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jesterkind

jesterkind

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jesterkind
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  • The OG and the best, love my big brain boy.

  • I do like him! He's just a touch below the other three, I find his story a little less compelling than the others.

  • Really tough call honestly, all I can say definitively is that Dwight is last (sorry, Dwight...)

    I really like Claudette and Jake too, I think Meg just inches ahead veeeeery slightly. It's really close, though.

  • Twins are up next, iirc - after seeing how well the Legion and Ghostface changes were done, I have pretty high hopes for them!

  • It's another step in them addressing the weight and time of updates; this one will require downloading almost the whole game again because it's laying more groundwork to keep improving update size for everyone.

    My understanding is that the last one only applied to Steam, and this one applies to all platforms, but I might be wrong about that.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886717#Comment_2886717

    It is most certainly on them to "fix the hacking" with or without a single report from me or anyone.

    People can argue about it all day, but I don't have to report anything in the end it is their product/service and without "fixing the hacking" it will be their problem no matter how good or bad the report function works.

    Not to mention, the bots use fast changing names that uses symbols and stuff, it can be almost impossible to even get their ID, it masks their username and then changes it on steam while they are playing

    Yes, of course it's on them to actually develop and implement the fix, but maintaining it requires knowing how people are circumventing it, and that's information they'll get at least partially from player reports.

  • @Adjatha said:

    Boons would've been Very Strong, but ultimately fine if they only provided ONE perk's worth of bonuses to the entire survivor team. CoH that only gives +100% heal speed, like Botany Knowledge but for everybody? That's still very, very strong, but it's not game breaking. CoH that gives Self-Heal at -50% heal speed, like Self-Care but for everybody? That's still very, very strong, but not game breaking. Having both? That's an embarrassment of one-sided design.

    As to the larger theme of the post: letting player demands dictate balance decisions is already the state of the game. That ship has sailed.

    People complained about Billy, he got gutted, complaints moved to Freddy. Freddy got gutted, complaints moved to Spirit. Spirit got gutted, complaints moved to Deathslinger. And on and on forever and ever. Mass complaints WORK in this game, so why would people ever stop? The current target is Bubba, and it's a matter of time before he too gets knocked down due to survivor hive mind pressuring Devs. And there will be another one right after, be certain of it.

    I think you're wildly off the mark with this one, honestly.

    First of all, characterising it as "mass complaints" that the devs "bow" to is immensely misleading. In any ongoing balance situation, paying attention to popular complaints among your playerbase is just a good idea, even if you don't really act on it- and in situations where there categorically are problems, as with almost every killer you mentioned here, acting on it is a good idea too! They do miss occasionally, Deathslinger is the biggest example of that, but them having acted at all isn't the problem; acting poorly is. Every killer you mentioned except Hillbilly (who I also didn't think people complained about?) did need to be changed, and that context is incredibly relevant and completely counter to the point you're trying to make here.

    (Also, Spirit is fine? Who on earth thinks Spirit was gutted, she's still a S-tier killer if you know what you're doing??)

    I also think it's straight up disingenuous to only mention killer changes and to only mention bad changes here (while also... making some up to be bad changes, like the aforementioned Spirit changes), since the developers have tackled popular complaints from both sides and have done it phenomenally well about as much as they've done it poorly. Decisive Strike was a huge problem for years, and the fix to that perk was elegantly done, solving the problem without taking a sledgehammer to the perk's effectiveness at its actual job. Same for Object of Obsession, an obnoxious perk that got a change that honestly just straight up makes it better and more engaging while solving its old issue. It's the same on the killer side, with perks like Hex: Ruin and Hex: Undying getting sensible changes that retained the perk's usefulness while solving the actual problems the old incarnations presented. Not to harp on about it too much, but the Spirit changes also fall into this camp.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886702#Comment_2886702

    I stopped making videos, uploading vids to youtube etc years and years ago. Its a waste of time imo. As others mention above, you literally can spend over 20+ minutes even trying to get it uploaded. Its not my job to ban cheaters nor waste 30 minutes a day reporting things and you never know the outcome. I log on to play a game with my maybe 45 minutes at night to play, not gonna be a jannie

    Why did I stop reporting? Because back when the broken maps allowed people to go to places of map killer couldnt hit them, I got a couple people banned, including a streamer on twitch.... guess what? They unbanned everyone that Saturday and created "soft bans" in the old days they actually banned people. Its honestly not worth my time

    Yes, the report system sucks. The perfect solution, however, isn't for them to "fix hacking" and everyone gets to rest on their laurels, it's for the report system to be less awful to use.

