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LustForBP

LustForBP

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LustForBP
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  • @FSB75 said:

    It's worth it for the greater good.

    I'll take a 5 minute time out every hour if it helps segregate the people that want to play the game, vs people that only want to "win" the game.

    This DC ######### has got to stop somewhere...so it starts here, with a few bumps along the way.

    You do know people don’t ONLY DC because they can’t “win?” People DC for various reasons:

    • Gtg
    • not having fun
    • bugs
    • weather
    • etc

    Not defending DCs, they’re annoying af. But now we deal with hook suicides. I don’t even play survivor as much as killer but had one game last night where a Jane got hooked first and attempted to suicide but I rescued her only for her to give herself to the killer and then the killer came for me. Thanks lol. Just DC so I don’t risk my gameplay.

  • @Orionbash said:

    https://forum.deadbydaylight.com/en/discussion/comment/1108427#Comment_1108427

    Getting 4ks nearly every match is not the definition for viable. A viable killer is one that has the potential to every match, but requires some skill to pull off. Freddy requires no skill. At all.

    That’s where you’re full of ######### my guy.

    I used to play Freddy a lot and simply playing him doesn’t guarantee a 4k. Maybe just get good and stop bitching about a boring killer like Freddy. I literally encounter maybe 1-2 Freddy’s a week and he’s not that difficult to counter.

  • @Orionbash said:

    I figured a lot of these replies would be from Freddy mains just wanting their free 4ks. The killer mains know he's their go-to for an easy win and obviously wouldn't want him nerfed.

    But anyway...

    He's not balanced when he's overperforming.

    Define “overperforming”

    because he’s a viable killer isn’t a reason.

  • @Skelemania said:

    One day of PTB & my man is already trying to declare Deathslinger worst in the game.

    ROFLMFAO.

    You people act like it takes weeks of play to critique something. Nothing major is going to change. It’ll take a couple hours of a release for anything new in a game to be compared to what’s already been there. It’s not that difficult lmao. Stop hopping on the “hE wAs jUsT rEleAsEd oN pTb” wagon.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1102780#Comment_1102780

    "Except Devour"

    There is a reason Devour is the only hex that gives expposed status effect. (Haunted Ground doesnt count because its a trap perk)

    r/whoosh

    r/whoosh

    r/whoosh

    r/whoosh

    r/whoosh

    r/whoosh

    r/whoosh

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100460#Comment_1100460

    @LustForBP hey if you want let's take him on 2v1 and he can only hit us with noed and let's see if afkb till last gen works.

    As it takes no effort

    He would probably literally say, “that’s unfair it’s a 2v1”

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1101563#Comment_1101563

    You really cant read a sentence.

    It takes no effort to activate. No matter if I get 11 hooks or 0, NOED activates all the same. So, effort is irrevelant.

    Lmfao then why do you keep bringing effort into the equation? Your entire argument was based around it taking no effort from the killer for NoED to activate. It takes no effort for any Hex except Devour to be useful. It takes almost no effort for any perk to be useful, that’s why they’re PERKS.

    Get out of here dude.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100727#Comment_1100727

    "Except maybe Devour"

    NOED HAS THE SAME EFFECT AS DEVOUR

    NOED has better cleansing protection than Devour

    Do you see now that NOED is stronger than Devour?

    Do you just choose to be ignorant?

    NoED is not stronger than Devour. Devour can literally be played before generators are finished. That in itself, makes it stronger. I’ve played games where we’ve all been downed and killed by Devour. I’ve played no games where NoED has downed more than 2 but maybe only 1 dies to it.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100454#Comment_1100454

    Yeah, exactly. But why killers dont have to do ANYTHING for such powerful perk to work? Devour Hope requires you to dont camp and allow a rescue 3 times, NOED requires nothing while having the same effect.

    Obviously surviviors cant cleanse the totem, but thats true for Devour too. And NOED has better cleansing protection than Devour.

    You don’t have to do anything for DS to become active except fail at escaping the killer. You don’t have to do anything for DH to become active except fail at escaping the killer.

    NoED is only powerful to YOU because you don’t want to use “90 seconds that’s a full gen” to cleanse totems.

    Here’s an analysis on you:

    Survivors should at Max have 5 minutes of gameplay.

    Once generators are repaired, all survivors deserve to escape.

    If a killer camps, the killer needs to be punished and the survivor that was caught deserves an escape.

    If a killer camps, their perk they waited for 5 generators to finish, doesn’t deserve to activate.

    Survivors are in fact, entitled, to an escape if all generators are repaired.

    NoED needs to be nerfed so that it clashes with the abilities of Devour Hope.

