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Well_Placed_HexTotem

Well_Placed_HexTotem

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Well_Placed_HexTotem
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  • Knows it’s broken and sucks, turn it on anyway.

    This must be in the BHVR employee handbook somewhere.

  • @artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/390618#Comment_390618

    thats not true at all. reread my post. i proposed a change so countering exhaustion perks isnt so free, and you have to actually capitalize on them being exhausted. comparing exhaustion perks to iri heads, or prayer beads is REALLY stupid, they dont even closely relate in strength. one you can only use once per chase, the other you have all game. "i deserve to instadown you" and im the one sounding entitled? because i think free and easy counters to perks that are already so limited use isnt fair? you say u can work around exhaustion addons but please tell me how im supposed to constantly stay position around an elevated area? and if im running deadhard i should just not heal right?

    Your proposed change is pointless because on most maps it’s not hard at all to survive a chase for 20 seconds.

  • The only maps I DC are Haddonfield and Rotten Fields because I play on console and the frame rates are pure doodoo on those maps. Even the swamp maps seem playable now but those two are still trash.

  • that might be a little much. its my favorite option but people are guaranteed to hate that idea.

    Why should you recover from exhaustion while running when it’s caused by an add-on? That would make the add-ons pointless. 20 seconds in a chase on a majority of map RNG is NOTHING. That’s one safe pallet, potentially two against a majority of killers.

    Ive played some asymmetrical competitive MP games before DbD. It amazes me how much people who only play on the 4 side don’t understand the dynamics neededfor a balanced game. DbD is survivor sided because 1 of those 4 can keep the killer occupied for way too long to make balance viable. That’s why killers that ignore this rule (Billy, Nurse, Spirit and Legion to a degree) are constantly viewed as broken and unfun to play against.

    A killer should be able to end a chase somewhat quickly, barring great survivor skill. But it’s not great skill that extends chases, it’s looping one safe pallet to the next, hopping around T walls, etc. Exhaustion add-ons help even the playing field in the chase a little, and killers like Clown badly need it. More killers need add ons that cause it, tbh. And I say that as someone who runs DH in every build.

  • My idea to nerf NOED:

    cleanse totems

  • @Acromio said:

    It's actually the other way around. Noed requires survivors to fail in order to work at all.

    Exactly right.

  • As killer I consider 3 kills a win and I consider a hatch escape to be a win for the killer since there’s no counter.

    As survivor I think simply escaping unless I hatch escape.

  • Mine is obvious, those amazing totem spawns. I really wish custom avatars were a thing, mine would be a P3 Claudette spawning right by my Ruin.

  • @The_Crusader said:

    https://forum.deadbydaylight.com/en/discussion/comment/385191#Comment_385191

    Lmao at the first part.

    Plays poorly due to only having 3 perks...but that 4th perk would have made all the difference guys!!!

    It appears you lack reading comprehension 😬

    I don’t even agree that NOED pops because a killer played “bad”. I think that’s just something that whiny, salty survivors like to say because they got got by NOED.

    More maybe you’re denying that a killer running 4 viable perks wouldn’t have an easier time than the same person with the same killer running 3 viable perks and NOED?

  • @NeaJovovich said:

    This idea of "If you do this to my X, then your Y should get it, too!" is nonsense.

    Adrenaline and NOED are not even closely similar.

    Adrenaline REWARDS you for staying alive to see all 5 generators completed. As in, you have to evade the Killer, avoid getting a 3rd hook, etc.

    NOED rewards the Killer if they played poorly.

    One perk rewards you for doing your objective and surviving. The other perk rewards you for poor performance during the trial.

    Having one perk dedicated to the chance of an end game perk could be one of the reasons that killer played “poorly”.

    This logic also ignores the fact that survivor is easier than killer. It also leaves zero room for fun end game builds. Nope, if you run an end game perk you’re just trash apparently.

    Lastly it ignores the fact that in many situations, survivors use Adrenaline for the same thing you’re describing, to reward “bad play”. Often they’ll even time unhooks or chases with their SWF group so that they’re unhooked or about to be caught right when it’ll pop.

  • It’s another perk that wastes a killers time and rewards a survivor for getting caught.

    Sure, on paper it seems balanced because you can totally just see the survivors aura after they use the perk! But you’re talking about a game balanced so badly that survivors will already use a perk like OoO which shows the killer their aura.

    Its a stupid perk to introduce right after they finally nerf another stupid broken perk.

  • Survivors wouldn’t abuse this at all. I know as a killer on Xbox I’ve never seen solo players sabotage one another, ever. I’ve never received messages from solos angry at their teammates trying to sell out the other survivors.