    If you care about hacking being fixed and that fix then maintained for longer than a week, you're still going to need to report even in the most perfect possible outcome.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886638#Comment_2886638

    Or, now this is a long reach - fix the backend to not allow them to use their coding to run bots?

    Banning individual bot account will not fix the problem at all.

    Sure, but people are always going to find ways around that. Even if BHVR had a perfect tactic to deal with hackers and bots right now, they'd still need reliable reports from players to keep on top of the problem. I'm not saying that they're doing as much as they can, I'm saying that you'd need to report no matter what.

    A better criticism would be that the report system is very clumsy, which it is. That needs fixing too, just as much as anything else.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886623#Comment_2886623

    Spirit AI bots have been in this game for over a year, there have been reddit threads abbout this for a long time, like OVER A YEAR.

    Its all over their twitter, they are aware of the bots, because DBD content creators have bgeen making videos for a long time about this.

    It baffles me how people think the devs are not aware of this,... more striking is that nothing has been acknowledged.

    but they are most certainly aware

    Not that they're not aware of the problem, but that they need direction to who specifically is doing it.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/2886623#Comment_2886623

    I'm honestly tired of making reports,this will only ban 1 cheater,but there are so many,they need a better anticheat that automatically detects people tampering with the game.

    That'd be the ideal, but it'll only last so long until people build a 12 foot ladder, so to speak.

  • Definitely report them. Even a perfect dev team would need to get reports, after all.

  • The answer I put in is that I am truthfully not interested in new game modes at all, I'd rather see more robust custom game tools to scratch that itch.

    New game modes really aren't a great idea in the current state of the game.

  • I'm not so sure that I'd say they currently do let player bias affect game balance.

    I can't speak to Freddy since I wasn't playing for his initial release, but Deathslinger was changed because he promoted unhealthy gameplay and had legitimate problems to be fixed. Obviously the state he's in now isn't much better for very very different reasons, but there was obviously a clear reason to make changes to him to begin with- same with Spirit, who ended up in a much better spot to old Slinger.

    Popular opinion may spur BHVR to take a look at certain things, but I don't get the sense they let that bias shape what the changes look like. Most things get changed for the better, too- just look at new DS and OoO!

  • That'd be the system we have now, where winrate is used as a proxy for skill.

  • I'm far more neutral on them being added into public matches- I'm fine with it if they just replace disconnecting survivors, but mixing them in with regular players to fill lobbies really wouldn't be ideal.

    What I want is custom game bots, and more robust custom game tools in general. That would be a pretty substantial improvement to the game, so you can actually learn new killers and experiment with new perks, things of that nature.

  • I didn't even get that page lmao

    A bit of a typo, I think.

  • That Dead Hard change is one that I've been championing for a while, honestly. It'd be the simplest, most elegant change to the core problem of that perk.

    The NOED change is unnecessary but probably wouldn't have that much of a negative impact, so go nuts, that'd be a fair trade as far as I'm concerned.

  • It's genuinely interesting to me that so many people's reponse to learning that a certain tactic against a perk isn't as reliable as they think is to call the perk in question unfair and OP, instead of like, considering if there are other tactics you could take. I mean it, too, it's a fascinating phenomenon.

    Anyway, don't cleanse all five totems if you don't think you can both get them all, and still get generator progress done. It's a bad tactic.

  • The one thing they've floated as a possibility is a good sign here, at least- it means they understand what the problem is and won't do a half-baked lazy "fix" like adding in voice comms; rather, they're looking to make sure the information is conveyed properly to all players regardless of context, and that's a good sign.

    For my money, their action-portrait idea and being able to see your teammate's loadouts would do absolute wonders for improving the state of SoloQ.

