they are farmed. Otherwise, my point still stands because you can get more survivors off of generators during their disadvantaged state, sometimes allowing you to snowball and pause their objective progress completely. Proxy camping will not do this and is therefore the sub-optimal play. Hope this clears up your confusion.

  • @LetsPlayTogether said:

    first you should learn what map pressure means.

    Mans said Doc has no map pressure...legit got me rolling

  • Doctor and Hag are well designed. Deathslinger is boring but not terrible and has potential. I don't think the devs should limit themselves just because of your opinion mate.

  • @Cocktail said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248710#Comment_1248710

    If this is new to you I’d maybe read the new patch notes if I were you or if you think it is a bug I’d report this in the bug section, but as far as I know the pallet grab is still a thing.

    I remember otz doing a bunch in his old video, if this is a thing it's definitely new.

  • @Magikazam said:

    https://forum.deadbydaylight.com/en/discussion/148548/just-the-facts-noed-needs-a-change-heres-why

    NOED Punishes Solo Queue Survivors

    Yes, if they don't do bones, you need 1 out of 4 survivors to bring detective hunch, there a reason most solo survivors run it now.

    if you don't bones correctly, that on your team, that the survivor strenght, team. Someone do a great playm the whole team benefit of it, someone do a bad play, the whole team have the downside of the play. You can't have the best of 2 world where the dude who use Detective Hunch reward the team for countering any Hex, But your team don't get punished if he dosen't.

    NOED Rewards Camping

    ''NOED is in the survivors' hands if the killer doesn't apply enough pressure. Camping is easy effective pressure''

    LOL this is so bad of a strawman argument. No, a killer camping the worst way for them to apply any kind of pressure. IF the killer camp you have a whole 2 minutes to clean totem and do gen whitout any kind of risk. It only pressure if survivor swarm the hook insted of doing anything else.

    ''It is very to put the survivors in a position where they can't possibly do gens fast enough and do totems,''

    it take 120 second to die on hook and 80 to do a gens, knowing that unless the killer do a extremly short chase early on in the game, a gen will be done around the time the first survivor is hooked, with a max of 3 other gens being worked on and who are, at worst around 40% done. Detective hunch as triggered once, and most totem spawn are near generator, any hided totem has been counter by Detective. and it take 14 seconds by default clensing a totem. You could argue that ignoring totem would be a good idea and to simply gen rush if killer face camp. that another option.

    you have all time in the world if killer is camping, there 3 of you around the whole map.

    Solo survivors don't have the proper coordination tools to play dbd like it's a team game.

    If a killer is camping it means they are securing a reliable kill. Tunneling would also work but it requires competence and also DS exists.

    80 + 70 = 150

    150 is greater than 120, even if only 3 gens are left survivors can't do all the gens and totems in the optimal scenario.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248555#Comment_1248555

    1. It's still a considerable amount of BP for the time invested
    2. It actually is considering you'll need every second you can get. If a Killer is running TotH, you can guarantee they're gonna beeline to the totem, so you want to pop it ASAP
    3. Good to have a point of agreement
    4. Killers have to deal with the same thing. Not all survivors have DS, but we still have to slug them for a full minute just in case if ANYBODY is the obsession, that's a whopping 4 minutes wasted for the possibility of a perk ruining momentum
    5. I would argue that the majority of people care about rank, considering how much they moan about matchmaking
    1. The bp are good, but not worth in a category you're maxing no matter what.
    2. This can sometimes be the case, that's why my statement isn't definitive. Mostly TotH will get popped when it is safe to do so, like when the killer is across the map or in the middle of a chase. The reduction of a second is still pretty niche, and this point is null if the killer is not running TotH.
    3. Agreed.
    4. Slugging isn't the only counter to DS, the better play is usually to not target recently unhooked survivors in the first place. An easy way to do this is to reduce your proximity to hooked survivors and attempting to pressure survivors on generators. Just like the better play to countering NOED is taking note of totems you see out in the open instead of cleansing them. You don't waste any time if the killer doesn't have NOED and you also increase the chance of NOED spawning somewhere easy to cleanse, usually allowing you to pop it before someone takes a hit if you take the time to do one last round of the totems because the other survivors are already hitting gates.
    5. Good point, but do they care about ranking up? Also if they did care, why would they cleanse totems instead of doing generators and exit gates which are more reliably efficient in terms of impact on survival(gives a lot of emblems).
  • @AvisDeene said:

    So basically, what you're saying is what Survivors have told killers to do when they complained about the nerf to Ruin, which is, Git Gud or Apply Pressure?