    So I don’t think salty solos would message other survivors or party chat with them and broadcast everything the killer has and is doing. No, never.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/377094#Comment_377094

    You probably don't need that NOW. But devs are going to keep nerfing survivors and buffing killers around SWF. Guess what's happening once the game is balanced around SWF without any buffs for solos? It's gonna be a straight up stupid experience. It's already very common that solos doesn't make it to the endgame and take the hatch.

    Ok, so we’re going to buff the heck out of the solo UI to compensate for supposed massive killer buffs to combat SWF.

    So what happens when those killers go against SWF who now have built in totem counters and buffed aura reading?

    Furthermore there are tons of high quality solo players. Personally I find myself getting less kills against solo players because they simply do gens and leave. They don’t mess around with being toxic or overly altruistic.

    Solo doesn’t need all of these buffs. Give them default Kindred, that’s about as extreme a buff that is needed.

  • Imagine chasing a survivor with a non-tryhard killer. Survivor kites you from safe pallet to safe pallet. You finally get a hit. You keep chasing. You are about to get another hit and nope, Dead Hard. Darn. You burn through a couple more pallets, get pooped around a couple T walls, what fun. You’re about to finally down this bastard and oops... gens are done, Adrenaline pops. Survivor sprints away fully healed. Darn!

    You catch back up. By now your chase has removed most pallets on the map. You get a hit in. Nice. You’re about to get another hit in... nah, survivor has some bullshyte perk that is OP as fawk and your hit bounces off.

    Survivor runs to open exit gate, you chase, turn corner to see all four survivors butt dancing. Irate, you uninstall the game. Hours later your rage sours into depression. You take up drinking. Eventually not even the smooth warmth of quality liquor can ease your pain. You graduate to hard drugs. Weeks later you wake up in a dumpster behind a TGI Friday’s where you’ve been sucking **** on Tuesday nights to get enough money for another score.

    One night a John decides hes not going to pay and laughs at you. His laughter hurts, but it doesn’t hurt as much as beating you’ll receive from Qwyrone if you turn a free trick. You give chase. Suddenly you’re the killer. This person doesn’t have any BS perks or abilities. You catch him and smash his head into 13 pieces.

    You die of gonorrhea in prison.

  • Wow those are some ######### strong perks.

  • @Delfador said:

    @Well_Placed_HexTotem The problem with that is that people don't stop there.

    Today is the speculated day and if they confirm it is not today, tomorrow is going to be the speculated day since the PTB got released on Wednesday too.

    After confirming that it is not on Wednesday, Thursday will be the day because they usually release stuff on Tuesdays and Thursdays.

    So there is no end to this.

    Nah, the rumor is the 19th/20th. Squash that if it’s not true, or confirm it if it is. Nothing hard about either of those.

    Those are rumored because of supposed “evidence”. What you’re describing is mindless speculation. There’s a difference and no need for them to respond to mindless speculation.

    Back to the Apex example, after the developers killed the rumor that it was coming that week, there was no credible talk of any other release date, just more mindless speculation that it was coming yesterday or today.

    idc either way, just pointing out why people are thinking today.

  • @thrawn3054 said:

    @Well_Placed_HexTotem To be fair, until it passes console certification it'd be hard for them to give a date.

    Agreed. But they could say the rampant speculation for today is incorrect.

    For example, last week some battle pass stuff for Apex leaked, leading to tons of talk that it was coming that day or the next. A Respawn employee posted in the official reddit and put that fire out quickly.

  • Lots of people are assuming today because of a Playstation Japan blog post.

    But the US Playstation blog post makes no mention of The Puke Chapter in their weekly release list.

    Good thing we have BHVR being more transparent with the community to give us clarification.

  • It’s certainly more OP than NOED, which has an easy counter.

  • It’s not fun as a survivor to get camped and tunneled.

    Its also not fun as a killer for someone to kite around loops, kite around T walls, and extend chases as long as possible by making killers bloodlust.

    Now I know what you’re saying. “But.. but.. HexTotem... that’s literally how you survive as survivor!” and hey, I hear you. But at the same time, isn’t a killer supposed to kill you? Thus, aren’t they also completing their goal by camping you or tunneling you?

    The killer is in a highly unbalanced race against the clock from the second a match starts. Getting looped like crazy because you got bad map RNG or you decided to not pick a try hard killer, that makes matters worse. If you play killer on console, you also have horrific frame rate issues that make it insanely worse.

