Proposal: Changing & Integrating NOED As A Secondary Objective
TLDR at the end.
This isn't meant to be a troll post. I believe top tier survivors need a second objective and this could be a way to accomplish that. This is just an proposal and I'm curious on what people think about something like this.
So here it is; instead of Noed being an hex perk, make it a base-kit effect after the last generator is finished that scales off of how many totems are left. This would give the survivors a choice of either only focusing on generators and risking the exposed effect or spending some extra time finding and breaking totems. Totems aren't like generators where the killer can see and patrol them easily and there aren't much in terms of regression or slowdown for them. Here's how I think it could work:
- After the last generator is completed the survivors get the exposed effect for "60 seconds X number of totems remaining in the trial".
- There should also be a basekit totem counter for both sides if this was implemented..
1 totem left means the duration is enough to down and hook a survivor, but not enough to camp them for a whole hook stage. 2 is good enough to down a survivor and camp them, or potentially get a snowball of a few survivors. 3 or more means it's too long for the survivors to wait it out in most cases. This would accomplish;
- Around 1-2 extra generator worth of time must be spent by survivors to prevent the exposed effect, this shouldn't be an issue in top MMR matches, especially with perks like Detective's. (5 totems take a total of 70 seconds to cleanse, plus the time to find them)
- Reliance on regression perks decreases since the average game time increases and because these perks don't effect totems.
- Low MMR games would be less affected by this because of how common Noed already is there. Less experienced killers are also less likely to get high value from the exposed effect while survivors could use "Small Game" which is a common perk, which would make this and hex perks, which are very strong in low MMR games, in general less of an issue for them.
- Unlike the current Noed, survivors wouldn't suffer from the full effect of it if they did 4 out of 5 totems and couldn't find the final one. They would be able to just do 4 totems and not spend extra time looking for the last one to only face a much lighter version of Noed, which I believe is fair.
To be objective, I should mention some problems this can cause;
- Nurse being able to make use of exposed effect with her blinks would be an issue.
- Deathslinger could be an issue too but since his map pressure is already very low I believe it would be fair that survivors have to go and search totems.
- With tutorials being just revamped, this could be a confusing effect to newer players.
TLDR; Turning Noed from a hex perk in to an endgame effect that scales with how many totems are left. This would give the survivors the choice of either doing secondary objectives or taking a risk in the endgame.
Comments
-
There is a problem.
With how this works, survivors would see that killer has NOED immediately and also see how long, so what might and probably will happen that survivors will just wait it out. So you just made game 5 minutes longer for nothing.
I think this would work, but it would be better to give killer 1 exposed hit for each uncleansed totem. It will make end-game faster, because there will not be reason to wait.
Problem with this change is, that Hexes will be kinda useless, when everyone will use totem-hunting perks and you are nerfing your NOED.
0 -
It will be too strong no matter who are u playing against. 60 sec is a guarantee u can down someone and slug him if necessary and it if it's scaling, it's damn Cristmas gift.
0 -
This is both a net nerf to noed and is way too strong to be implemented. This punishes solos more. A better change would be making it so that noed allows you to mori survivors for each unique hook <4 tokens> and grants a 8% speed boost <no exposed effect because mori> spawns on any dull totem left standing.
But if we implement your change, a killer could literally just camp survivors would be screwed regardless of if they do or do not do gens. All this change does if give the illusion of options. This also removes the need for killers to run this perk <yay more slowdown>. This change only punishes survivors, especially if they vs a good killer who is able to keep pressure.
0