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Exult

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  • @Seraphor said:

    It's a decent way of hiding the fact you have OoO, so that you can catch them off guard with it later in the game I suppose.

    It almost works out like that, but realistically your Distortion gets stuck at one or zero tokens the entire game and you get little value out of it.


  • @IlliterateGenocide said:

    Yes it's by design, Object ain't let you see the killers Aura in the normal sense.

    object shows YOUR aura to the killer so you would lose a token

    because object shows the killers Aura when they read YOURS

    So since they don't see ur aura because of Distortion you can't see theres

    Oh I see. Thanks, I figured I was just being slow lol

  • @Nayru said:

    i might be kind of a crazy outlier here but is anyone else actually thrilled to go against noed when killer's having a rough time (which is usually the case when they don't have a way better perk setup) and suddenly feel 'oh damn there's still an actual game to be had here'

    ooh well, still an opportunity to plug my rework idea that'd work even better as a pseudonerf in boonpocalypse, nobody ever cared about it anyway

    https://forum.deadbydaylight.com/en/discussion/282766/random-noed-thought

    This is really interesting actually. I'd be totally okay with this. It isn't a surprise and it's still really useful.

  • @BattleCast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582942#Comment_2582942

    https://forum.deadbydaylight.com/en/discussion/comment/2582935#Comment_2582935

    The issue is they beat out all other perks in the game. I don't struggle against them (aside from Dead Hard being used for distance), but I have a problem with them being constantly used because they are too strong compared to all other survivor perks. Doesn't matter how much skill they require. The meta will never change if exhaustion isn't touched. They are annoying and I'm tired of dealing with them as killer, but I wouldn't say I struggle against them.

    https://forum.deadbydaylight.com/en/discussion/comment/2582973#Comment_2582973

    Again, I don't need advice. I have 2k hours on killer. I think I know how to play against these perks. It is time for the meta to change in my opinion though.

    You being tired of dealing with them isn't grounds enough to nerf them unfortunately. I'm tired of dealing with NOED I suppose, but that doesn't mean I should stop doing bones. High DbD mmr is boring for a reason (completely assuming you're high mmr) and that's because you're playing around the same four or five perks.

  • @Sabby said:

    https://forum.deadbydaylight.com/en/discussion/289214/noed-needs-changed

    I am simply saying that it punishes gen rushing which is a thing and honestly totems should be more of a secondary task or something needs to balance it out I use it to punish getting rushed by true reds all the time. They sure don't worry too much as they take it out in seconds all the time. Again being obsolete when most totems are next to gens and if you leave the most visible totems up you will always find it.

    Unless the survivors are paying attention to what gens they are doing the game should get progressively easier for you as a killer as less and less generators are completed. Find a three gen and protect it. As for not worrying about it, I doubt you have the insight to know whether they were in communications or not, and whether they all were running something to track totems. In the average game this is not the case and NOED sees incredible value. Sometimes, of course, NOED gets taken out immediately, because that's how the cards are dealt at times.


    @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/289214/noed-needs-changed

    its a bad hex perk. and devour outclasses it. and one of the only hex's if not the only he that can be de-activated before activation. its completely fine as is.

    Devour Hope is so much better than NOED, but it also requires you to have multiple hooks and to be a certain distance away from the unhook as it happens. As for NOED, yes it can be deactivated ahead of time if the entire survivor team is coordinated. However, like said above, that's not the case most of the time. I'm sure you can only think of a small number of times that your NOED was countered before endgame when compared to all the times you would run NOED. Generally speaking all five totems do not get cleansed because people are being chased and on generators.


    I'm not sure why the quoted post you guys supplied didn't reflect my edit, because initially I was extremely frustrated and not thinking calmly. I understand NOED does nothing for you during the whole game, but it can do immensely well once it is activated. It's an indefinite one-shot, and if your whole team (who, again, on average do not do the optional objective) is not doing them or paying attention then it's practically guaranteed to give you one kill, but often times even more than that up to a 4k.