    So as someone who plays probably 70/30 killer/survivor, I can understand why a killer would potentially camp after he got ran for awhile. It’s only happened a few times in... way too many hours I’ve played the game, but it is possible to run a good killer for five gens on some of these maps if they aren’t Nurse or a couple other killers. Personally I’ve faced people repeatedly that kited every loop as long as possible before forcing bloodlust and/or a pallet break and eventually I just camp them when I catch them, even if it’s a new game on a new map with five gens left. I’d rather stay close and potentially turn one hook into a couple hooks plus get the “runner” out of the game than have someone loop for multiple gens, because whether it’s “soft camping” or “patrolling” or camping or being run through all the loops and pallets and T-walls, none are fun for killers.

    Ive had survivors literally tell me their sole objective is to make the killer chase them as long as possible so their friends can bang out gens and usually the runner pops his Adrenaline or they BT save off the hook and they all escape. So when a killer catches that runner and wrecks their plan and camps the hook to make sure that runner dies, they get upset. Too often only the enjoyment of the survivor is taken into account. Just remember as boring and “broken mechanics” it might seem to you to be camped or tunneled off the hook, chasing a survivor from safe pallet to safe pallet, around multiple T-walls, up a hill or stairs so they can proc Balanced, etc etc is equally meh for the killer side.

  • All I need is Deranged Pursuit but I think I’ll wait on trying to get it because 1, survivors give up against Legion, and 2, I think BHVR will tweak the requirements to make it not such a pain, like they did with Skilled Huntress.

  • I’ve stopped trying, sitting at 44% done. This achievement will get edited to need less, just like that stupid Huntress perk did.

    Outside of the sheer stupidity of what has to be done to get a stack, the main problem with it is most survivors will instant DC or let you catch them and then kill themselves on the hook.

  • Nurse... easier to learn than Spirit? I disagree. Spirit is very easy to play and is devastating with good add-ons. Nurse is very hard to learn, especially on console.

    Id move Pig down into B tier but I don’t think I’d move anyone else around. And you’re right, Hag is amazing and the most underrated killer imho.

  • I’ll still camp when I feel like it. I don’t care about pips or rank. In fact I love when some douchebag survivor gets camped and then messages me about pips. I mean, I literally just camped you. If I cared about pips I wouldn’t have camped.

    Also, what’s this about increased invincibility after being unhooked? That stuff is so glitchy already. I’ve chased a survivor out of the exit with someone hooked then they kobe off and run to the exit and are still invincible. Hope it doesn’t mess it up more.

  • @Delfador said:

    With her power she has range attack that can injure and down multiple survivors though. We weren't very careful and a plague got 3 downs with her corrupted power. At first I thought insta heals were not fair but they might actually be fair in the end.

    I say lets wait and get used to her a little bit. She seems to be a snowball killer.

    How does she down with the power? Or do you mean injured with the power and then downed with hits? Or can she actually down with vomit?

  • @AshleyWB said:

    @Well_Placed_HexTotem How about you shut up and face camp the totem you desperately need to be untouched.

    Bitter much? I already told you I don’t even defend Ruin when I use it. Try to read a little, it might help with the salt.

  • @AshleyWB said:

    @Well_Placed_HexTotemDon't call me kiddo daft punk

    Is this some young thing? Is daft punk supposed to be an insult?

    Sorry that your rework/nerf was laughably bad, kiddo.

  • @AshleyWB said:

    @Well_Placed_HexTotem What are the counters to hex ruin then? Gen tapping which is dumb and finding the totem which you complain about when it breaks. Either let survivors work through ruin or they will get your totem because they are sick and tired of it.

    And most if this thread hasn't been me pouring salt. It's me defending my idea because idiots don't read and blame me for bad totem placements and other irrelevant stuff. Like give your ideas and we'll find something that works. Instead you are denying how annoying and boring ruin is to play against and to fit into your builds.

    You can counter Ruin in lots of different ways. Work through it. Put on Small Game and find the totem. Put on Detectives Hunch and the totems are literally shown to you.

    I don’t care if survivors break the totem. Unlike most killers, unless I can trap the totem with a Hag or Trapper, I don’t even defend the totem. What is annoying is when you spawn on a map and literally 10 seconds into the game your totem is broken because it spawned right next to a survivor.

    You don’t have to be a sweaty killer main to think totem placements in the game are doodoo. You claim to want a balanced game but your posts sure don’t reflect that. Go back to the drawing board kiddo, this rework sucks.

  • @AshleyWB said:

    @Well_Placed_HexTotem You know killer is easy to play now than ever before yet you still complain saying the devs are only survivor minded. Well that may be true in terms of gen rush teams at high ranks but for everyone else it is irrelevant and is worsened with swf.

    All you killer mains do is play the victim and demand a helping hand in whatever way you can get it. Survivor mains are the same and have been worse but now killers are getting far more whiney.

