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tekstdok

tekstdok

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tekstdok
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  • @Eguzky said:

    OP, it's one perk that you can TURN OFF.

    See, here's the amusing thing; Killers and Survivors say the games are too fast. Survivors can gen rush and pop 2 or 3 in under 2 minutes.

    So Killers run Hexes like NOED, and now a subsection of Survivors are screaming it's unfair and OP that they have to stop their gen rushing to clear totems.

    Guess what, man? We run these perks to make you slow down. Time is against the Survivors AND the Killers:

    If you think about it, the Killers have a countdown until they lose; that moment when Survivors open the gates & leave. It's a random, invisible time limit and we run perks and skills meant to slow down/extend the clock because...

    ...Survivors work AGAINST the clock; the longer Survivors are on a map. The greater the chance they will get killed. So they want to do everything in their power to leave as fast as possible.

    Killers have to FORCE Survivors to work on something other than the Gens: Running away, healing (self or allies), picking up allies, unhooking allies, cleansing Totems. Anything we can to slow down gen repairs.

    If Hex perks were all really piddly 'Inflicts blind' and 'Tickles the Survivors' crud, then no Survivor would feel the pressure to cleanse Totems, and thus the Killers time limit is staying sadly short.

    This Hex literally only affects you if you are too lazy to clear totems. At that point, it's really your own fault. Kick that lil skull over, get the BP, and literally turn off one (or mroe) of the Killer's perks.

    It's that easy, and in doing so, the Hex is fufilling it's secondary role: Buying the Killer more time to kill you.


    mY pRoBleM WiTh NoEd IS tHaT i ThINk IT ReWaRDs KiLleRs fOr bEiNg bAd i diD nOt mAkE mY ThReAd sO pEobLE cOuLd tElL mE hOw tO pLaY AgAinST iT

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/547057#Comment_547057

    There are four of you only one person has to do 2 totems the rest just have to do 1. And as for the perk being bad play I am not against the perks I am about list as I think they are fair but they reward bad play as well so here we go:

    Decisive Strike rewards bad play by getting downed by the killer

    Borrowed Time rewards farming the survivor off the hook

    Unbreakable rewards you by being able to get up from the dying state, getting into the dying state is bad play

    Tinkerer overall bad perk but still reward bad play of not hitting a skill check

    Dead Hard rewards bad play by being injured

    Self care if you run this perk this is an actual bad play because you waste time healing

    The list of "bad play perks" goes on and on


    You can't comminute with your team in the game, how the frick am i going tell my team they need to do the last two totems?


    And i cant believe that you think getting hit by the killer is bad plays. You will ALWAYS get hit by the killer no matter how ######### good you are, unless he just brought the game and don't know how to play it.

  • There's nothing stealthy about DBD anymore. Killers have Auras, Crows, Marks, Foot steps & breathe sounds to go after now.

    @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/547057#Comment_547057

    How about the team plays stealthy and goes for totems first?

    Killer is already busy prowling gens. Nab 2 or 3 totems before anything happens. Sounds to me like you are thinking about totems too LATE in your game.

  • @KillermainBTWm8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/547043#Comment_547043

    I play both sides BTW and how long have you been playing the game?

    around 900 hours.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/547053#Comment_547053

    I am pretty sure this game is called DEAD by Daylight not SURVIVE by Sunrise.


    My thread is about how i think one perk is rewarding players for being bad, you cant argue with that lmao

  • @LordGlint said:

    This comment isn't even true, just something that gets parroted over and over. NOED is a powerful perk that only activates at the endgame, whether that be with all gens done, or when the killer closes the hatch. For the entire rest of the game, the killer was playing with an empty perk slot basicly. For some reason, alot of ppl will feel fine with using perks like ruin, that give you a strong START of the game, but bash NOED which gives a strong END. Just because NOED activates, doesn't mean the killer failed. He couldve killed 3 survivors and closed hatch. According to your logic, if the last person is using adrenaline, it is awarding THEM, even if 0 gens were done.


    This is my main problem with NOED. Getting the gens done with your team only to get rekt by noed at the end is the worst part of it.

  • @Jdsgames said:

    https://us.v-cdn.net/6030815/uploads/682/C5QG8XKIJZYQ.png

    Do you guys see these in your game? Rub them for a bit especially the unlit ones. I heard that if one of these unlit ones are on the map once the gens are complete Noed takes root. I don't know about you guys but that seems a good VALID strategy to prevent it.


    Using 10 minutes on doing totems will get you killed too.

  • @KillermainBTWm8 said:

    Because genrush exists NOED will exist to be a genrush stopper so people do totems or pay the consequences if genrush wasn't a problem I could maybe see why people complain about NOED but with how fast gens get done currently I don't blame people for using it.


    Good killers rarely use NOED, because they simply don't need it. That's why i said it only rewards bad players.

  • @miaasma said:

    why are there like 3 threads on the same page about this perk

    Because people are getting sick of it. It's so freaking anti-fun to play against. Only killer mains would ever defend it. Why shouldn't they? easiest way to get kills in the game.