  • @Sabby said:

    https://forum.deadbydaylight.com/en/discussion/289214/noed-needs-changed

    Do totems or bless them, stop whining when hexes are already obsolete enough as it is. You literally got a perk to give you a huge incentive to bless or remove them. ffs. No pleasing survivor mains.

    A killer's job is hard as it is and yet another handout is being begged for. You could have done totems you opted to not do some I am sure you saw.

    I'm going to forgive your ignorance and simply say to read the thread.

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582782#Comment_2582782

    they should have to make a decision though. to either help their teammate on a time limit or 90 the gate. and its also about killers. do killers have fun when the gates 99d they go to kill survivor they take hits etc and then open the gate once survivors are up ad then they escape? its not fair for killers at all, and counters a mechanic that was put in the game for the same reason 99ing gates should be removed, as much time as u wanted

    I think it's completely fair that survivors prepare themselves and use their health states. They are playing efficiently, and should be rewarded as such. I understand in that sort of situation it's hard to get your win back but sometimes you just lose. People take hits all the time. I think the root of the issue you're having is not in the gate switches but in something else. Survivors have to be in the position to sit there long enough to get the gate open in the first place. If you're out chasing a survivor when the gens pop and someone is on the gates already, well that's the nature of a 1v4 game. They have the advantage to be in more than one place at any time.

    It's simply a matter of planning ahead. The EGC kills survivors once it reaches zero, so it's only a threat to them. I think they have the freedom to avoid it for as long as possible. One last thing I'd say is that by that point, if the gate is 99'd, they were already going to escape and weren't pressured enough at that point to begin with.

  • @BattleCast said:

    They are a problem. This might be an unpopular opinion, but I believe that almost all exhaustion perks are entirely too strong and beat out every other type of perk in the game besides Unbreakable in certain situations. They are destroying the game by creating an unshakeable meta dominated by chase-oriented perks. I'm tired of running them as survivor if I want to win and I'm tired of dealing with them as killer.

    Tell me, why would I ever bring a perk that allowed me to see the auras of my teammates around me over an exhaustion perk. There is literally no reason to unless you just straight up don't care about winning. Why would I bring a perk that allows me to see the killer's aura when a generator is completed? Dead Hard is an option, that allows me to possibly extend the chase by minutes. So screw Dark Sight that's useless compared to Dead Hard. That is what I am thinking as I go to select perks.

    What would I do? Nerf all speed increase exhaustion perks to 130% speed and put some sort of breathing penalty on exhausted survivors making them easier to track during a chase. This would make it so survivors don't just gain as much free distance just for existing, and there is a sort of trade-off. Gain free distance in a chase, but become an easier target. Of course, the speed increase will always be worth the stealth penalty, but at least there is now a better chance for the killer after the survivor gained free distance.

    Dead Hard should slow you down at the end of the animation, but keep the I-frames. That way it can't be used as an "oopsie, made a mistake, let's just pretend that never happened :)" button. This would force survivors to use the perk as it is intended; a perk that allows you to juke the killer as they swing for you.

    Anyways, rant over. What do you guys think? Are exhaustion perks a problem, yes or no?

    Well try to give you an actual answer instead of "get gud".


    I definitely agree that exhaustion perks are the strongest tools in a survivor's arsenal. After all the only thing a survivor can do in a chase is waste your time as a killer, right? By design they are going to fall eventually given that resources are limited and Bloodlust exists as a mechanic. The point of those perks then is to increase the distance between them and the killer, thus giving them more time and taking time away from the killer should they choose to commit to the chase.

    Perhaps it's less that the perks are too strong, but that you haven't found a way to work around it. I don't think they are problematic enough that there must be a downside to running them in addition to the exhausted effect. After they utilize the perk to run away, perhaps your time is better off leaving them be and pressuring a different part of the map. If not, then the chase goes on for a little while which is natural.