    What about the neutrals who just want to play a fun game without some dumb but necessary perk being constant.

    You critisize my idea and you sit there and accept all the other perks you dislike eventhough they serve you little or no purpose or use. You are a hypocrite. If you don't like how something works, you make your point.

    Uh, can you quote where I complained about what side the devs are catering to over the other? I’ll wait. Oh, you can’t.

    I play both sides evenly and 90% of my survivor games are solo queues. I deal with Ruin by using the counters in the game that the developers gave me. A novel concept, I know, but it usually works.

    The rest of your post is literal salt and crying about stuff that is either untrue or irrelevant. And I always love the accusation of wanting the game to be as easy as possible.... from the person who created the thread asking for a change to make the game easier for them. lol

    You just said it again, Ruin is a boring but necessary perk. Deal with what makes Ruin necessary before you change Ruin. If you have glasses that aren’t the right prescription you aren’t going to change the nose guards hoping for better vision. You’ll end up with more comfortable glasses but still can’t see ****.

    Youre admitting the killers need Ruin for the gen rush but also suggesting the gen rush get buffed by nerfing Ruin. Sorry, your rework idea just sucks.

  • @AshleyWB said:

    @Well_Placed_HexTotem Benefits for a killer using my reworked Ruin:

    1. Survivors will have consistant and constant skill checks throughout the repair of each gen.

    2. No bonus repair speed whatsoever.

    3. Failed skill checks bump you back to the last marker and cause an explosion.

    4. Failure to hit a great skill check damages any item charge you have by 5% each time.

    5.Whenever you are given a skill check and you are within 32 meters of the killer, your aura is revealed (like OoO) for the duration of receiving and hitting the skill check.

    Number 5 is because you were complaining so much

    1. no thanks, I’ll stick with RNG. For every rare occasion where I only get 4-5 skill checks on a Ruin gen, there are many more occasions where I get a ton.
    2. No bonus repair speed, but you said they get less skill checks for hitting the ones they do get. You already get no speed bonus.
    3. 3 4 and 5 are irrelevant, already apply, or are nonsense.

    Its a good thing the people proposing these perk changes aren’t people actually making the game.

  • A totem counter is a hard nerf to NOED. Put it in Small Game. The problem isn’t solo survivors being outmatched, the problem is the solo survivors don’t want to adapt to gameplay and change their meta perks. They want to keep their Iron Will and Urban to sneak around maps and they don’t want to drop one for SG or Detectives Hunch, both of which make totem hunting VERY easy.

    I played a Doctor yesterday who wasn’t very good but thanks to NOED, turned one kill into three. I was running Detectives Hunch and I cleansed four totems. The other guys could not even get ONE totem done. I ran the killer for the last two gens, so they popped with me having no idea where the fifth totem was. I got hit while opening a gate and the last guy got chased out of the map with me on the hook.

    I don’t blame the killer there, I blame myself and my bum teammates who couldn’t even cleanse one totem. But a free totem counter on the HUD just reminds everyone at all times that totems are left and makes NOED pointless. Might as well just end the match as soon as five gens are done.

  • @AshleyWB said:

    Hitting a great skill check in my idea doesn't increase the repair speed as it does today. It affects the amount of skill checks you get on that particular gen.

    The figures I use are just an example, there can be 12 base skill checks if you all think that's more balanced.

    Which is a buff for survivors.

    You are admitting “gen rushing” is a problem for killers and then suggesting a buff to survivors that makes the gen rush even worse. Survivors know when the skill checks are coming, and are rewarded for hitting them. Where as currently they have no idea when a skill check is coming, and they get no reward for a great skill check, they only avoid a penalty for it. You know, Ruin. What you’re suggesting is some doodoo perk that killers wouldn’t use, and then even after that, gen progress is still a problem in the game because this rework does literally zero to address it.

    What benefit does a killer have running this over current Ruin? lol

  • “Hey guys it’s totally not a nerf to Ruin, the perk is exactly the same! Except these changes which make the perk worthless:”

    LOL

    How are 8 skill checks where you get a boost for hitting them, anything BUT a huge nerf to Ruin? I typically get at least 10+ hex skillchecks when I encounter Ruin. And if I hit all of them perfectly, I don’t get any bonus. Under this rework I’d get less skillchecks and complete the gen much faster.

    Basically this is an idea to get people to work through Ruin without looking for the totem. So it’s already incredibly easy to just find the totem and destroy it, and it’s easy to just work through Ruin, but you want an even easier third tier where you can find the totem, or work through Ruin, but if you do work through Ruin, hey now it’s way easier.

    No thanks. This is almost as bad as that NOED rework another person was begging for in another recent “nerf this killer perk” thread.