    (Also, just wanted to mention this even though it's only a passing comment, but SoloQ will never be considered "competitive ranked" until the devs, like... add in a ranked mode, which the game doesn't currently have? Making it "competitive ranked" is very much not the goal here.)

  • He shouldn't start with all of his traps, that'd make it too easy to cheese certain areas. However, you're right that having to travel all the way across the map to gather all of your power hurts him unnecessarily.

    The correct compromise here is to adjust how far away from him his traps spawn. Have them only be on the same side of the map as him, not in a distant corner he'll never want to go to.

  • A token system is a bad idea. It wouldn't even really fix Circle of Healing, and it'd make the other three legitimately not worth running unless you're going for some kind of gimmick.

    It doesn't matter if CoH only has one token, since the right way to use it is to put it out of the action where it's not worth the killer's time to go chase it down. Single-use or limited tokens might make it slightly more worth it to go snuff, but it's totally understandable for BHVR to want boons to all follow the same rules and there's absolutely no justification for putting all the other three on a token system.

    I've said it before and I'll say it again, you cannot fix Circle of Healing by nerfing the other three boons.

  • I feel like the penalty feeling too excessive means it's working? You are not supposed to be leaving matches, and you are supposed to be getting hefty penalties if you do.

  • It's going to be hard to answer, since we don't know what their new addons look like. Assuming they aren't changed, though, I personally envision their Killer Instinct range increasing addons being significantly better now that Legion has the potential ability to actually use that information. Duration and cooldown are good now and probably won't change, the Broken button is good and won't stop being good...

    Depends on what we end up with once the addon pass hits.

  • The devs aren't actually focused solely on data, for starters.

    As for why it's not been changed yet, the answer is almost certainly an underwhelming and unsatisfying "because they hadn't gotten around to it yet". There's always something that needs fixing, and this game has had plenty of things far more obnoxious than current Dead Hard, so sometimes things just slip through the cracks.

    The good news is that it's been acknowledged, and that the devs even have the right mindset - that it shouldn't have both distance and i-frames - so we can expect that it'll be folded in to their current workload and it'll be fixed a few patches down the line. How many patches depends on how difficult it ends up being to fix.

  • If it's just in terms of what I purely want, I have one answer: Old timey diving suit. I wrote up a concept a while ago on here for what that could look like, but I adore that aesthetic and would love to see a killer based around it.

  • Man, people really got tripped up by the very basic symbolism and metaphor in Legion's trailer. Don't get me wrong, it wasn't very good, but it was also pretty easy to follow?

    Regardless, I disagree with your assessment. Legion's core power functions absolutely fine, it's just too weak; too punishing with its fatigue, too easy to counter by splitting up, too lacking in lethality. The buffs they're getting are going to cover all of Legion's actual weaknesses, and then they'll be a perfectly serviceable killer.

    They already have quite a lot of fans. Legion are very popular, so clearly the core concept of their power and the way it ties into their actual concept and vibe as characters aren't fundamentally broken.

  • More original killers! I think the only big-name license I'm left actively wanting is the Xenomorph, beyond that I want to see the team flex their creative muscles. Every original killer at least has a cool concept, design, and backstory, even if the power ends up being mediocre.

  • It's a relatively good sign that the developers seem to understand this, at least. Some variation on BT being basekit is an excellent first step; gives room to nerf the 'required' anti-tunnel perks, so variety can be encouraged via buffing weaker perks because you no longer need to weigh them against the insane value of BT or DS. After that, some stronger perks that aren't 'required' can be nerfed like Iron Will and Dead Hard, and the balance will already be in a better spot.

  • @Plsfix369 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881316#Comment_2881316

    Yikes, this guy haven't played in low to mid mmr soloq survivor, they're playing like bats they need echolocation to find hexes, they'll only see it when its on an extremely bad spot, you'll never see soloq players find totems in good places cause they have no clue about it.

    If your teammates are that bad, are they really going to be able to coordinate with one another to deny the killer first-hook states? That is a way bigger ask than cleansing one totem.