    Of course, if you only care about escaping/killing then just run the most strong perks. They're the strongest for a reason, and if you nerf those into the ground then another set of perks are going to be considered the strongest and then those will be called to be nerfed. As a parallel to what survivors have, I believe a killer's strongest tool is generator regression/ slow-down perks (outside of their power of course). Survivors have to play around perks and add-ons just as much โ€” if not more โ€” as killers have to. That said you do not have to use those perks to win a game at all.


    TL;DR Exhaustion perks are strong, but not overly powered in my opinion. Strong perks exist on both sides, they increase your chances of winning by a lot but they aren't necessary.

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582727#Comment_2582727

    fair. but u can run DS, BT, Guardian, Many perks, and good survivors can counter camping and tunnelling , good killers cant counter 99iing gates

    Good killers can't counter 99'ing gates? I think it's a matter of what happened before that gate was 99'd, friend. A good killer will never have to worry about countering a gate switch lol

    As for the former part of that, those perks are nice and all but if a killer wants to tunnel and camp you then those perks will not help. They delay an inevitable outcome at that point.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582719#Comment_2582719

    Then I didn't miss the point. If such low effort trolling is effective in large quantities, as he may believe it is in his games, then he's playing at an MMR that's hardly even worth remarking on.

    Wow are we gatekeeping in DbD based on MMR ? You're totally baiting right, and can't be serious?

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582706#Comment_2582706

    Idk what you mean with gens and healing, there is not real benefit to it? However 99 a gate is basicly a free escape in most situations if the survivors have enough distance or are full health or with someone to take the hit that just runs behind the injured survivor.

    There are more then enough situations where this happens, this takes away alot of tension and interesting interaction. Once you have gates on 99 you dont feel unsave, everyone knows that they have basicly their escapes ensured unless they mess up really hard. The reason why survivors often take such high risks at the end game is BECAUSE it is so easy to make the escape.

    Or lemme explain it in a different way. Me and my swf grps are personally haveing alot more fun when we have a very close game WITH the end game timer running and we are trying a desperate save on somone who potential more sacrifices but we still are not mad to die, we are happy since we tried to pull off a risky move with alot of tension and sweats while the timer is going.

    And this 90% mechanic of me should provide this kind of gameplay. I dont want to have a easier kill in the endgame, I want a longer endgame, instead of a quick save with borrow and everyone makes it out without any effort or risks.

    I wouldnt mind if the killer isnt supposed to grab survivors on gates aswell just to make it abit more save with the 99 stuff on gates.

    Well with healing that was more or less a joke idk why you'd ever want to 99 your healing, and I could explain why 99'ing a gen can be good, but that's off topic. My point was just that 99'ing isn't unique to just exit gates, and that it's a completely fair strategy. It's a matter of investing time and preparing an escape. It's simple foresight and a use of the time you have at the moment to save yourself time later. The end game collapse is there so that survivors are pressured to leave once the gates open.

    As for it being an "easy escape" I'm not sure that's fair to say. The survivors had time to leave anyways if they 99'd the gate, but why apply pressure to your teammates with the collapse and give them a sudden time limit to get to the gates? If they are healthy or so far ahead of you that they can hit the switch, squeeze through the doors, and run out, then something happened to put them in that advantageous position in the first place.

    And like other people have said, there is No Way Out and Remember Me to help stall the end game even further. A 99'd gate is certainly not a free escape. If you pop that exit gate your whole team (including the killer) now has however long to get out or kill everyone.

    Consider as well that the collapse activates when you close the hatch on the last survivor, and if the doors aren't 99'd at least then they're probably dead, so it helps in that scenario too. It's just a benign, completely fair strategy. Survivors invested their time well, and should totally be rewarded for it.


    That said, I do not oppose a small regression to 90% if that were to be implemented.

  • @ShadowNurseZFX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582718#Comment_2582718

    regression to 80% would suffice, like I said. and completely voiding a part of the game? no. what does camping and tunnelling void?

    Playing the game

  • I'm not a master of Hag but I believe the general theory is to set up a web of traps. You want to put them at choke points, objectives, and common loops. The idea is that once a survivor is inside your web it's hard to escape. I'm sure a true Hag player will correct me though.