    NoED is only OP to me because I don’t want to cleanse totems.

    Survivors deserve a totem counter because survivors are not provided with enough information to counter all killer builds.

    There should be no such thing as late game builds for killers. It’s unfair because survivors completed generators.

    The game should punish campers which inadvertently will punish non-camping killers, but idc because survivor.

    ——————

    Lmao I can go on.

    Stop whining because a simple, easy to remove perk, killed you after you thought you “deserved” and escape.

  • @fleshbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099688#Comment_1099688

    If you are running around with the expose status you already failed as a "team". Serves surv right for gen rushing and not doing anything else.

    All this bitching and moaning about NOED all of a sudden is that lots of people are getting caught out with it and wanting it nerfed due to their failures. No.

    Besides. DEVs are not goign to change it no matter how much survs moan.

    It falls back to the entitlement of “deserving to escape because gEns dOnE”

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1100216#Comment_1100216

    Not sure if you noticed, but the only thing I was complaining about was that NOED requires no effort from killers.

    The whole thing about totems was to show that NOED is already the hardest to counter out of all Hex perks, and jUsT cLeAnSe ToTeMs is not a solution.

    So again, NOED would be in a great place, if only not the fact that it can be abused by bad killers to get easy downs.

    The only nerf I want to see to NOED os in this part: effort required from the killer to activate the perk.

    Ot could be tokens or whatever, you can even buff NOED, as long as there is restriction that prevents campers from using NOED to its full potential

    So my idea for this was: you can use NOED only on people you have hooked before.

    No Hex requires effort from a killer except for maybe Devour. There’s a reason they’re “high risk, high reward”. They’re ######### glowing for a cleanse. Get over yourself, kid.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099732#Comment_1099732

    Im not sure if you are stupid, baiting or what anymore.

    THE ONLY ######### POINT I MADE IN THIS COMMENT WAS:

    NOED IS HARDER TO COUNTER THAN DEVOUR HOPE (while having the almost the same effect)

    Thats it

    Where the hell do you see "I'm bad at DBD and want free escapes without having to work for it because I'm lazy and actually having an extra objective challenges me"

    I think you need to work on your "condensing" someone else's statements

    Probably because you’re complaining about having to cleanse totems.

    Regardless of being in an SWF or playing Solo, you have no right to know how many totems are left. That’s the point of a Hex. It’s a high risk, high reward on a Hex. You risk it being destroyed but if not it rewards you with a strong advantage.

    The issue with survivors, they want any advantage killers have to be removed. You want to breeze through a game, play AI killers, and never worry about not escaping.

    NoED is in a great place. Devour Hope is a Hex I have more issues with than NoED. Because Devour can activate during generator repair thus causing you to leave that and search for the Totem, which can get you killed in doing so because sometimes RNG hides it like a mf.

    NoED? Literally, leave. If your teammate goes down and you don’t want to risk going down also, leave. When I play SWF or Solo and NoED activates, if the killer is proxy camping the person they downed —————- LEAVE lmfao. You’re not guaranteed to escape just because you completed generators

  • @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098633#Comment_1098633

    Umm sir/ma'am once noed is active after the last gen you only need to do the totem with noed on it.

    @Cardgrey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098633#Comment_1098633

    Umm sir/ma'am once noed is active after the last gen you only need to do the totem with noed on it.

    Which is the point they can’t understand.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099351#Comment_1099351

    Here I go again.

    I CAN'T ALWAYS FIND THEM. My encyclopedic knowledge of games basically extends to lore only. Not totem spawns, pallet placement or god-loop locations.

    I wouldn't speak out if there wasn't a problem. This is the Hex: Ruin problem of "JuSt HiT gReAt SkIlLcHeCkS!" all over again. It's not possible to be 100% consistent.

    Buddy, that’s every game. What you’re acting like is you just want a hand out. When I play survivor, I cleanse at least 1 Totem a game. You can’t say you don’t walk past at least 1. The rest is out of your hands. The perk shouldn’t be built around 1 survivor because then multiply that by 4 and that’s how much more it favors one side than the other.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099305#Comment_1099305

    I'm the same way for 99% of things, but then there's elements like NoED that punish me for not playing SWF and a specific anti-totem build. And SWF is constantly complained about.

    NoED does not punish you for not playing SWF or an anti-totem build. Just cleanse totems. You guys act like it’s figuring out ######### space travel.

  • @korean_zombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099165#Comment_1099165

    because you're argument is that it takes 1 totem to cleanse a hex for every hex perk except NOED. You only have to cleanse 1 totem to get rid of NOED. Its not at all unfair. Its perfectly fair. You're argument doesn't make any sense. NOED is in a good place.