  • I'm wondering if the point is to combo Dark Theory with other speed boosts, or with other chase-related perks, so it's more of an edge to support a general chase build?

    It is pretty awful on its own, that much is obvious. I'm just not sure if the right build could change that...

  • @EntityNea said:

    https://forum.deadbydaylight.com/en/discussion/comment/2879189#Comment_2879189

    for the love of chthulhu stop being so hung up on "win conditions". it has nothing to do with the MMR system.

    my suggestion mentions amount of survivors escaping or dying as a condition to apply a multiplier to their personal performance during a match. Don't think of it as a "win condition" then, just a way to measure how well each side did during the match, and even then it's more important how each player did individually as my example showed. I'm not sure if you read my example properly since you're misunderstanding even the most basic of things, and unfortunately I can only explain things, but I cannot understand them for you.

    I feel like you're either trolling me, why would you think this suggestion only outlines ONE game? OBVIOUSLY the outcome of each game will either raise or lower your OVERALL MMR, not just be like "oh hey last game you did well, now you get sweaty killers for ONE match!". Like bro, you still need to calculate performance during each match, and then use that calculation to adjust MMR. It doesn't mean that match is the only one that matters.

    You're going to have to run that by me again - we know the MMR is calculated based on whether you escape or not for survivor, which is the win condition of the survivor role. Similarly, it's calculated based on how many kills you get as killer, which is the win condition of that role. It's pretty clear that the win condition has quite a lot to do with the MMR system, since it's almost the only thing the current system is based on? Is this still you insisting that's "my opinion" of the win condition even after it's been explained that's not the case?

    As for mentioning that your suggestion only outlines one game, I could've been clearer there- my point is more that even in that one game, it very succinctly highlights why looking at anything other than win/loss ratio over a large aggregate batch of matches gets unnecessarily complicated. The Steve in your example, if he plays consistently the way described, is going to lose more matches than he wins. Measuring how effectively he ran the killer, or any other stat you'd care to track, just isn't necessary; the end result on average points to the same conclusion if you just look at his winrate.

    Like I said earlier, I looked up a couple different games and their MMR seems to work like this too. This concept seems to be pretty well-trodden ground for game devs, it's not come out of nowhere and it's not as obviously stupid at some people seem to think.

  • @OpenX said:

    Spine chill, kindred, windows of opportunity. Those are probably the three best beginner perks. When to run, when to save, and where to run to.

    Seconding Windows of Opportunity, that one completely slipped my mind. That perk is great.

  • Survivors actually have some pretty decent non-teachable information perks, in my opinion. You've got Deja Vu for reliably showing you not only where the uncompleted generators are, but also what the three closest together ones are so you can try and avoid a three-gen situation, and you've got Spine Chill for letting you know when the killer's approaching - those'd be the best two unless I'm forgetting one, I can't always remember every single perk in the game lmao. There's also Plunderer's Instinct for the aura of chests, but that's a little less useful, honestly.

    Something like Alert from Feng Min might be good for you - shows the aura of the killer every time they kick something, whether it's a generator or a pallet. Dwight and Claudette both have perks for showing you the auras of your teammates, Detective Tapp has a good one for showing you like every single aura except player auras when a generator is completed, Laurie Strode has Object of Obsession that shows you the killer's aura at the cost of showing them yours too...

    Honestly, what I've been doing for learning survivor is doing their Adept challenges, there's a nice amount of variety in gameplay to be found there.

  • A fair assumption. My condolences, though, that sounds unpleasant!

  • It's a common misconception, but the grades don't have anything to do with the matchmaking- this game has an MMR system now, so you're matched based on your winrate to put you with and against players with a similar winrate.

    In theory, anyway. The system is also a liiiiiitle broken right now and doesn't account for backfilling vacated lobby slots very well, among a few other things.

    In my opinion I think you shouldn't see your opponent's/teammate's grades in the endgame screen, since it's a little confusing.

  • @ThatsSoKelso said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881965#Comment_2881965

    Cool don't pay for the map. That's nice. What about removing achievements people worked hard on

    They were replaced, and they had to be. No matter what way you look at it, someone gets screwed over; either players who already unlocked the achievements, or new players who never get a chance to because they're literally impossible.

