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slight QoL change to NOED
Have NOED assigned to a specific dull totem from the beginning of the trial. If that specific totem is broken then NOED doesn't proc.
to help balance this show the aura of the totem to the killer as if it were active.
This makes it so survivors don't have to hunt down all 5 totems to counter NOED (60% chance to be broken if they only find 3 totems) and gives the killer the option to defend their endgame build
Comments
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I think that's too oppressive for how easy some totems are to find. Instead I would like a totem counter in the basement, and not just the new totem counter added to Small Game. It should also have to be earned based on a number of hooks, seconds chased, something rather than just 'Congratulations! You had at least one dull totem remaining on the map. Enjoy a speed boost and free instant downs.'
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I mean... it's what all other hexes do, the difference only being that NOED wouldn't be lit until the exit gates are powered. I think the main survivor complaint about NOED is around the fact that you have to break all 5 totems to prevent it. at least this way the Solo guy who breaks every totem he sees isn't relying entirely on a counter to keep track of whether or not NOED might activate
Also, then the killer will know whether or not to expect NOED at end game and can sweat accordingly
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But even if all five totems aren't broken, NOED could still activate with your proposed change. There's just a chance it might not.
So wouldn't they still have the same complaint?
It's not just about the five totems - it's about an 'unearned' instant down and speed boost as well.
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you raise good points. I agree that it shouldn't be an unearned advantage and should have conditions other than "fail to defend the gens". But I also feel that the absolute requirement that survivors cleanse all 5 totems is too much. There would be very little development to implement an existing mechanic onto the perk (assign to a specific totem) compared to altering the activation requirements, so I am hoping the devs might see this suggestion as a "quick win" in QoL improvement
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Endgame builds are supposed to take Survivors by surprise at the end game - not need to be defended the entire match.
Alternatively, Survivors should get out of the habit of not worrying about totems and actually doing their secondary objective - instead of thinking 'oh this takes too much time' or whatever else excuse they come up with to avoid doing them. Especially with Small Game's change; there is little reason beyond stubbornness and reliance on meta-perks to incorporate anti-totems into a build.
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