    My guy, I’m the OP. I stated exactly as you stated multiple times. Open your eyes and read. It takes 5 to prevent it from activating and 1 to stop it when it’s activated.

    Next.

  • @Auron471 said:

    uhm... Devs? I didnt pay for deathgarden... i should have this... I thought the devs would take the free cosmetics away from those who didnt pay for the game.

    Why are you complaining about a free cosmetic?

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1099088#Comment_1099088

    Pretty much this.

    There are three kinds of slugging..

    • Slugging to build pressure or avoid DS - Fine
    • Slugging for the 4k - Boring
    • Slugging to let people bleed out - Not ok.

    I think most people agree the first option is ok. The second is debatable depending on who you ask. The third should be bannable imo

    I get why killers slugged for the 4k before because the hatch was completely survivor sided but with the new EGC being heavily killer sided and killer being able to close the hatch I don’t think it’s needed anymore. Its just really boring. If the killer sees the other survivor as they slug one its ok but when they go on a full 4 minute hunt looking for a blendette in the cornfields I’m really not surprised that so many people disconnected.

    This forum would have you believe devs hate killers and love survivors and yet this is still in the game.

    Looping should be bannable by those terms.

  • @korean_zombie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098741#Comment_1098741

    you only have to cleanse one hex totem to remove NOED. What is the issue?

    Really not sure why you’re asking me what’s the issue. I know and have reiterated that.

  • @Todgeweiht said:

    No, killers just like playing victim.

    Mhm yet survivors complain about anything killer related, I.e NoED/Ruin

  • @Whiskers93 said:

    So, in the live streams it becomes more and more obvious that they care more about survivor mains and making it better for them. This makes sense from a business point of view as survivors will make up the biggest percentage of the player base. They tell killers to just pressure gens but unless you're playing a high mobility killer it is stupidly difficult to "pressure gens" when the gens are so far apart due to large maps, then theres the time for the chase and then the time to hook the person you downed and by then another gen will have been completed.

    People who just say killers should just git gud is easy enough to say when you're good at the game, but what about newer players who have very little opportunity to actually improve because, due to the ######### match making, you end up against much better players who will just destroy you. The devs have made the game easier for new survivors but much harder for new killers.

    Yes, the game has taken some steps forward to make the game better for killers, but recently it's taken some big steps back.

    Devs, please take new killers in to consideration instead of just new survivors. Reward killers for skillful plays instead of having a perk that rewards bad plays (looking at you NOED).

    Did you just rant only to throw shots at NoED? 😂

    NoED doesn’t just reward “bad plays.” It’s literally a perk built around late game. You can have an amazing game and still have 2-3 survivors post-gens.

    Good grief. People seriously think NoED just rewards a Killer immediately with a kill.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098821#Comment_1098821

    You know that the you are supposed to cleanse NOED/Devour before it activates? Or immediately after.

    So you have to cleanse it BEFORE it notifies you. And during that time NOED has a big advantage over other Hexes

    What???????

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098788#Comment_1098788

    How can you not see the difference.

    If you suspect Devoir Hope is in play, you just leave it alone and wait for the 3rd stack. Then you immediately cleanse it. If it was Devour then great, of it was Haunted , then it changes nothing, since killer has Devour anyway so you go find Devour.

    And you need to finds just one totem, in the worst case (Devour+Haunted) two totems

    NOED is invisible, so you have no idea of its in play or not. You have to start cleansing immediately, because you have to find all 5 totems before last gen is done.

    Same concept with all Hex Perks. Cleanse totems. Once you find out the Hex is in play, cleanse it.

    Ruin: Notified when it regresses a gen.

    Haunted Grounds: Notified when totems broke.

    Devour: Notified when someone gets hit, most of the time Exposed Status is when everyone finds out and guess what? Cleanse the Hex Totem.

    NoED: Notified when someone’s hit. Cleanse the Hex Totem.

    Literally, every single Hex notifies you, when something happens causing you to need to be notified. Why do you think it’s fair that once a game starts Survivors should just receive a HUD display of all the killers active Hex Perks?

    Please, cry more. NoED is a weak perk against actual skillful players. It’s only strong against the ones that refuse to do anything but sit on a generator the entire game and then whine when a late-game build/perk (funny that NoED is based around late game) takes them out. Get over yourself.