    If you're the kind of person who enjoys, or at least makes a habit of, unlocking every achievement, doesn't replacing them mean you get more content and another thing to work towards?

  • You don't pay for the map. Everyone who plays the game can experience new maps, it's the characters that you pay for- which you still have, because nothing you paid for got removed.

  • @GoshJosh said:

    I don’t mind that at all. You’re looking at eight seconds tops with a solo survivor. But, I would be concerned about it being yellow in color, as other gen aura reading perks are also yellow. Needs to be some kind of way to distinguish which perk is in play.

    Well, the only two options are yellow and white, and both of those already share that colour coding with other perks.

    It's just kind of a reality of the game that you've gotta be careful of overlapping aura colours when you're building a loadout, I think.

  • Yes it is? It only lights up one totem when it activates.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881331#Comment_2881331

    Current NOED is stupid, it is about luck... and it is putting all the work on the survivors shoulders. Gaining tokens require skills. Getting a hex lit doesn't. Making sure that not all survivors are hooked once before the fifth gen pops is more doable than coordinating solo q survivors about cleansing a hex. Cause yourself can work towards it on your own, and you have clear info about the state of the situation.

    How? You can cleanse one totem on your own, you have very little input over whether your teammates get hooked in solo queue.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881316#Comment_2881316

    But it is. One survivor can decide to stealth a bit before the fifth gen pops. You can try your harder after the fifth gen pops to make the chase the longer possible so he can't camp and guarantee a kill because of the timer. That is more of a reliable counterplay than cleansing totems in solo q. If the killer wants to camp and secure a kill, if he doesn't take risks... then survivors would know to not do also. On every end killers would have to be active to get the most value from their perk instead of being passive. I've decided to stop using noed until its changed because of that.

    But it wouldn't be stealthing "a bit", it'd be stealthing for effectively the whole match to potentially deny value from a perk the killer might not even have. That's honestly not much less of an ask than cleansing dull totems- and if you're the first person found, chased, and hooked, there is no coordinating to stop your teammates from getting hooked if you're in SoloQ, that simply isn't happening.

    Killers also can't passively benefit from NOED right now, that isn't a thing. Even if they're camping the first down they get, the totem can be cleansed and the risk for saving eliminated. With this idea, too, there'd be no need to camp; just make sure you get them to second stage and then mori them after they're saved, because their DS can't hit you that way. It is on all levels and in every regard infinitely less counterable than current NOED.

    I want to make it clear that I'm trying to reach you on your level here. If you think NOED is a problem now, with the counterplay that it currently has, then taking that counterplay away for a materially stronger effect is worse.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881306#Comment_2881306

    That is not just a bit of info. That is also reliable counterplay for solo q survivors. They can coordinate easily on that task with skill. What is not the case for current noed.

    ...I just can't agree with that statement. I don't see how coordinating to deny the killer hook states is easier and more reliable counterplay than cleansing a single lit totem.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881295#Comment_2881295

    You really don't see how this new form gives more info to a team of survivor? Really? If the killer didn't hook everyone once, there is no possibility for noed. None. You won't get backstabbed out of the blue.

    I guess I could see that, that's technically a little bit of info.

    I feel like killers usually get at least one hook on everyone before the endgame, though? Either way, giving the survivors a little bit more info isn't really the point, the point is that an uncounterable version of NOED is obviously worse than the very, very counterable version we have now.

  • @Chocolate_Cosmos said:

    "Just do bones" doesn't work with random team. You can try to defend this as long as you want but I have enough experience since 99% of the time I play solo anyway.

    Example: Bubba hooks someone, facecamps. If they don't have Kindred, they don't realise he started camping and they need to face check the hook themselfs, wasting XX seconds worth of gen progress.

    Even with Kindred, 3 other Survivors have on avarage less than 2 full minutes to do 3 gens and then probably 1 more unless the first down took a while for the killer.

    So how the hell are you going to finish all the remaining gens (3-4, unlucky sometimes all 5), then on top of that looking for ALL the totems (some maps have hard spots) with just 3-2 people?