  • He's saying he baits the killer into focusing him. A lot of people do it, and a lot of killers take the bait and waste their time chasing a strong looper. It had nothing to do with how good his SWF was.

  • In that case would anything that saved your progress have to be regressed automatically? 99'ing is a tactic and not an abuse of mechanics or some kind of exploit. If the gates worked like this...

    @BenZ0 said:

    I also think that having gates beeing 99 is just way to dull with barely anything the killer can really do about. The argument with "just open the gate yourself" doesnt make sense cuz you are not gonna give up your entire pressure and momentum and open the gate, the survivors will just escape like that.

    However having a constent regression would also be way too much. Keep in mind that we have some maps with rather dangerous gates like Lerys or Coldwind, Mc Millain, Autoheaven etc, all these rather smaller maps or indoor maps with very narrow gate entrances are very unfair from the survivor perspective in most situations.

    I hafve also thought about something simiular, in my version the gates would regress to 90%, that means if you want to have a "99" gate then someone has to stay behind and keep it to 99 and the rest has to deal with the rescues, also a 90% isnt that much of a problem for most situations to deal with cuz survivors can take hits for each other.

    Also that would give survivors more reasons to actually open the gate if they dont want to deal with that.

    ...which I'm not entirely opposed to, wouldn't it only make sense to do that to chests and generators as well? That is, if 99'ing can't happen to exit gates why would it happen to generators and chests? Or healing (which, why would you do that anyways except to get resilience value and heal last minute?)


    I've never heard anyone complain about 99'd exit gates.

  • I'd say these are pretty good rules to follow for both sides. I still get frustrated from time to time, but it's true that if you let things get to you you're just going to underperform and make mistakes. It's best to stay focused and don't give up.

  • I don't think it's overpowered. I think it's strong in the right circumstance but that's about it. There are crows and you if you have a headset you can hear the little pitter patter of the survivors' feet when they run.

  • There is also a bug where if you remove the trap from your head the icon to the left still shows you have it on. Plus, if that's the case, you can still attempt to remove the bear trap and get the blood points for it c:

  • Well I just went up against a plague and had a similar experience. I think it's counter intuitive to leave yourself injured and vulnerable. Newer players aren't comfortable being injured, and so knowing that cleansing is going to solve all their current problems is probably why they do it. It takes some macro game sense to understand how pressure is different during each stage of the trial.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582552#Comment_2582552

    Sounds like you agree with me. It's slim pickings for newbie Killers. NOED is one of their few good options and shouldn't get nerfed/changed until more of their current garbage options aren't garbage.

    I absolutely do agree with you.

  • Don't worry about it if you don't want to spend your day reading the past several posts on this thread. I've already said my piece on it I think.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582523#Comment_2582523

    You aren't entitled to a 4-man escape.

    A 3-man escape is still a win for your team and a loss for the Killer.

    I'm not entitled to escape at all. I'd rather be the one guy on the hook that NOED gave him

  • @FFirebrandd said:

    Couple things.

    Firstly, did you know that there's a very powerful tactic for countering NOED that doesn't involve breaking Totems? It's simple. First step is keep your eyes open during the trial and remember where any dull totems are. Second step is don't be the first person to catch an M1 after gens are done. Third step if NOED activates is to bee line to the totems you saw during the match. Fourth, if one of them is now lit, congrats you found NOED. Break it and unless your team has done something very silly, you've countered the Killer's entire perk and all they got out of it was one hook state.

    Secondly, did you know that collection of perks for Killers that are general or teachables from free killers are pretty darn bad? Now it will get better once Demo's perks join the general set... but it still has got nothing on the Survivor's set. NOED happens to be one of the best of that bunch. I do happen to think that NOED could use some telegraphing. SOME mind you. Not much. However I also think that NOED shouldn't be changed until Killers don't have 10 out of 29 of their easily accessible perks as quite literal garbage.

    Starting off as Killer is hard enough as it is.