    Killer plays with NoED be thankful because that’s an 3/4 of a match without a 4th perk.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1098741#Comment_1098741

    1.Are there any hints that this perk is in play? (before it affects gameplay)
    • NOED: no
    • Every other Hex: Yes, some totems are lit
    2.How many totems do you need to cleanse to PREVENT ACTIVATION of this perk?
    • NOED: 5
    • Every other Hex: 1
    3.How many totems do you need to cleanse to STOP THE EFFECT of this perk?
    • NOED: 1
    • Every other Hex: 1

    So in points 1 and 2 NOED has advantage over every other Hex Perk, while point 3 is the same for NOED and other Hexes. So NOED is harder to counter than every other Hex Perk. Right?

    No, it’s not. You have the entire game pre-gen repair to prevent it from happening. That means, it was never being used. It is not harder to counter at all. There’s no pressure on you to cleanse dull totems. There’s pressure when there’s an active Hex. Stop making excuses because you can’t take the time to cleanse a damn Totem. It’s a really simple Hex to counter. You’ve got to be a rank 18

  • @NMCKE said:

    There's two arguements to be made about NOED, each are valid points:

    • It rewards the killer for doing nothing, this needs to change.
    • Survivors can deactivate NOED by cleansing totems, leave it be.

    I agree that NOED can reward killers for doing poorly, this is the part that I dislike about the perk.

    I agree survivors can deactivate NOED by cleansing totems, but you're doing the job of four survivors, it's unrealistic that you can find 5 totems without suffering a huge penalty.

    I feel like NOED shouldn't be a Hex Perk, but have more counterplay for solo survivors. 😁

    Lol what? Summary is, you don’t want the game to last longer than gen speeds. So, make NoED have even more countering measures. As if, escaping, cleansing the Lit Totem, or cleansing all dulls before isn’t enough counters.

    Oops, sorry. DbD community is full of wanting hand outs because nobody knows how to lose.

    Here’s your participation trophy because you commented btw:

    🏆

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097813#Comment_1097813

    BUT YOU NEED TO CLEANSE ONLY ONE TOTEM TO PREVENT EVERY OTHER HEX PERK

    Do you understand now?

    No, you cleanse one Totem to STOP every OTHER HEX PERK.

    Do YOU understand now? Lmfao.

  • @johnmwarner said:

    I mean, it’s happening to some people in 90% of their games according to these forums... killers slugging all four players with five gens left and then waiting for them all to bleed out.

    Or whole teams of survivors running infinite loops over and over with no intention of actually doing gens. Or four blendettes trying to see how long they can hide til the killer DCs.

    Im not saying since it doesn’t happen to me it never happens, but how unlucky so you have to be that these poor people are running into almost every game?

    No, no, no. Lmao. Misconception. It’s happening to 90% of players on probably 10% of their games.

    Example:

    Team gen-rushes, so game lasts say, 5 minutes. Killers response in forums, “toxic gen rush”.

    Killer slugs, facecamps, tunnels. survivors response in forums, “toxic killer”

    The odds of this happening more than maybe 2-3x in a row are slim. I’m red rank survivor/killer and I don’t even encounter toxicity that much tbh. It’s just negative games stay on your mind longer than positive games.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097615#Comment_1097615

    This is what we’re arguing. Survivors won’t be able to do all gens and totems in that time.

    Maybe NOED would be better token based. For each survivor hooked you gain a token. For each token you gain 15-20 seconds of instadowns once the final gen is powered up to a maximum of 60-80 seconds. Max of 4 tokens. NOED wouldn’t have a direct counter then but at least it wouldn’t benefit campers. Also survivors could wait it out if they’re screwed by rng of gates or a hard totem spawn like in the indoor maps.

    Or maybe if people want the totems being done it doesn’t give instadowns but just stops the gates from being opened until all totems are cleansed. Gates can’t be opened until all 5 totems are cleansed. Or once the final gen pops an unlit totem on the map lights up and the gates cant be opened until it’s cleansed. Doesn’t activate when hatch is closed.

    In other words, you want a free pass. Games already go by way too fast and I’m guessing jags what you base the “survivors won’t be able to all gens and totems in that time” DESPITE someone being camped. Hmm OK.

  • @GoodBoyKaru said:

    [Let me preface this by saying that whenever I mention swf, I mean the ones who use comms. Edited title to make it more clear.]

    Since everyone is discussing this perk, I'd like to give my 2 cents on it, and see what other people think.

    Now, NOED is, without a doubt, my least favourite perk in the game. Do I get salty when I see it? No, but I still don't like it. I personally believe that it rewards those who have played badly and not had enough pressure onto gens (I know that with many killers, this is really difficult to do, but when I see a freddy running noed, pop, and teleport add ons, like really?). Also imo it's really unfun to use and to face. As survivor I hate to see it, and as killer I hate to use it.

    I speak from the point of view of someone who once never refused to take it off.