    As far as complaints, there are far more threads posted by Survivors complaining about NoEd (One of the easiest things to counter in the game), tunneling and camping, than there are about Killers complaining.

    It doesn't matter if another topic has more complaints, a sizable amount of unreasonable complaints is undesirable either way. Amazing how comments like this that encourage division, exclusion, and harassment get so many upvotes. The dbd community might be a bit more toxic than I first imagined.

  • @alphralphralphr said:

    I didn't know this game didn't have colorblind options!

    If they don't add colorblind options because "people might use it to gain an unfair advantage" what they're actually doing is putting colorblind people at disadvantage.

    If you have an option in settings that -anyone- can enable or disable, it's not giving anyone an unfair advantage. Everyone can enable it if they choose, right?

    I'm usually on the Devs side for balance issues here, but come on.

    Good point, it's not an unfair advantage if everybody has access.

  • @Nurgling7 said:

    Not saying I dont agree, but what advantage is there to colorblind mode?

    I guess you could see things more clearly, making finding enemies and objects easier.

  • @Quol said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248267#Comment_1248267

    Ah yes, my bad. I had falsely assumed this was a nerf noed thread considering how your 2 points are about noed giving "unfair" advantages. Now that I look you clearly want it to be buffed how could I be so blind.

    Look you can say that you technically want it changed and technically you didn't say nerf but when your 2 points are about it giving an unfair advantage and how we should change these advantages everyone will connect the dots.

    True, what disadvantage of NOED is unhealthy? I need to add it so people get less confused 🙄

  • @SpaceCoconut said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248545#Comment_1248545

    Is it bad design?

    I like the idea of paths that don't have exits like this. It'd be nice if there were more in other buildings as well.

    Punish new survivors more? No reason to do so imo.

  • @joker7997 said:

    I'd prefer samara from the ring, similar monsters but more character to that one

    Like I said, I don't even remember The Grudge. Samara is more iconic imo, and would be a better pick for the role.

  • I think it is pretty bad on dedicated servers...

  • @MysterTal said:

    Oh, and PS - Yes, I really hope OTZDARVA will post videos about why him camping and not playing fair made the game easy for him.

    That's so fair to all Killers!

    A veteran popular streamer is totally the point of measurement for all players - after all, he has an average amount of hours in the game (over 8,000 hours in the game, just like everybody else here and the majority of the playerbase), he's totally a point of comparison for the Ghostface Main who plays the game for like 3 hours at most on weekends only. Otzdarva camping someone would be the exact same thing.

    And it's totally a choice that Killers make, it's not that most Killers will lose 2-4 gens now before they get a single hook and have no choice (they should just play better by existing in multiple different places at once). No, no, no, you're right - Killers are all playing at the level of someone who literally plays the game 10 hours a day every day for a living.

    Yeah, I'm looking forward to the "experiment" and its empirical results and I absolutely hope that devs will watch it and say to themselves "this is absolutely indicative of all Killer players in the game, we should design the game around this streamer's skill level". Yes, that'll be great. Just make sure that in order to play Killer at all you have to literally move into the game and play it like it's the Olympics or play like you're a bodybuilder and DBD is your gym.

    Yes. Amazing. Yes.

    SMH

    You act like the game is easy for otz...I'm pretty sure that's not quite right

  • Been a while since I've seen that one. Worth giving it another watch?

  • Requiring a 4k would mean more mori spam. Nah.