    Believe it or not I do these things, but circumstances change dynamically and you can't always guarantee you aren't the first one hit. Especially if you like running the killer like I do. (Which, in that instance, getting hit with NOED is fine. I dont' care if I'M the one kill he gets.) You don't always find every totem on the map and unless you always run a totem-hunting perk then you're bound to not find one unless you've absolutely memorized every totem spawn on every map, which most people most certainly have not, right?

    As for default killer teachables yeah the selection isn't strong as a whole, but as you play the game you're able to unlock things in the shrine and original characters with Iridescent Shards. At the very least you can do that and unlock perks that way. Seeing a situation like a wraith with no other perk than noed doesn't bother me, because I understand the selection for new players isn't exactly the best at first.

  • This is pretty much the best case scenario for survivors once NOED is activated.


    @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582464#Comment_2582464

    I'll agree with your first sentence, and the second thought of your last one.

    The only reason people look at NOED like it's training wheels is because it has a disproportionate payoff when survivors make smooth brain choices. A payoff that people PERCEIVE to drop off because they can't imagine it hurting those crazy elite SWF deathsquads.

    However, I would argue that a 4 man SWF styling on a killer and a solo queue that is low MMR can have the same exact # of smooth brains, and it's even more rewarding to see the former get punished for their hubris.

    NOED is the great equalizer.

    I won't argue that, I share pretty much the same sentiments though I'd still say NOED is seen in lower MMR lobbies because it can at least get you one kill when otherwise you wouldn't have gotten any.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582420#Comment_2582420

    If you are playing with friends and they don't have the wherewithal to heed common sense on what is a skill that should be developed by maybe 40-60 hours of played time, then you have to let Darwinism run its course.

    If Killers have to use their brains, so do survivors.

    Most people consider anything greater than 2 escapes a win for the survivors. They'll be back in the fog next game.

    Everyone should have to use their brains. It's the reason I don't run DH. I don't want my growth to be stunted. Likewise when I'm killer I don't use NOED.

    Maybe those perks are meant to be training wheels and I'm really just letting it get to me for no ######### reason.

  • @Dennis_van_eijk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582386#Comment_2582386

    I play solo evey time and it rarely pops tbh.

    The top secret about it is that i do bones.

    You know a change always starts with you.

    Do bones if you see them and it's chance that it pops gets really small, and you know where you have been should it pop and know where to start searching ๐Ÿ˜‰

    @Bullettimegod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582386#Comment_2582386

    Bruh. Its a hex perk. That activates at the end of the game and gives a big notification on the hit. Not to mention you usually can tell who has noed by how they played. Also not to mention if youre soloq and worried about noed, why not make sure the bones are done yourself via map or detectives hunch or small game. Which it im not mistaken, small game is a free perk. I mean, there is so many counters to noed idk what you want from us?

    If the killer gets a 4k because of noed. Then he completely outplayed you all and won the game. The game isnt over until you are out the match.

    Not to mention on most maps totems are so easy to find, you would have to go out your way to not do a totem.

    All in all. Soloq or not. Noed doesnt need a nerf. Its fine. And if youre hit by noed then you didnt do your job. And reguardless the game isnt over until youre at the end game screen.

    You both quoted me and didn't even seem to read the quote itself. I implore you to do so. I do bones every single game when I'm not trying to run the killer and distract him for my teammates. I try to be as useful as I can in every way because I want to be better. This is what I mean by people not seeing nuance, or maybe you simply didn't read what I had said at all before you decided to speak.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582386#Comment_2582386

    I'm sorry, buddy, I didn't realize that you were lower MMR, Solo Q. But the argument remains the same, if you're willing to play sub optimally, then you should be willing to walk out the gate and leave that last person being camped on the hook to their fate.

    In ANY other context, the survivors will always have time to do bones, regardless of gen slowdown. Survivors are the power role, they are the ones setting the pace of the game, it's the killer who reacts. With very few exceptions, most killers can be handled by pre dropping pallets and working your way towards strong tilesets that provide more than enough time for teammates to do objectives. You don't even need to get into loop theory to run the clock.