    And because of this experience, I believe that it is a crutch perk, because killers rely on it. I know I sure did, and you can tell by the way someone plays that they have noed, because often they're bad in chases, don't know how to pressure, and rely on the endgame.

    So what's my main issue with it?

    It all boils down to the solo vs swf issue, surprisingly.

    When I play as a solo survivor (which is about 60-70% of the time I play a survivor), I don't have the time to do totems in most cases, because my teammates are absolutely pepega and it's up to me to do gens. Naturally if I see a totem I'll get rid of it - gotta get that inner strength activated - but there just doesn't seem to be enough time to get saves, do gens, get chased (or hide), and cleanse totems. Not to mention not knowing how many totems have been cleansed; I only have so many maps I can use on my survivors, especially iif I use my bloodpoints on my killers. It's only when I play solo noed is ever really a problem.

    However when I'm playing with some buddies - even if it's just one - then I know that at least ONE person on my team can do gens. I can, therefore, take my time and do totems, get chased, and get saved. Gens become a significantly lower priority issue because I know somebody else is on them. Also, I know which totems have been cleansed, how many there were, and their general location (example, if someone says "Totem inside killer shack done" I know to not look by shack). I don't need to use small game, or detectives hunch, or a map; I have information right there.

    (My usual build consists of Quick and Quiet, Head On, Decisive Strike, and Inner Strength. However, DS is often be substituted out for Detective's Hunch anyway).

    Again the issue is the massive power split between solo survivors and swf.

    So how can this be changed? Well, the only real way to fix this is to bridge the gap between solo and swf. A totem counter seems like a great idea; maybe have it on small game like TOTH? Showing the aura of destroyed dull totems briefly to all survivors would be an AMAZING QOL buff to solos, not helping swf that much. As payback, killers can see the auras of their dull totems still on the map, supplying more info into survivor locations and allowing them to defend it more for their TOTH or NOED. Seems like a fair buff to both sides to me.

    Now, obviously there are other ways, but these are just two that I thought of.

    Feel free to discuss this in the comments, but please be civil.

    TL;DR: noed is an issue which is only actually an issue due to the power disparity of solo survivors and swf, and the only way to stop survivors being annoyed is to allow solos more info, and change how totems work for killers accordingly).

    [Apologies for formatting, I'm writing this on my phone.]

    You think NoED “rewards” bad play? Due to pressure on gens? You really believe that? I’ve had games where I’ve stopped Survivors from completing a single gen and hooked all of them once. They then proceed to knock out every gen, spread out while I might have only got 2 more hooks. That means, 2 on death hook, 2 on 2nd hook. I can kill those 2 on death hook during gen repair and, by your definition, they complete the generators and this is bad play so I don’t deserve my perk I waited all game for? 😂 I, personally, do not use NoED but that’s ludicrous fellow player.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1064137#Comment_1064137

    “If you lose as a survivor, its mostly up to your own fault and your teams, but if you lose as a killer, its honestly not necessarily your fault.”

    This is sadly the attitude that litters the forum. There’s no sense of personal responsibility there, no reason to try and improve.

    It’s nothing to do with personal responsibility. Everyone skilled at this game knows that killers MUST capitalize on survivor mistakes or you technically will lose.

  • @rephaim said:

    Oof. This is some dark souls level of goofery the survivors do to him lol.

    He’s easy to 4k with. Hook one, camp, wait for the altruism and chainsaw the area. Bam 4k.

  • @Steve0333 said:

    Actually vast majority of post is killers whining about any possible noed nerf and survivors are just responding to it.

    None of them are killers whining about a potential nerf. They’re posts from killers explaining why it doesn’t need to be nerfed and then flooded by Survivor Rank 18s saying NoED is OP.

  • @Archimedes5000 said:

    Quality discussion

    Guy states that you need to cleanse only 1 totem to prevent NOED and that I have comperhension issues if I dont know that

    I explain to him for the 5th time that you need to cleanse all 5 dull totems to prevent it from spawning.

    And the guy replies this:

    https://forum.deadbydaylight.com/en/discussion/comment/1096792#Comment_1096792

    Is this "I was only pertending to be r*******" moment? Or is this "ihavereddit" moment? Or maybe "I dont know what whoosh means, but Im out of arguments" moment

    Or. Or. Just maybe you do have comprehension issues?

    i CLEARLY stated, you need to cleanse 5 to PREVENT NoED but only 1 to stop it when it’s lit.

    Woooo, man. You tried. You really, really tried.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096789#Comment_1096789

    Funny that you feel personally attacked ('trying to go after someone directly', nice cop out to a discussion by the way) because your fragile ego can't handle your logical fallacy being pointed out.