    I would prefer they make it require certain emblem score totals instead, so that it isn't harder as you rank up.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248525#Comment_1248525

    You cannot whine about NOED and believe cleasing totems is not productive. There are SEVERAL reasons why that belief is blatantly false to begin with:

    1. They give 1k BP per totem, you can get over half of your boldness points without even seeing the Killer
    2. They reduce the effectiveness of Thrill of The Hunt, making actual Hexes easier to cleanse
    3. They give a free 8 second heal with Inner Strength
    4. Doing all 5 totems gets rid of NOED. You can also leave one or two and check back when the 5th gen pops
    5. Dull totems were changed to give Lightbringer points along with hexes
    1. Boldness doesn't matter if you're a competitive survivor who can do chase
    2. 15.8+ seconds to cleanse a dull usually isn't worth .9 seconds reduced on consecutive totems
    3. True, cleansing dulls is good with IS
    4. Not all killers have NOED
    5. Rank doesn't matter to most people, surviving to open the exit gates would be a better strategy for those that do care about these points
  • @Con_Inc said:

    Hate to break it to you is a tad childish when your trying to prove a point after you admitted you also made a nerf thread . I also never said I’d want anything nerfed I said it would be meaning you nerf something then ppl will complain to nerf more to counter what just got nerfed. I also don’t make nerf threads about the same topic everyone makes nerf threads about and try to hide the fact it is then admit it would be a nerf so guess your thread is just another generic nerf thread. I have better things to do however than argue with someone over a game a play for fun. Enjoy your day

    You can keep dodging the topic if you want, but I would prefer that you stop misinterpreting my intent. I never said this was a nerf thread, if you think I did please quote("") me so that I may correct your logical error. My intent with calling your comment generic was not to offend you, but to correct you in your error in identifying your comment as being unique. You have not posted anything on this thread that suggests you are anything but an argumentative troll, and that's just the facts.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248298#Comment_1248298

    "Doing totems isn't productive"

    "I'm sick of dying to NOED, nerf plz!"

    See how dumb you sound?

    The first statement is true, the second statement is fabricated. I don't see how I could be sounding dumb, except to people with huge bias blinders to game health. All I request is that the developers fix NOED's problems, I don't care if it's a buff or a nerf. These changes need to happen, regardless of what "side" you want to "align" with.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248493#Comment_1248493

    I'm just saying. Every time there's an argument people seem to pull numbers out of a hat. I've seen people claim "swf is the majority" and others I see people say "only 4% of your matches are SWF and does not need a nerf."

    True, but the numbers the devs did release on the subject were pretty much 50-50 swf to solo and like <10% 4 man swf or something like that. It's confusing because people sometimes confuse the terms swf and 4 man swf.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248484#Comment_1248484

    i dont agree with allowing dcs after an initial one. But i do think as a killer main survivors who stick it out after someone cowardly abandons the team should be rewarded with not depipping. I have a ton of respect for the survivors who do stay and play even tho they know 100% they've lost.

    Why? Seems like a waste of time to me.

  • @KiloOfSalt said:

    We're Gonna Live Forever:

    Your few friends deserve the best protection.

    Each time you perform a Safe Hook Rescue or take a Protection Hit for a Survivor, gain a stack-able 25 % Bonus to all Bloodpoint gains up to a maximum of 50/75/100 %.

    Survivors you Safe Unhook can see the Killers Aura for 4 seconds

    The Bonus Bloodpoints are only awarded post-Trial.

    "Come on then, let's 'ave it! I don't give a ######### pal." — David King

    Open Handed:

    Strengthens the potential of you and your team's Aura-reading abilities.

    Increases Aura-reading ranges by 4/6/8 metres.

    All Survivors can see the same Auras as you.

    "Paying attention is what kept me alive through the years. That, and my good looks of course." — Ace Visconti

    Buckle Up:

    Unlocks potential in one's Aura-reading ability.

    The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 48 metres.

    The recovery progress of dying Survivors is increased by 5/10/15% when healed by you.

    When you heal a Survivor from the Dying State to Injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds.

    "Ghost beaters never leave a man behind." — Ash Williams

    Sweet changes, Kindred + Open Handed is looking like a fire combo.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248351#Comment_1248351

    I love how people twist the numbers to whatever suits their argument.

