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Hypn0s

Hypn0s

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Hypn0s
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  • It can be fun, but good killers will fall for it at most once. In higher ranks it only works well on coordinated full SWF teams (when 1 mistake is too much for the killer). If you get some hate for running that, it's probably because they thought it was the case. If you like gimmicky builds, here are a few other suggestions: spine chill + fixated + sprint burst + self-care. Bond + prove thyself + better together + borrowed time. Detective's Hunch + Inner Strength + Head On + Deception. Iron Will + Resillience + This Is Not Happening + Dead Hard.

  • I do it for points, not "for kicks". Also while what you did is obviously not reportable, it's a toxic move. You just didn't want to play the gates' guessing/patrolling game. Just stalling the game. It's the same as survivors waiting at the open gates just to t-bag you. Using your twisted logic they could say it's time for you to go around breaking pallets. Don't try to rationalize your toxicity. I'm a killer main btw (which doesn't mean I'll agree with questionable stuff like this looking for validation).

  • You say "night time" but doesn't specify where. Wherever you are, I imagine you think you're at the center of the world.


    Btw night time here is just fine.

  • Get a partner to play killer/survivor duo and be on comms all the time, so they can help you. It makes the game more balanced.

  • @Steah said:

    If ya really want to and im not saying you should, don't save, don't do gens, drop god pallets early, and body block

    Got it, thanks!

  • @IronWill said:

    Well tbh I can't tell you what exactly to do but I can tell you, what I would do to you when I see you trying to sabotage me or my team in a match - I would straight up lead the killer your way and then let you hang on your first hook till you die.

    That would be good or not depending on the survivor you are playing as!

  • @DBD78 said:

    "rewards the killer for playing poorly"

    What? It rewards the killer if survivors played very poorly.

    it's playing poorly because survivors got all 5 gens and now the killer needs them to become killable in one hit in order to not let them escape. That's a shortcut to the main game loop.

    Your statement is based on the fact survivors didn't cleanse all totems, which is not part of the main game loop. It's like expecting a killer to break every pallet in every game. It's a side-mechanic. Imagine if survivors had an OP perk that could only be cancelled by breaking every pallet.

  • @terumisan said:

    Run detectives and do bones

    When something requires the other side to take it into account and bring a response every single game, it's a sign it needs a rework. Imagine if flashlights were so powerful and uncounterable that a killer would need to bring Lightborn every match. That's how terrible that reasoning is.

    @Deadeye said:

    same argumentation as always... it does NOT intendedly reward bad play. In first place, it let's you play the game with 3 perks, and when you managed to kill 1 or 2 survivors before it activates, THEN you earned that endgame pressure pretty well and for 2-3 survivors it is hard to cleanse NOED and get the unhook. If the killer did not manage to kill anyone, it should be still possible to get rid of the NOED, there should be plenty of time and enough people to do so. (This last line includes that there is also a counter AFTER it activates). If a REAL bad killer gets a 4k just because of NOED, then the survivors threw the game (most likely because they don't wanna grant the killer a single kill)

    I also disagree on the totem spots. I think every map has learnable totem spots, the only 2 maps I can think of are Midwhich and Lerys, as they all have no line of sight, meaning you may know where they spawn, but you very likely will hear hexes before you can see them, as sometimes there are certain spots you have to be to get LOS, it is not enough to be in the same room. Therefore you lose a lot of time travelling around to find all totems.

    Your redesign makes it complete trash. You have a chance for it to not activate and then you have a chance to down an injured survivor with it. Besides that, a perk granting a single oneshot is trash anyway. Create a perk that makes your first M1 in the game instadown and then deactivates for the rest of the trial, pretty sure noone will use it. The timer might be an option, but nothing like 10s per tier as I already read in other threads. It should be between 1-2 minutes, so that the other survivors actually have a bit of threat to search for it as someone is dying on hook and the killer has a chance to find them.

    I'll ignore the passive-aggressive toxic bits there and go straight to the point you make. "It's possible that this won't work given X and Y conditions" doesn't really answer anything I have questioned about. It's possible 2 survivors could be afk, making keys unusable in a match - so what? You're missing my point. About the possibility of overnerfing with my suggestions, I agree: in that case I would suggest removing its relation to totems, since it's not really a Hex perk anyway, and give people another reason to cleanse dull totems other than to avoid this. I do believe that would improve the overall experience for both sides. Of course there are other things in need of nerfs on the survivors' side (keys? DS/BT/Unbreakable on every swf?), but I don't understand why someone would feel the need to mention them on this discussion. This polarized behavior of "us vs them" is not productive at all. In general the game is clearly more unbalanced to favor survivors, and that should definitely be addressed, but I don't think it excuses the existence of this perk how it currently is.

  • @Exerath1992 said:

    No way, its fine how it is. Its a high risk, high reward perk. If you need it you have to nerf the reverse perk: adrenaline. (I mean, they're not the same thing obviously, but its a powerful "reward you for playing badly, end game" perk

    The difference being that NOED makes every survivor permanently exposed, whereas adrenaline only heals once and gives a boost to speed for a few seconds. It's not the same thing. A better comparison (something that rewards survivors for playing poorly) would be keys - I agree keys definitely require a nerf as well.

    @FFirebrandd said:

    I think it should be left alone until the other absolute potato perks in the Killers base set get buffed. You can hate on it all you want, but the fact of the matter is that NOED is the only really strong perk available to new killers.

    I disagree, being a new killer myself. It teaches bad habits, being actually counter-productive for new killers, who won't improve in the game itself by winning with it. "Just waste your time chasing a survivor who is a better looper than you all game long; once all gens are done, wait around their hook and one-shot everyone who comes to rescue them; if they don't, then you only get that 1 kill". That's NOED in a nutshell. A shortcut for people who don't want to improve, but also don't care about taking the fun away for others. That's my opinion as a killer main and new to the game (<1 month, I used this on the first week and quickly saw how unbalanced it was).

    @Chchchcheryl said:

    I think NOED should be a token based obsession perk, for every time you down the obsession you gain a token for NOED (up to 4/5), the totem is up all match, you get a 1%, speed boost for every token, all match. When you hit someone (once NOED would trigger under normal conditions) they are immediately downed due to being exposed by NOED, you lose a token for every hit including hitting someone on a hook or an injured person.

    This prevents NOED from becoming a bad killer's crutch perk that rewards being bad and punishes the killer for not trying if they have NOED (or being toxic, funny watching someone lose tokens hitting someone on hook).

    Additionally, people who use DS are gonna be more than likely the people subject to being the centre of this perk which might drop its use rate.

    The only issue I see is that the killer may tunnel the obsession, wait for pickup and tunnel again until max tokens, then kill them. But most things in this game are abusable to a degree so I don't know.

    A good suggestion as well! It tackles the point: rewarding something other than "welp, it seems like you're about to lose, here's a massive handicap for the other side".

  • Recovering from exhaustion while running is a good idea to re-balence No Mither, +1.