    You complaining to someone that their viewpoint was biased for calling a killers perks rewarding failure and survivors not was not facetious.

    You weren't being deliberately innapropriate or flippant about it, you were trying to belittle someone sharing their opinion with you because you didn't agree with it. You turned their reasonable suggestion into them defending survivor perks over killers perks because they had a suggestion for a QOL change to a killer perk, god forbid they have a response to the actual topic, and before you get your panties in a twist again, I'm all for noed staying the way it is. I think it's fine.

    Side note, since you want to talk about people 'not picking up on things', I noticed you like to lie by omition. While I don't typically agree with Archimedes, he's right about having to do five dull totems to ensure noed never proxes.

    It's one of two options to dealing with it. Not that I agree it's an issue, but he's technically right that noed is the only hex that requires you to break all five totems for it not to prox. I don't think you're stupid enough to not see what he was trying to say, you just ignored it to push your narrative as I expect you to try and do here again.

    At the end of the day, noed is fine the way it is. Just like adrenaline. Just like dead hard (which doesn't work half the time anyway). Just like decisive. 😉 Those complaining about decisive now obviously haven't been around since before it got nerfed.

    Wooo, good to know I feel personally attacked 😂

    NoED is literally a perk based around the late game. You don’t NEED to cleanse ######### except for the one Totem that is lit. Cry more about “needing to cleanse 5 totems” you need to cleanse 5 to prevent it, not stop it.

    But yes, I omitted everyone else’s argument because they can’t comprehend the discussion. NoED is fine. You do not need to cleanse 5 totems, you just feel like you do because without doing so the Totem activates. When the Totem activates, find and cleanse the lit Totem like every other Hex.

    Survivors cry about NoED because it puts them in exposed. Survivors cry about Mori because it eliminates them. Survivors cry about literally anything that does not involve them all Escaping.

    my whole point was facetious, but thank you for telling me how I was feeling towards my own thread.

    also, the only thing he was right about was cleansing 5 totems to prevent it from activating. Other than that, he/she was in their feelings about NoED being “OP.” As if any Hex (which can be killed instantly) is “OP.”

    Nice attempt on your last paragraph, I could care less about survivor perks being buffed or nerfed.

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1095368#Comment_1095368

    Im talking about Devour because its the ONLY HEX PERK (besides NOED) that gives you instadowns. Just activating Ruin, Lullaby, Thrid Seal or Thrill of the Hunt cant turn the tide of the game in your favour. (Haunted Ground is a trap Hex, so it doesnt count).

    And yes, you need to cleanse ALL DULL TOTEMS to PREVENT NOED from ACTIVATING. You can cleanse the HEX TOTEM only after GATES ARE POWERED = NOED IS ALREADY ACTIVE.

    EVERY other Hex perk spawns its totem at the START OF THE TRIAL, meaning that the HEX TOTEM can be cleansed even BEFORE the tied perk ACTIVATES.

    r/whoosh x12

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093383#Comment_1093383

    Here's you saying that survivors don't earn adrenaline. Your complaint is that it takes as little effort as some people think NOED does. The hypocrisy is blatent.

    @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093383#Comment_1093383

    Here's you saying that survivors don't earn adrenaline. Your complaint is that it takes as little effort as some people think NOED does. The hypocrisy is blatent.

    Because me being facetious is a complaint. Maybe learn what an actual complaint is before you accuse someone of complaining lol. Context comprehension is very important if you’re going to spend your time reading forums and trying to go after someone directly.

    Other people picked up on it, but here you are.

  • @yobuddd said:

    • (Killer perk) Hex: Equilibrium - While active, this hex has no effect. When it is cleansed, all 7 gens explode, start regressing, and the total combined repair progress is spread evenly across all gens. Completed gens are NOT immune to this effect. For the remainder of the match, the killer can damage gens 5%/10%/15% more quickly.

    Early game this can almost completely reset the survivors, as the small amount of repair progress is spread across 7 gens and then lost to regression. Late game, popped gens will need to be stabilized and re-completed, but won’t take as much time to complete since there is more overall progress to spread around. Read the discussion here: https://forum.deadbydaylight.com/en/discussion/125667/hex-equilibrium#latest

    • (Survivor perk) Enshrine - this works like a hex for survivors. In the last 5 seconds of a generator’s repair progress, receive a very difficult blue skill check. Hitting the skill check enchants the now complete generator and earns you an additional struggle phase on the hook (you now die on your 4th hook.) Every survivor touching the gen when this special skill check is hit will have their items recharged by 33%/66%/100% (but not above max). Unless exit gates are OPEN, the killer can damage the generator at any time to remove the extra hook phase (and cut power to the switch if timed right). This particular generator regresses at 1.5x normal.