    "Swf is the majority. Swf is the minority" That's why I treat everyone thing like wikipedia. It's probably bullshit :P

    But truth is they won't put in an option to avoid swf because we all know every killer would turn it on. The devs arent going to piss off 4/5s of their customers.

    Why'd you twist numbers to suit your argument? A bit hypocritical mate.

  • @BigTimeGamer said:

    just saying, most games with DC bans have the option for a game to be safe to leave after DC 1

    Really? That's pretty sweet.

  • @Con_Inc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248465#Comment_1248465

    So is making a thread saying things need changing but saying it’s not a nerf thread over and over so it’s a nerf thread and you admit it hate to break it to you.see how easy it is to make a childish post.

    What do you mean childish? I was just letting you know that you're not something special, your off-topic comment is just as generic and popular as everyone else's. Just the facts, to put it simply.

  • @Seanzu said:

    Nurse, Huntress & Deathslinger, all killer that are known to be hard on console due to the controls, people really do always use the worst examples of killers being weak and survivors being strong.

    It's almost like examples are hard to come by and they are desperate to prove their point through any means necessary...interesting

  • @Con_Inc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248443#Comment_1248443

    Yet when I say it’s a nerf then I get it’s not a nerf post even with you just saying it would be a minor nerf and you have ppl talking about how ppl post without reading the topic. All I was pointing out is if it would get nerfed meaning not having anything added to buff it in other ways then other things would also need the same treatment. I also never said omg another nerf post or just do bones or any of the typical comments I stated I do bones and sometimes fail but ppl jump right down others throats when they don’t post the same things over and over and wonder why having a normal discussion doesn’t happen.

    "If this gets nerfed, nerf this other thing too!" Is also a typical comment hate to break it to ya

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248351#Comment_1248351

    I never said they'll get rid of SWF.

    But one day soon they'll give killers the option to turn it off or on, WITH Crossplay coming by the end of the year they'll have a larger playerbase in a pool, so it can be an option for killers to turn it off.

    There are a lot of killers I've seen on the forums who have stated "Going against a SWF is fun and easy, they're way too altruistic etc." So you'll still have your killer playerbase that would want to go against a SWF and those who won't want to.

    Large playerbase or not, if you remove 95% of swf's matchmaking possibilities they will probably have a hard time finding a match. Might as well remove it. I personally love facing swf, but I probably won't after they've all been starved for matches and are looking to take out their anger.

  • @just_a_noob said:

    https://forum.deadbydaylight.com/en/discussion/148787/keys-are-unhealthy-for-the-game

    1 - if you only have 1 kill after 4 gens have been done then they are probably all going to escape anyway.

    2 - keys are rarely used

    3 - I get more mori’s in my bloodwebs than keys. I’ve been getting an ebony or ivory in every second bloodweb. Also you don’t find keys in chests that often unless you have plunderers.

    4 - it’s unfair after working hard for a 3 gen scenario? Well it’s unfair when killers camp and tunnel for the mori after Just 1 Hook.

    1 - All of the generators are supposed to be completed most of the time, how else will 2 survivors escape?

    2 - Keys can be found in chests and can be saved if you survive

    3 - Moris also need a nerf, and are a separate topic entirely

    4 - See point 3

  • @ClickyClicky said:

    I agree. They are second class gamers. Killers deserve priority here.

    I think 2 survivors on a gen should slow it by 50%, 3 survivors by 75% and 4 survivors by 100%. In addition I also think gens should take 120 seconds base.

    I’d like to see DS nerfed too. Hard to defend the gens when you need to take the 5 second stun before you can rush a survivor out of the game.

    When I play the survivors often get down to 1 gen before I kill all 4. Hardly balanced is it? In about 70% of my games I only win with 1 gen remaining. Gens go way too fast.

    Bruh you just pointed out all the injustices in this game and how to fix them. You're the hero we needed.