    If you want to fix Ruin, make it so that killers don’t feel pressured to always use it. Increase gen times or add other required objectives. Then less killers will run Ruin.

  • On console the corn and juking in it literally destroys the frame rate for most killers. I auto DC Rotten Fields and probably will start it on all corn maps.

  • MRose said:

    Anything that buffs solo survivor buffs SWF survivor. If you can't see that then you have such an obvious bias that you cannot be helped or reasoned with.

    Per usual, people don’t understand this simple fact of balance. Anything that buffs the single survivor also buffs the SWF. 

    ”but but but... SWF already shares this info!”

    Yeah, sure. Some might. Not all do. And now they don’t even need to try. I’ve seen plenty of SWF streams where they get hit with NOED because they forgot about a totem, or they thought they got 5 but they got 3 or 4. This would be a big buff to ALL survivors regardless of SWF or not.
  • Good lord, how many crutches do survivors need?

    i always solo queue, you know what I do? Totems.
  • I mean, you’re taking about the same group of people who think if they 4% off the hook, you aren’t allowed to kill them. How the **** do you think they’ll feel about NOED lol
  • You guys stop with the "survivor ez mode bla bla bla". Present some argumentation instead of acting like little children such as the survivors you hate so much.

    Back on the topic: NOED has the same problem with DS. THEY REWARD MISTAKES. These are both extremely powerful perks which are faulted for the simple reason they are not gained at all. Anything that reward players for being bad IS bad design. End of the story.
    There’s nothing automatically “bad play” about NOED. I know people like to assume that every killer who runs NOED is a bad player who probably only gets a couple hooks all game but the reality is a lot of killers use NOED because if the game happens to reach the end, it gives them a chance at a really powerful perk. And in exchange for that possibility, they play the game with only three perks.

    I run NOED on some killers and at least 3/4 of the time the games don’t even reach the end, I either 4k or 3k and other person gets hatch. And out of that 25% or so where we reach end game, probably only 1/2 of those games does NOED even pop. But when it does, woooo boy.

    A killer isn’t always “bad” because all the gens get done. There are plenty of strong SWF teams out there who knock gens out. There are plenty of ######### maps, especially on console where certain maps are just frame rate death for killers. And some killers just aren’t the same tier as other killers. Sure I could run Spirit or Billy or Nurse every game and stomp people but I enjoy using Bubba and Hag and Trapper, all of whom have pretty weak map pressure. 

    Survivors hate NOED for the reasons listed already. They do five gens and think they deserve a win. Just like if they see the hatch they think the killer should just give it to them. And for the record, if you make it to the hatch, I give it, I don’t camp the hatch. But I’ve downed many survivors who were running very close to the hatch and plenty think that just being close enough to hear the hatch is enough for them to deserve the escape LOL
  • @Well_Placed_HexTotem said:
    The_Crusader said:

    5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.

    lol it’s 70 seconds. Jeez. 

    A gen is 80, and when you factor in time running between them, and any resets on the timer due to being interrupted it's easily an extra gen and then some.

    If killers can't win against 6 gens I don't know what to say.

    And? A gen takes no time to complete. I assume you think you’re making some good point here about the time... it’s 70 seconds to completely eliminate NOED from popping. 

    If survivors cant cleanse five totems I don’t know what to say. Especially when they have two perks that literally point them out lol
    You sound like you're one of those players that gets gen rushed and relies on NOED to "balance the game".
    And you seem like the type to ignore a totem and then when you get got, run to the DbD forums to make a thread whining about it.
    Why not just make totems an objective then and remove NOED?
    And what awesome end game perk do killers get to make up for the removal of one of their best perks? 
    If you need any extra help after making totems a mandatory objective to escape then its probably best that the player loses and stays in the rank they are in.
    You’re not doing your argument any favors by calling for totems to be mandatory. Instead
    of making them mandatory... just like, do them?
    I do. Team struggles to make progress while I'm off doing totems. Not surprising, it's a player less.

    So having one run around doing the totems sometimes causes a team to lose.

    All this for one perk btw

    Also turns out that killers pressure totems more than gens. Every game a survivor brings them to the totem I'm on. Which drags out the time.

    But hey, whatever helps killers win right? All about dat ez 4k

    @Well_Placed_HexTotem said:
    The_Crusader said:

    5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.

    lol it’s 70 seconds. Jeez. 

    A gen is 80, and when you factor in time running between them, and any resets on the timer due to being interrupted it's easily an extra gen and then some.

    If killers can't win against 6 gens I don't know what to say.

    And? A gen takes no time to complete. I assume you think you’re making some good point here about the time... it’s 70 seconds to completely eliminate NOED from popping. 