    Read a more in-depth description here: https://forum.deadbydaylight.com/en/discussion/129720/survivor-hex-enshrine#latest

    • (Killer perk) Balance of Power - Open an exit gate by your own hand to cause 2 completed generators to revert to 80%/65%/50% complete. The exit remains closed. Once 5 generators are powered again, both exits and the hatch will open and EGC will commence.

    There’s not another thread in this one because I just now made it up! But heck, this one sounds fun!

    It would add a unique new factor to the game. But there would also need to be maybe a secondary life state for survivors that have been hooked or else it would be crazy unfair imo

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094745#Comment_1094745

    But you need to destroy them EVERY game, because you dont know if it will appear or not.

    And that wastes a lot of time. Its like saying DS is fine, just slug for 60 seconds every time you down someone. And dont forget to have 60 second timer in your head after every unhook.

    Its the same, go find EVERY totem EVERY game because they might have NOED and it requires 0 effort from the killer to activate it (NO tokens) so you cant deduce that killer has it. (Just like with DS)

    You’ve got some comprehension issues going on.

    NoED, like any other Hex perk BESIDES Devour, requires no effort to activate. Devour is the only Hex perk I can think of that doesn’t immediately give you benefits when lit.

    also, you do not NEED to cleanse ALL totems EVERY game. You simply need to clean ONE, when it’s lit if that’s an issue for you to cleanse them all during the game.

    Simple fix.

  • @Letche said:

    https://forum.deadbydaylight.com/en/discussion/comment/1093057#Comment_1093057

    "People complaining about an inactive perk throughout the game is pretty pathetic."

    *Complains about Adrenaline.*

    I didn’t complain about Adrenaline. I use it. Try again.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094161#Comment_1094161

    Though I agree with most of what you said, most survivor perks don't come close to the "reward for failure" status you were assigning them.

    The problem on this forum is the extreme exaggeration that goes on. Someone makes a great point and it gets lost because they follow it up with exaggerated "facts".

    That’s the point. It’s all exaggerated in every rant about nerfs.

  • @johnmwarner said:

    At least there used to be missing great checks to slow you down, but I brought Toolbox a couple times to get the gen rift done as quick as possible and it’s just insane.

    A yellow toolbox with brown addons is significant decrease in time, and if you wanna go full try hard with BNP or commodious it is just unfair. I’m guessing a game against 4 man all with BNP may literally be unwinnable if they don’t meme around

    Found a brown toolbox in a chest, felt like I finished a generator in 20 seconds

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094458#Comment_1094458

    Hell, remove both Noed and Ruin, just remove DS.

    I'd take that trade.

    🤷🏽‍♂️

  • @honestscript said:

    Take away the nerf on Ruin and put it on Noed, problem solved!

    😂

  • @Johnny_XMan said:

    I don’t care that you think No Ed shouldn’t be changed, but I also don’t want to hear it from killers when they complain about DS, BT, Adrenaline and anything that they think needs “fixing” with these perks.

    Am I complaining about those? Lol, no. I use BT and Adrenaline.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1092429#Comment_1092429

    Do the bones and it does nothing. You even get 1k BP apiece for your troubles, 1500 if the dull lights up as you cleanse it.

    No, no, NO! That means they have to leave a generator and risk getting... getting..... CAUGHT!

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1094116#Comment_1094116

    "Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it."

    Yes you have to cleanse ALL 5 DULL TOTEMS to prevent it from activating.

    You dont even know how this perks works?...

    Man you just choose how to read something, don’t you?

    First, you say I claimed these perks were “OP” when nowhere do I say that.

    It is literally ONE Totem that you NEED to cleanse. You don’t NEED to cleanse 5. Once it’s active, there’s literally ONE totem, same concept as every other Hex. It doesn’t light up 5 totems and you have to run around and cleanse em to destroy NoED. You cleanse 5 pre-activation to PREVENT it.

  • @CrassardStreams said:

    Knowing BHVR they'll nerf it anyway because god forbid survivors face any real threat while they play, even when it's they're own ######### fault.

    it will be unfortunate if they do. I don’t use it, but it is a nice end-game build perk.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/129713/yeah-nerf-noed-%F0%9F%A4%A6%F0%9F%8F%BD%E2%80%8D-%EF%B8%8F

    Though you make some fine points about NOED, your list is pure comedy. NOED's closest comparison is DS. Both are backing up a failure by the player. NOED backs up the killer if he fails to protect the gens and gives him a second chance at stopping the survivors before they get out. DS gives the survivor a second chance if they are downed within 60 seconds of being unhooked. Both are reward for failure type perks.