    No I'm sorry I'm just so frustrated. I'm not trying to come off as a bitter #########. I leave when I can if I can't get the totem. As for wasting their time and looping and all that I understand, it's just such a massive kick to the gut seeing my team get dropped like flies, or getting swatted down myself. If I'm playing defense and distracting the killer I don't typically mind, but when I'm with friends it's incredibly frustrating knowing I can't save them. Plus, in general, I try to help my team as much as I can.

    I'm really not trying to sound like a salty survivor main but I guess I am literally doing that right now. I'd prefer a world where you'd have to at least hook a survivor once before they're affected by NOED. I wouldn't even care if they made the perk more relevant during the entire game if there was just some other prerequisite besides survivors doing their primary objective.

  • @Dsalter said:

    NOED fills the same void Deadhard does, it rewards bad play.

    if one needs changing, both do.

    I'm not going to get too far into the NOED vs. DH, but DH can be baited out in two seconds, and if used for distance well there are two other exhaustion perks that give you twice the distance DH does. That's all

  • @dugman said:

    Actually NOED isn't all that different from Haunted Grounds. They both effectively can net you 1 or 2 or if you're really lucky 3 downs per match.

    • Haunted Grounds gets you the downs early in the match, which can help you gain momentum and snowball, and given how eager survivors are to cleanse hexes it's very likely to go off.
    • NOED gets you its downs in the last stage of the game. This can result in a down becoming a kill, which is great, but it also doesn't help you earlier in the match where you want a lot of the pressure typically. It also has a small chance of being destroyed or having no totems available by the time it goes off, so it's slightly riskier than Haunted Grounds in that sense.

    So I don't actually think NOED is any more useful than Haunted Grounds. In fact I kind of prefer Haunted Grounds in the current meta and with my playstyle. ๐Ÿคทโ€โ™‚๏ธ

    That's a good point, though at the very least HG is designed to be a trap for the survivors to fall in. Plus it doesn't last indefinitely, which I suppose are a couple things NOED has going better for it.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582366#Comment_2582366

    Detective's Hunch is not Small Game, it has considerably more uses and is way more efficient. Doing bones IS a valid tactic, hoss.

    If you have time to gen rush the killer, you have time for one survivor to hit up bones inbetween each pop. I know because there are people who run Detective's Hunch every game and finish the totems every game. You don't get to have your cake and eat it too, if you're popping gens and only gens, then the Killer gets to eat the cake.

    I understand the difference between the perks, I was hoping you'd understand the context of what I'm saying. I do bones and I know that it's a secondary objective. I do them when the game is going too fast and I do them when there is a hex. What my point is, that everyone does not seem to get, is that you can not afford to go around breaking totems every single game when killers also bring slow-down. It is not that black and white, and the fact that nobody seems to see the nuance in that is surprising.

    @TatsuiChiyo said:

    *I gen rush and don't do bones and am unhappy that Killers have a perk that punishes my mistakes, plz nerf*

    This is just an absolute gross misrepresentation of myself or absolute bait.


    @Bullettimegod said:

    https://forum.deadbydaylight.com/en/discussion/289214/noed-needs-changed

    If you lose to a killer cause of noed. Then you my friend infact are just bad at the game.

    This is short-sighted.


    The frustrations behind this perk seem to escape you all. I'm not so close-minded that I don't recognize NOED is by far not a meta perk. Against a strong survivor team, or against a solid SWF, NOED pales. I get that, but I'm speaking on the average soloq game where there is no communication, or where people don't have a certain DLC perk to counter it.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582353#Comment_2582353

    The argument was nestled within the snide, unproductive comment.

    Big yikes.

    I understood what you said I'm telling you it had no substance.

    Big yikes.


    "Run Small Game" "Do bones" is the same argument.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2582340#Comment_2582340

    Your argument is so full of holes I don't even need a 'Detective's Hunch' to handle you.

    Noed is fine, hoss :)

    I'd appreciate a discussion then, bud, rather than a snide, unproductive comment.