    If survivors cant cleanse five totems I don’t know what to say. Especially when they have two perks that literally point them out lol
    You sound like you're one of those players that gets gen rushed and relies on NOED to "balance the game".
    And you seem like the type to ignore a totem and then when you get got, run to the DbD forums to make a thread whining about it.
    Why not just make totems an objective then and remove NOED?
    And what awesome end game perk do killers get to make up for the removal of one of their best perks? 
    If you need any extra help after making totems a mandatory objective to escape then its probably best that the player loses and stays in the rank they are in.
    You’re not doing your argument any favors by calling for totems to be mandatory. Instead
    of making them mandatory... just like, do them?
    I do. Team struggles to make progress while I'm off doing totems. Not surprising, it's a player less.

    So having one run around doing the totems sometimes causes a team to lose.

    All this for one perk btw

    Also turns out that killers pressure totems more than gens. Every game a survivor brings them to the totem I'm on. Which drags out the time.

    But hey, whatever helps killers win right? All about dat ez 4k
    Woah so you’re saying when you have to do other stuff besides gens, the game takes longer for survivors to win? Wow what a concept. Still waiting on you to provide any real logic as to why NOED needs to be removed other than “some Spirit who only got two hits all game rekt us with it!
    Pretty much everyone who plays survivor says it's unfair and OP.

    But you dont trust survivors ok.

    There are streamers out there who refuse to use this perk because they feel it's overpowered, can allow any bad killer to receive a much better final result than they would otherwise be able to get, and it's just generally unsportsmanlike.

    A huge chunk of the community consifer NOED along with DS as perks that reward bad play and suck the fun and skill out of the game.

    But why am I even bothering? You've obviously made up your mind that you don't care about any of that, you just want the easy win, even if you can't play well enough to earn it without NOED.

    Keep your precious crutch. 
    I’ve already told you I play both and don’t mind NOED. It’s easy to get rid of by just playing the game.

    But keep asking for a crutch.
  • @Well_Placed_HexTotem said:
    The_Crusader said:

    5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.

    lol it’s 70 seconds. Jeez. 

    A gen is 80, and when you factor in time running between them, and any resets on the timer due to being interrupted it's easily an extra gen and then some.

    If killers can't win against 6 gens I don't know what to say.

    And? A gen takes no time to complete. I assume you think you’re making some good point here about the time... it’s 70 seconds to completely eliminate NOED from popping. 

    If survivors cant cleanse five totems I don’t know what to say. Especially when they have two perks that literally point them out lol
    You sound like you're one of those players that gets gen rushed and relies on NOED to "balance the game".
    And you seem like the type to ignore a totem and then when you get got, run to the DbD forums to make a thread whining about it.
    Why not just make totems an objective then and remove NOED?
    And what awesome end game perk do killers get to make up for the removal of one of their best perks? 
    If you need any extra help after making totems a mandatory objective to escape then its probably best that the player loses and stays in the rank they are in.
    You’re not doing your argument any favors by calling for totems to be mandatory. Instead
    of making them mandatory... just like, do them?
    I do. Team struggles to make progress while I'm off doing totems. Not surprising, it's a player less.

    So having one run around doing the totems sometimes causes a team to lose.

    All this for one perk btw

    Also turns out that killers pressure totems more than gens. Every game a survivor brings them to the totem I'm on. Which drags out the time.

    But hey, whatever helps killers win right? All about dat ez 4k

    @Well_Placed_HexTotem said:
    The_Crusader said:

    5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.

    lol it’s 70 seconds. Jeez. 

    A gen is 80, and when you factor in time running between them, and any resets on the timer due to being interrupted it's easily an extra gen and then some.

    If killers can't win against 6 gens I don't know what to say.

    And? A gen takes no time to complete. I assume you think you’re making some good point here about the time... it’s 70 seconds to completely eliminate NOED from popping. 

    If survivors cant cleanse five totems I don’t know what to say. Especially when they have two perks that literally point them out lol
    You sound like you're one of those players that gets gen rushed and relies on NOED to "balance the game".
    And you seem like the type to ignore a totem and then when you get got, run to the DbD forums to make a thread whining about it.
    Why not just make totems an objective then and remove NOED?
    And what awesome end game perk do killers get to make up for the removal of one of their best perks? 
    If you need any extra help after making totems a mandatory objective to escape then its probably best that the player loses and stays in the rank they are in.
    You’re not doing your argument any favors by calling for totems to be mandatory. Instead
    of making them mandatory... just like, do them?
    I do. Team struggles to make progress while I'm off doing totems. Not surprising, it's a player less.

    So having one run around doing the totems sometimes causes a team to lose.