    Adrenaline is a reward for getting the gens done

    Hope is a reward for getting the gens done

    Unbreakable is not a reward as much as a punishment on the killer for taking his eyes off of the victim after downing them. Killer's fault

    Borrowed Time is a shield, nothing less than light born is. Both protect against an action in the game. Wait 15 seconds, follow said survivor and down them. Problem solved.

    Spine Chill has nothing to do with not looking at surroundings, it is nothing more than a piece in a style of play. No different than Spies from the Shadows, Chili, I'm All Ears, Bitter Murmur, or any other aura perk/addon killers have. Heck, it's significantly weaker than those.

    Sprint Burst - I don't even know where you are trying to go with this. Pretty dumb to be on this list. It's an exhaustion perk. Maybe we should consider Enduring or Brutal Strength reward perks for shortening stun so you can close distance faster? What about Bloodlust? By no means a reward perk.

    Dead Hard - Likely one of the most realistic perks in the game. Yes, I said realistic. The idea of dodging a hit is completely missing in this game aside from the ridiculous 360 or Dead Hard. The fact you can only do it when injured is dumb when you think about it. But, as someone who prefers killer, I'm glad it's set up that way. Not a reward perk, especially since it takes timing to use it right.

    Balanced Landing - Yeah, now you're just stretching too far. The killer can fall 30 ft without missing a beat, yet he is wearing gawd knows what and in some cases has physical features that would be catastrophic with that kind of impact (Looking at you Billy and that spine curvature). Furthest thing from a reward perk.

    Self-Care - You open a can of worms that hurts killers as much as survivors on this one. How does anyone fix a mortal wound from a chainsaw with a bandage kit? Or better yet, without one. For that matter, HTF does a chainsaw make you run super fast? Self-care is a basic perk needed for game function. I love it because I am quite happy to have some idiot self-care for 45 seconds in a corner while I'm chasing their buddy and hooking him. That's a lot of gen work not being done. Still not a reward perk.

    Boil Over - 1/4 the killer's size?! Have you seen the ridiculousness of Pig or Legion picking up Jane or Jeff? Please, spare me. If we want to talk physics, Legion, Pig and Billy should never be able to pick up any of the survivors except maybe Feng and the new one. (Billy's back issue means he can't support any extra weight). Still not a reward perk.

    Iron Will - This one is another that makes sense. If you have ever been in a life or death situation, you would know that one can muffle cries of pain or fear pretty quick. Especially if you have ever practiced any form of meditation. Still, not a reward perk. Just a perk.

    Deliverance - You are right, it is a reward perk, but at least it is a reward for doing something positive instead of just existing in the game. You have to rescue someone in a safe unhook before your first hook. Otherwise you wasted a perk slot.

    Hope - You have to finish all of the gens for this to work for a few seconds. Not sure why this is even close to the list, not even on it.

    Inner Strength - Requires you to find and destroy a totem, then find a locker and hide. Not a free reward, it actually requires a proactive prerequisite.

    Flip Flop - Refer back to Unbreakable. This one is more of a punishment on the killer for taking his eye off the prize again. If you use this on its own, it is nearly useless. Combine it with Tenacity and Boil Over, it might work vs a slugging killer. But you require a slugging killer for it to do anything....not a reward perk.

    NOED needs no nerf, but your list shows you are completely biased and have no understanding of game balance at all.

    Far from biased as I play both sides equally and I don’t whine about nerfs on either side. Though I don’t agree with some Perks or Maps, I’m not screaming for nerfs.

    NoED doesn’t need a nerf, as we’ve both said. Neither do any of the perks listed. The point is, it’s very easy to scream that the majority of survivor perks give a reward despite lack of skill, but that’s ok it gives players a chance to prolong gameplay.

    NoED is a very simple perk to counter, find either 5 totems during gameplay or 1 lit post-gens. There’s nothing “OP” about it nor needing to be changed. The problem I’ve realized with this community is any time someone fails at “winning” whatever caused that loss, needs to be “nerfed.”

    In this case, meta has changed (especially in low-skilled ranks) so players are getting hit by NoED because they choose to rush through the game via “gen-rush.” It’s very simple, cleanse totems or just leave. Not every survivor needs to escape and not every survivor needs to die. If NoED activates and you can safely find the Totem, do so. If not, leave. Don’t cry because your friend went down to NoED and scream for a nerf. For all we know, that killer could’ve been DS’d by each survivor. That’s 4 additional chances. Just saying, not a real example.

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