    You don't.

    You're right! In fact, I'd go so far as to say that trying to do bones as a solo player is actively making NOED harder to deal with if you can't guarantee that you'll get all five.

    Better is the other counter to NOED; take note of where all the dulls are, and go check them if NOED is in play. You do not have to cleanse all five totems, that is not the only counter to NOED.

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881276#Comment_2881276

    I thought he was making the 2 minutes start after the fifth gen pops. I didn't read well. He makes the timer start when the exit gates are powered (i don't like that). But if it was after the fifth gen pops, you'd have plenty of counterplay actually. Making sure that all survivors aren't hooked once before the fifth gen pops gives good counterplay and info to survivors... unlike current noed. And that is only one thing.

    The fifth gen popping is what powers the exit gates, you read that correctly. A timer that long still isn't counterable, the only thing you can do is either leave or run away. Current NOED is counterable; you can cleanse the lit totem, or if you're particularly industrious, cleanse all five dull totems. This version wouldn't be.

    I'm also not sure where the info comes in? Where would this version give more info than current NOED?

  • @[Deleted User] said:

    As a solo survivor, they make the game very unenjoyable to play. Killers like to tout the game is "survivor sided" but it's probably more "SWF sided." I'm sure

    Dead Man's Switch gets a massive buff to the point of actually being usable. Meanwhile, Boil Over gets buffed and is immediately nerfed in less than 3 weeks. And it's all because coordinated SWF's abused the purpose of the perk..

    Things also seem to get balanced around high MMR and by the looks of streamers' lobbies, doesn't look like a huge pool of people considering they are always playing with the same assortment of people.

    Too much things to killers' benefit and not enough for solo queue to have an enjoyable game.

    I'd like to highlight your point about Boil Over there- you say it got nerfed because coordinated SWF teams abused the purpose of the perk, but that is flat out dead wrong. You did not have to be in a SWF to abuse Boil Over, you just had to be in the RPD library or at the top of the Eyrie of Crows building when you went down, that's it. It actually had nothing to do with SWF at all beyond "bully squads" immediately taking a liking to it.

    Boil Over, also, still got buffed! It's still far more usable than before!

  • @Faulds said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881186#Comment_2881186

    At the bottom of the picture, it says active for 120 seconds though.

    https://forum.deadbydaylight.com/en/discussion/comment/2881211#Comment_2881211

    People that defend current version of NOED don't understand that, and aren't even trying. I'd advise you to not bother too much arguing... it is a lost cause; i've tried it. Until BHVR decide to change it, it won't go through.

    Yes, exactly. It is completely uncounterable, your only choice is to leave or try and stealth through the duration, and running away isn't a counter. Compare to the current NOED, which can be both prevented from ever activating through direct survivor action and cleansed if it does activate.

    Making NOED uncounterable would be okay if its effect were different, but this is the normal NOED effect with 1% shaved off the speed and a mori mechanic added in. That's way too much to not have a counter.

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881186#Comment_2881186

    No. This is much more healthy version of it. No longer "noob" Killer with 1K camping everyone on their first hook will get his 3K-4K thanks to this change. No longer basement bubba will get his 3-4K. No more "oh my match was bad, time to for sick free comeback" thing.

    Instead now it would be deserved. It is not easy to go and hook every single person in the match, since that is not very good way to win. It takes a lot of time. Also it forces people to not camp and not to tunnel if they want to use this perk later on the match.

    The thing is, those things basically don't happen outside of the Basement Bubba managing to get a 2K with NOED. If you actually want to get consistent value out of NOED, and not rely on getting lucky with lemming survivors playing into you, you already need to at least get a hook on everyone- ideally, you want someone dead, even. All this change actually achieves is that survivors can do nothing to prevent NOED, changing it from the most counterable perk in the game to completely uncounterable.

    Trying to make killers 'earn' NOED is either going to make the perk useless (as opposed to what it is right now, which is already weak) or make it dramatically worse, because killers not 'earning' NOED isn't actually a problem right now.

  • I'm not sure I'm on board for an uncounterable version of NOED. Doesn't that make everyone's problems with it much worse?

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