    All this for one perk btw

    Also turns out that killers pressure totems more than gens. Every game a survivor brings them to the totem I'm on. Which drags out the time.

    But hey, whatever helps killers win right? All about dat ez 4k
    Woah so you’re saying when you have to do other stuff besides gens, the game takes longer for survivors to win? Wow what a concept. Still waiting on you to provide any real logic as to why NOED needs to be removed other than “some Spirit who only got two hits all game rekt us with it!
  • @Well_Placed_HexTotem said:
    The_Crusader said:

    5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.

    lol it’s 70 seconds. Jeez. 

    A gen is 80, and when you factor in time running between them, and any resets on the timer due to being interrupted it's easily an extra gen and then some.

    If killers can't win against 6 gens I don't know what to say.

    And? A gen takes no time to complete. I assume you think you’re making some good point here about the time... it’s 70 seconds to completely eliminate NOED from popping. 

    If survivors cant cleanse five totems I don’t know what to say. Especially when they have two perks that literally point them out lol
    You sound like you're one of those players that gets gen rushed and relies on NOED to "balance the game".
    And you seem like the type to ignore a totem and then when you get got, run to the DbD forums to make a thread whining about it.
    Why not just make totems an objective then and remove NOED?
    And what awesome end game perk do killers get to make up for the removal of one of their best perks? 
    If you need any extra help after making totems a mandatory objective to escape then its probably best that the player loses and stays in the rank they are in.
    You’re not doing your argument any favors by calling for totems to be mandatory. Instead
    of making them mandatory... just like, do them?
  • @Well_Placed_HexTotem said:
    The_Crusader said:

    5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.

    lol it’s 70 seconds. Jeez. 

    A gen is 80, and when you factor in time running between them, and any resets on the timer due to being interrupted it's easily an extra gen and then some.

    If killers can't win against 6 gens I don't know what to say.

    And? A gen takes no time to complete. I assume you think you’re making some good point here about the time... it’s 70 seconds to completely eliminate NOED from popping. 

    If survivors cant cleanse five totems I don’t know what to say. Especially when they have two perks that literally point them out lol
    You sound like you're one of those players that gets gen rushed and relies on NOED to "balance the game".
    And you seem like the type to ignore a totem and then when you get got, run to the DbD forums to make a thread whining about it.
    Why not just make totems an objective then and remove NOED?
    And what awesome end game perk do killers get to make up for the removal of one of their best perks? 
  • @Well_Placed_HexTotem said:
    The_Crusader said:

    5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.

    lol it’s 70 seconds. Jeez. 

    A gen is 80, and when you factor in time running between them, and any resets on the timer due to being interrupted it's easily an extra gen and then some.

    If killers can't win against 6 gens I don't know what to say.

    And? A gen takes no time to complete. I assume you think you’re making some good point here about the time... it’s 70 seconds to completely eliminate NOED from popping. 

    If survivors cant cleanse five totems I don’t know what to say. Especially when they have two perks that literally point them out lol
    You sound like you're one of those players that gets gen rushed and relies on NOED to "balance the game".
    And you seem like the type to ignore a totem and then when you get got, run to the DbD forums to make a thread whining about it.
  • @Well_Placed_HexTotem said:
    The_Crusader said:

    5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.

    lol it’s 70 seconds. Jeez. 

    A gen is 80, and when you factor in time running between them, and any resets on the timer due to being interrupted it's easily an extra gen and then some.

    If killers can't win against 6 gens I don't know what to say.

    And? A gen takes no time to complete. I assume you think you’re making some good point here about the time... it’s 70 seconds to completely eliminate NOED from popping. 

    If survivors cant cleanse five totems I don’t know what to say. Especially when they have two perks that literally point them out lol
  • 5 totems, an extra gens worth of time for 1 perk.

    Not OP at all guyz

    Also when the killer camps, have 3 survivors rush 5 gens and 5 totems.
    lol it’s 70 seconds. Jeez. 
  • @Nickenzie said:

    This rework would solve everything about NOED, it will make perk viable for both groups of survivors. No One Escapes Death:

    Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do not stack if multiple generators are completed.

    So... instead of a great end game perk that can turn the tide of a match entirely, it's reworked into a poor man's STBFL.. where the killer gets a haste effect and an attack cool down decrease... until you hit someone?

    Why would any killer run this? Personally I'd rather run Tinkerer and see when a gen is about to pop and get a silent terror radius. This rework is doodoo. When you said "viable for both groups" I think you forgot to add that it's viable for survivors because it would effectively remove NOED from the game.

    Here, let me rework Decisive Strike:

    Decisive Strike - You're ashamed that you got downed. When the killer picks you up, hit any button on the controller to immediately disconnect from the match. All normal disconnect penalties apply.

