alexera294
alexera294
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Had this issues today as well. Upvote for Mandy to see.
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@Mandy said:
I don't really see the issue at all with NOED - first of all it can be removed from the game before it's even active and secondly, the killer is down to 3 perks throughout the entire match. I'd also refute that it's used on less skilled killers, i see it used a lot on low mobility killers, which I think is perfectly understandable as those are the ones that are likely to reach endgame more.
Hello, thank you for at least reading through the threads and reply. I'd like to add my two cents as someone who plays both survivors and killers.
The issue with NOED is the fact that it potentially functions as a 6th gen. Let's go through a few possible scenarios.
1) The survivors fully intend on clearing all totems so NOED does not activate. There are 5 totems on the map which each takes 14 seconds to cleanse so it will take 70 seconds to cleanse all 5. This is of course not taken into account the time it took to travel around the map and locate the totem which add at least 10 more seconds in the best possible situations. To put into context, a generator takes 80 seconds to complete.
2) The survivors cleanse some totems but not all. Now let's say they manage to cleanse 3/5 totems, this would make the survivors lose 42 seconds (or 1/2 a gen) and the killers still benefits from NOED. As a killer, this is the best possible case to hope for.
3) The survivors do not cleanse any totems. Now the killer has the benefits of NOED yet it can be cleared much faster because the hex totem will be lit. This is not an ideal scenario for the killer or the survivors because at this point at least 1 survivor has gone down.
As you can see, either the survivors have to deal with a 6th gen, at least 1 guaranteed down or 5,5 gen and 1 downed survivor.
For the part about the killer having 3 perks throughout the match, I believe that if the survivors waste more than 70 seconds to cleanse all 5 totems, NOED has done its job perfectly. Would you say that a perk that add 10% time required to all generators not a good perk?
Now let's look at the equivalent of NOED for survivors, Adrenaline. The time it took for a heal is about 16 seconds plus 5 seconds of speed boost. Let's be generous and use that 5 sec haste as 30 seconds of chase. It would save the survivor 46 seconds. Nowhere near as good as NOED unless 2 out of 4 survivors have it but then you'd have 2 out 4 survivors TRULY running 3 perks all game. There are many cases where a survivor expected NOED and prepare, how many cases where the killers expect Adrenaline and prepare?
As for the part about low mobility killers, I believe everyone would be fine with the speed boost portion of NOED remaning. I have never heard a complaint about how fast the killers are, only complaints about the exposed status effect. As for solutions, I propose a few below:
a)If the purpose is to truly helps low mobility killers, perhaps remove the exposed status effect and keep the speed boost or buff it.
b) If not, I believe the requirements should be lowered to if 3 dull totems remain then NOED activates. That should cut down the 6th potential gen.
c) The last and the most light-handed change that everyone would be happy with is that NOED activates not on first hit but on last gen complete.
Thank you for at least listening to feedback.
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@Harold_Shipman said:
Monstrous shrine is nowhere near as good as Quick and Quiet.
https://c.tenor.com/-T4K9zaX7_4AAAAC/whats-your-point-huh.gif
While I could have titled the thread "The survivor's perk for earning extra bloodpoints has requirements that is way more challenging to fulfill and hard to complete without actively sabotaging the survivor's game objective and therefore should be changed while the killer's perk for earning extra bloodpoints assists them with their game objective", I believe the thread's title should be enough to sum up what the thread is going to be about. The content and my "point" is in my first post which I have adequately explained.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2543511#Comment_2543511
https://us.v-cdn.net/6030815/uploads/XGDOEAJPY8LO/1j1ckj.jpg
Protection hits can be fun and should be rewarded for throwing yourself in harm's way.
Fun? Yes it is. Do you see it done often (not at exit gate)? No, maybe once every 30 games. Truth is, not many randoms gonna care enough to throw themselves between you and the killer and if you do it then they'll complain that you're not doing gens. Think about it, those randoms that follow you around while you're being chase, do you think that they're doing a good job?
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2542459#Comment_2542459
They said that kills and escapes were not the ONLY variable. It is still relevant, however.
Yeah I think it's not as important now. I lost about 24 matches in a row standing still for killers to hook me at the exit gates. Just got another match with a sweaty nurse.
Maybe it's based on gens complete for survivors too?
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@SirGando said:
if you get tunneled every round why not equip DS?
I find that I'm really... like really really bad at chases. Even with DS most of my chases don't last longer than 30 seconds. So I figured I bring other perks that can help my team like cleansing totems and speeding up gens or Kindred in case I got camped.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/285440/is-there-a-way-to-tank-my-mmr
Farm BP and die. As far as i know, game counts escape as win. Just run all around, clean some totems, help your teammates and when time comes, die. So if u suicide instead of escaping it will tank your MMR.
I wish BHVR would spread survival BP to other actions. Losing 1/4 total bp for not escaping stinks. Thank you for the advice though. Guess I'll switch out some perks to buy time for my teammates.