  • @Con_Inc said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248408#Comment_1248408

    Changing anything in the game either buffs it or nerfs it and no one is talking about buffing it so it leans towards nerfing. You put a totem count on the screen yes that would be nice but then once all five are found swf or solo know to stop looking all together totem hunting buys the killer more time so would hurt the killer. Yes campers suck getting rid of noed wouldn’t stop camping would just make it so campers only use one hit down ppl so they still have their noed in a way and maybe bring in more moris. Anything you do towards noed to stop camping or make swf and solo which is what I mostly play would be making noed weaker hence nerfing it in a way.

    Yes removing those aspects would be a minor nerf but it could be buffed in other ways to compensate, like how DS is now counterable but also stuns longer.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248415#Comment_1248415

    I'm just joking of course I don't like it either lol

    I agree with all of your points but the devs still think NOED is fine for some reason. They said small game was going to get a buff before so the totem counter will probably be included in that, which will still force people to spend a perk slot and it won't solve anything.

    Lol yeah it's always hilarious to see how the devs find ways to make people shut up about problems by putting a bandaid on them. Camping is unhealthy? Buff Kindred. Tunneling is unhealthy? Anti-tunnel perks. Slugging is boring? It has plenty of counters stop whining 5head. They really can be creative geniuses sometimes.

  • I never really played survivor for the bp anyway, but yeah this and add-ons is a big finger.

  • @arslaN said:

    I love how so many people type in the same annoying response without even reading the post.

    I don't love it...it's pretty disheartening to see

  • @immortalls96 said:

    While I understand the rather I'll look on the perk theres a few issues

    1..noed cannot be changed unless adrenaline is hit just as hard, it isnt fair otherwise from that alone

    2..there are only 3 semi decent hexes to begin with and it's so easily dismantled with multiple perks/items it needs to remain impactful..and since totems arnt planned to be more durable rn I cant see a way to do it

    3..If camping is to be weakened then killers need a strong end game tool given because between end game ds and bt..survivors hold all the power end game if a noed totem fails to spawn in..cant nerd the effect if you fail to address the cause

    This post is about changing NOED, not about nerfing NOED or camping

  • @PassarinoT said:

    My proposed solution is that each time a generator is completed, a noise in the general direction of a standing totem is made. Or their aura is revealed. This will show survivors where totems remain and if they remain at all. Might be dumb idk

    Detective's Hunch is already in the game...

  • @Con_Inc said:

    I do bones if I fail to take out noed then to me at least that’s on me but even if I know they have noed I still try to rescue if another survivor is about to die. I gladly sacrifice myself to save another. The problem is if you want to nerf an endgame perk that you can counter then you’d also have to nerf survivor endgame perks that you can’t counter unless you have already killed them. I don’t use noed or perks for survivors that could be nerfed to even out any noed change but a few perks would most likely be changed for survivors where only one for killers would be.

    Not a nerf NOED thread...

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248372#Comment_1248372

    the fact that games go so fast makes NOED a good option. If the game was slower and you had more time to deal with survivors you wouldn't need NOED. So yes it does

    Game speed doesn't affect NOED. If survivors had more hook states and more gens to do, NOED wouldn't be weaker.

  • @Steah said:

    https://forum.deadbydaylight.com/en/discussion/comment/1248360#Comment_1248360

    Ivory and Ebony mori are stupid and unbalanced. Cyprus mori should be built in to killers maybe. Rancor and Devour are fine.

    NOED is more of a reflection on the current state of the game. Gens fly and NOED punishes that. Survivors could just do bones which would slow the game down. In the games current state there should be a totem tracker for survivors but some maps need way better totem spawns. Ideally game speed overall would be addressed and NOED wouldn't have to be looked at but as of right now it is a problem.

    Iri head is stupid combined with Infantry belt. Without it i think it's fine. It should have a restriction that it sets hatchets to 1 and cannot be changed. If not that the add on should be reworked .

    NOED has nothing to do with generator speeds...it activates if the survivors make a mistake or if the killer is able to apply good pressure using only 3 perks.

  • Survivor I don't really need to win, but I'd call getting a teammate out a definite W. Killer is 2 kills and up, pip system is broke.

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