    Yo breh that's totally viable for both groups.

    "A great end game perk that can turn the tide of the match entirely"

    Well that's kind of the entire complaint man. I had a Spirit the other day who didn't manage to put a single survivor into the dying state all game. I thinknthey injured 2 people and that was it. At the end of the game NOED kicks in and they must have had at least 5 hooks then and got a kill out of it.

    What's the point? Why make the effort to win when you can just use perks to boost yourself anf get lucky?

    It negates skill and it also boosts bad players up to a level where they can't compete. People would be better off getting better at the game to have more fun rather than having Noed do it for them.

    Same applies to Decisive Strike.
    If survivors played a Spirit that was so bad she only got two hits the entire match, then those survivors had ample opportunity to cleanse five totems. If they didn’t cleanse them, then that’s on the survivors, not the killer or the game.

    i almost exclusively solo queue and I make sure to hit every totem I come across. The end result is I rarely get hit with NOED. And in the event that I see a couple straight NOEDs, I slap on Detectives Hunch. Now simply for completing an objective, I can see all the totems. 

    If I get taken down by NOED I am blaming myself and my teammates, not being negative about the skill of the killer or blaming the game itself. It’s such an easy perk to counter, crying about it seems silly to me.

    I assume in your example earlier, you and your friends gen rushes that Spirit and didn’t focus on totems and paid the price. Adapt or get over it.
    We were solo, on red forest. Its a huge map for each survivor to be running around all trying to count 5 totems. Of course killers like this though because then they get the ez wins and can continue to lobby dodge swf who may provide a challenge.

    This is why solo players need notifications of dull totems cleansed. Especially when the majority of killers lobby dodge and bring noed.
    It’s not hard to cleanse totems on RF at all. There’s also Detectives Hunch, which literally highlights them for you.

    Basically this boils down to you want the game to be easier LOL
  • @Nickenzie said:

    This rework would solve everything about NOED, it will make perk viable for both groups of survivors. No One Escapes Death:

    Progress infuriates you beyond belief which causes you to release your true potential. Whenever a generator is completed, you'll receive a 5%/10%/15% haste effect and a 20% attack cool down decrease until you perform a successful offensive action. Haste effects and attack cool downs do not stack if multiple generators are completed.

    So... instead of a great end game perk that can turn the tide of a match entirely, it's reworked into a poor man's STBFL.. where the killer gets a haste effect and an attack cool down decrease... until you hit someone?

    Why would any killer run this? Personally I'd rather run Tinkerer and see when a gen is about to pop and get a silent terror radius. This rework is doodoo. When you said "viable for both groups" I think you forgot to add that it's viable for survivors because it would effectively remove NOED from the game.

    Here, let me rework Decisive Strike:

    Decisive Strike - You're ashamed that you got downed. When the killer picks you up, hit any button on the controller to immediately disconnect from the match. All normal disconnect penalties apply.

    Yo breh that's totally viable for both groups.

    "A great end game perk that can turn the tide of the match entirely"

    Well that's kind of the entire complaint man. I had a Spirit the other day who didn't manage to put a single survivor into the dying state all game. I thinknthey injured 2 people and that was it. At the end of the game NOED kicks in and they must have had at least 5 hooks then and got a kill out of it.

    What's the point? Why make the effort to win when you can just use perks to boost yourself anf get lucky?

    It negates skill and it also boosts bad players up to a level where they can't compete. People would be better off getting better at the game to have more fun rather than having Noed do it for them.

    Same applies to Decisive Strike.
    If survivors played a Spirit that was so bad she only got two hits the entire match, then those survivors had ample opportunity to cleanse five totems. If they didn’t cleanse them, then that’s on the survivors, not the killer or the game.

    i almost exclusively solo queue and I make sure to hit every totem I come across. The end result is I rarely get hit with NOED. And in the event that I see a couple straight NOEDs, I slap on Detectives Hunch. Now simply for completing an objective, I can see all the totems. 

    If I get taken down by NOED I am blaming myself and my teammates, not being negative about the skill of the killer or blaming the game itself. It’s such an easy perk to counter, crying about it seems silly to me.

    I assume in your example earlier, you and your friends gen rushes that Spirit and didn’t focus on totems and paid the price. Adapt or get over it.
  • Hilarious that they’re bringing it to another console before the Xbox and PS4 versions are fixed.

    As an Xbone killer I still have to instant DC on Haddonfield, Red Forest, and swamp maps because the frame rates are so god awful. And they’re still trash on every other map, just not extra bad.

    Ill be telling all my Nintendo gaming friends to avoid this like the plague.
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