  • Happened to me too.

  • That's patently false. NOED often sees incredible value at the endgame no matter what the circumstance. Namely when you have a killer with high mobility. It is absolutely something that killers bring because they heavily rely on it to snowball pressure just on its own. You're intentionally downplaying it by saying its value is the equivalent of a single dying state or hooked survivor. It's a bad perk because it doesn't promote any sort of improvement for the killer. Once the survivors do their job they're immediately punished.

    If the next argument is "do bones" then sure we can do that until there's Ruin, Thanataphobia, Thrill of The Hunt, or any number of much stronger slow-down perks that buys the killer even more time to chase and down everybody else. It's unrealistic unless you're incredibly fortunate to find all five totems, and even if you find all five totems there's still the possibility that the killer didn't even bring NOED in the first place.

    NOED is just too strong to be free. I understand that it's an inactive perk slot until you lose the game, and I understand that second-chance perks are on both sides, but specifically NOED has zero counterplay that doesn't involve at minimum sixty seconds to finding the totems.

    Yes, by the way, I also understand that you can get lucky and find the totem immediately and pop it, but luck isn't a reasonable variable to consider right now.

  • 9/10 of my killers have been tunnelers and noed (usually in tandem with one another) or ruin, pop, corrupt, tinkerer. It's extremely stale because if I try to play around Noed I'm forced to bring small game and scavenge the map for the five totems. If I do then it's a 3v1 with five gens and if I don't NOED pops and it's a 4k anyways.


    Then add that killers literally just face camp and you have the least gameplay you'll ever have after infinite loading screens, crashes, and not even being able to log in.

  • @Hippie said:

    Flashbacks to Warframe after Plains of Eidolon update...

    I understand though, at least it will be there for you tomorrow. ๐Ÿ‘๏ธ

    inb4 it's banned by steam

  • By design the killer is meant to catch up to you. The best thing you can do is plan ahead and cut your corners as tightly as possible. Your goal in a chase is simply to waste as much of the killer's time as possible.

  • Me and my friends are having the same issue

  • @kaoraku said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571089#Comment_2571089

    It is so low when your argument is about the grammar or the language... Nothing to do with the language since all your argument is that YOU bored when you repair gen, and you bored when you camp a hook. And that's why you want to force others, to play your way. And if 3 of you not able to unhook somebody only with another downed survivor, then you are really bad - but you started your argument that the killer shouldn't camp since that situation happens only if the survivors are better; So it is clear at that point, that you just another ranter who wants to force something on others since your ego so huge, that you think you have the right to tell others how should they play a game.

    You have absolutely no idea what I'm saying, and that's why it's not worth arguing with you. Not only are you assuming everything about me you can't comprehend what my point is because you simply don't understand. Nobody is forcing anything on anyone. I can say if it's a ######### or boring tactic and I can say what I think other people should do.

    Like I said you're not going to understand what I'm saying. Just give up and go on and camp all the hooks you want buddy. If that's what you want to do I hope you have fun just standing there I guess. As for me, I'll be trying to save my teammates from people like that and getting into chases because that's what is mostly fun about this game lmao

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570912#Comment_2570912

    It's absolutely as bad as everyone makes it. Because it's a ######### dumpster fire

    I think that's just, like, the fad opinion man. I know the map so it works out for me both ways. If it's ######### for both then it's the most balanced map there is.

  • Surviors in the Deep Wounds state already go into the dying state when hit

  • @kaoraku said:

    https://forum.deadbydaylight.com/en/discussion/comment/2571004#Comment_2571004

    #########? Why you want to tell others how they have to play a game? :D And what learn to give? When survivors give anything for free? Do not tell me it enjoyable to holding m1 in front of a generator to go on with your example.

    And if you think it takes 30 seconds after a hook to down somebody, then you clearly play against bots. It takes time to find a survivor, and if the map not a total wasteland without paletts, then it is not a law that you will end a chase within a half minute with downing a survivor.

    If they so much better and the killer should give up, then they would be easily able to unhook that one. And 1 survivor would be enough for it - what would happens even if the killer leave the hook, which is better situation for them, 'cause 2 survivor still free to repair gens.

    Hostage on a hook... Holy ######### :D That "hostage" have 3 other mates, who can use perks also to unhook. Again - why you think that you can tell anybody how to play a game?

    Yes the three other mates should come dive at the hook you're camping to give you free kills. That's also ridiculous. Another thing is, yes, sitting on a gen holding m1 is so ######### boring which is why it's terrible when a killer camps the hook because it's no fun for anyone. The language barrier here is definitely going to be an issue, so let's just drop it. You're not worth the time to argue with.

  • @Nayru said:

    i got recommended a video by yt recently that was pertinent, any thoughts op?

    https://www.youtube.com/watch?v=3OxzVHV8vRo

    this is literally what happens when survivors split up and you're pig on coldwind and you commit to one guy for a minute and a half


    That isn't genrushing. That's called "Committing to a Stupid Long First Chase" And he still killed three of them!

  • @kaoraku said:

    https://forum.deadbydaylight.com/en/discussion/287692/killers-camp-because-its-one-the-best-strategy-the-game-gives-you-to-win-in-most-situations

    I really not get what you try to say here. And also i really still not get the hissy about camping. All those, who rage about it should think a little. If the killer have to chase everybody one by one from healthy state, and we count only 1 minute for all of those chases (i know, it will be less then 1 minute after a while since paletts down etc.. but still) then how long would be a game? Yeah, exactly - 12 minutes. When the survivors can finish 5 gens in 3 minutes. What the actuall hell do you think then? Why shouldn't it reward? Or why people think the killer is only there to give points for the survivor, and not an actual player also, who want to get points and enjoy the game too?

    And do not even try to grab in the "toxic" thing. Those killers would camp even if it wouldn't reward them at all.

    This is ridiculous. A killer is enjoying the game while standing in front of the hook and doing nothing? Your example is unrealistic. If it takes you that long to get a down then you should have left the survivor thirty seconds ago because clearly they're better or have a good set up. Learn to give, learn to make a three gen, learn some mind games, learn how to use your power better, learn how to pressure the map, and learn how to force them to burn through their resources. You shouldn't get rewarded for not inputting any command while you stand there and hold one survivor hostage on a hook. You should get rewarded for playing efficiently and skillfully because that takes time invested.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570845#Comment_2570845

    Probably people are scared of what they don't understand. Then a little bit of misunderstanding mixed with some panic caused a mass hysteria.

    The irony is nearly poetic.

  • I absolutely love the map. Idc if I'm survivor or killer. I've never once blamed the map for me or my team not performing well. It's not as bad as people make it out to be.

  • I don't understand what kind of point you're making. This all seems like nonsense.

  • They only tweeted that because people were suspicious of the Hellraiser chapter being an NFT. This is the response, and instead of outright denying it they gave a politician's answer and talked around it. It's called plausible deniability. Correct me if I'm wrong

  • @Gwinty said:

    https://forum.deadbydaylight.com/en/discussion/comment/2570645#Comment_2570645

    The fact that you are talking about deleting something I own and enjoy while you are probably not affected makes this quit easy for you.

    Pinhead is a well designed character and is fun to play for me. I even received him as a gift from a friend. As such you are in fact talking about stripping a gift from me.

    Do not get me wrong, I do not support NFTs. But I fail to see how a character I own in a game is a problem. This is like telling me my action figure should get burned because there is a smutty picture of that character on a website supported by the publisher...

    https://forum.deadbydaylight.com/en/discussion/comment/2570675#Comment_2570675

    And this would be the best way to do it.

    After this outrage BHVR should search for a way to redeem themself and then go on without NFTs.

    You're taking this unnecessarily personal.

  • It's less about that and more about emphasizing how much people dislike NFT. Clearly people welcome licensed killers when there isn't the caveat of their money being tossed in with dirty, laundered money.

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