Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
A NOED Rework ive been thinking about
Let me start of by saying that I main killer (as i don't want everyone thinking its a survivor main just moaning about NOED). Recently I have been thinking about ways that NOED could be reworked to make it a little more balanced.
Currently I see NOED being used in 3 ways. Either for a full end game build which is usually for the memes, by new players who need that little extra help getting a down in end game or by veteran killers who use it to make themself feel good for getting a kill end game. (yeah i know a lot will hate me for that one but i don't care).
I used to run it when i first came back to the game just to help me out but now i don't see the point in the perk at all unless i want to run a meme end game build (which is kinda boring IMO as u do nothing the rest of the game).
So here is my idea for a rework (and its a big one)
Currently the perk works as followed
Once the Exit Gates are powered and there is at least one Dull Totem remaining in the environment, Hex: No One Escapes Death activates and lights its Totem:
- Increases your Movement speed by 2/3/4 %.
- Survivors suffer from a permanent Exposed Status Effect.
Here is my proposed change
Hex: No One Escapes Death activates once the first generator is completed
Each time a Generator is completed the following effects activate:
- Killer Movement speed is increased by 2/3/4 % for 60 seconds
- Survivors suffer from the Exposed Status Effect untill a survivor is put into the Dying State
Moving this perk away from an end game perk would, in my opinion, remove a lot of the negativity surrounding the perk. It would still allow killers to get exposed hits on survivors but they wouldnt be able to camp hooks knowing that they can instantly down any survivor coming for a rescue (unless they time it well with generator completions).
For Killers this would mean that they will get an exposed hit up to 5 times a game (as long as the hex totem is still active) and get a small speed increase when a generator is completed.
For survivors they would be able to counter this by clensing the totem at any point during the match (or by rushing gens)
Would be really interested to see what others think of this proposed rework and changes that could be made to make it more balanced. I have some ideas for changes to other perks both survivor and killer which I may post on here once i finalise them.
Comments
-
So you can have free 5 hooks by doing nothing, just losing gens...
1 -
Nah. Hexes don't last long enough as it is. As soon as they know you have it they'll break it within 30 seconds.
The only change NOED needs is for survivors to do bones during the trial. They're an intended side objective and NOED is a risk to ignoring them to rush gens.
3 -
Lol you just buffed NOED so much. Your idea would be balanced if it just gave a speed boost with no exposed...I'm a 4k hour killer main and I have zero issue with NOED being gutted. Remove it from the game, make it useless. Idc, I'm tired of people whining about a perk I don't even use.
4 -
Let just get rid of the perk to stop complaints.
0 -
Would anyone think its an okay idea to just slightly buff the haste effect, and remove the exposed status effect?
That was it can still be used in endgame to better protect the gates.
I was thinking something closer to 2/4/6%
0 -
Yeah you could look at it this way however how it current works is you can get 4 free kills by doing nothing, just doing gens. Plus survivors can clense the totem. Think about devour hope. if they don't clense before they know what it is you can snowball a 4 man slug with devour hope at 3 stacks very easily.
I don't see it as a huge buff as such. yeah i see that its powerful how i proposed it however with the ability for survivors to hunt the totem during the match makes it a risk. on par with devour hope. FYI no where in my post did i moan about the perk. I don't use it (unless im doing end game) and when i do play survivor don't care if they are running it because i either do bones or die.
I agree. Hexes don't last long enough however survivors don't break dull totems much anymore. its just not needed, especially with boons being a thing.
To remove the exposed status completly would render the perk useless. The speed boost u get isnt huge and the ability to protect the exit gates comes down to if you get good spawns (for most players).
Maybe instead of Exposed untill dying state exposed for 60 seconds would be a better idea. Similar to Haunted Grounds timing. This way it wouldnt guarentee a down but still be useful.
1 -
A hit is still a chase, maybe kinda like coup de grace.
0 -
Haunted ground: activate only once per match.
Devour hope: have to work for Expose and risk being cleansed before Expose.
Noed: activate 5 times, no way to play around, no risk, no effort have to put in.
As a pro Noed user, I will definitely use it for the rest of my life.
0 -
Creative! I like the concept!
Having it be a removable feature that exposes survivors and gives a rush of speed isn't a bad idea at all.
It may need some work, but the creativity is welcome!
It's also a lot more eloquent than my personal idea for a rework:
~
A hex rooting its power in hope. You lash out with the power of this curse to stop survivors who are on the brink of escape to drag them back into the dark.
Start the trial with 2 tokens.
Gain an additional token for each time a survivor is restored to the Injured state from the Dying state up to a maximum of 12.
When the exit gates are powered, no longer gain tokens - and a random dull totem becomes a Hex totem.
Attacks consume a token. All survivors are exposed while tokens remain.
For each survivor put into the Dying state while this hex is active, gain 1/1.5/2% movement speed.
Once all tokens are depleted, gain an additional 1/1.5/2% movement speed.
“And the beast suddenly became so much more powerful – as if it was holding back the entire time.”
~
It's important to balance the movement speed as well as the exposure.
More than this, it's always good to try and encourage survivors to play the way you want them to by tricking them into things with a reward.
While my version of the perk is designed to encourage killers to give survivors a chance to heal rather than hook and tunnel, yours has a different strength to it.
Your version of the perk encourages survivors to cleanse totems quickly. Instead of it becoming a late game threat, it becomes an early game threat. By the settings you placed into it, the perk naturally throttles with a maximum down rate. 5 downs maximum - if lucky. It turns it into a momentum perk that forces survivors to stop doing generators and start looking for totems.
Perhaps a bit strong. But creative ideas are always fun to discuss in an open forum!
1 -
I prefer tofus idea
0 -
If it was kept a hex, that would insure it never made it past the first gen.
If it wasn't a hex, at that point it would actually be overpowered.
It's a fun idea, I just don't see how it could work and not feel even shittier for one side or the other.
1 -
About reworking noed, i think that " QuestionedTurkey " propositions are the best i've heard (NOED not a hex, and lasts for 1 minute after the fifth gen pops). Your idea isn't bad, but i think it overcomplexifies something that could be changed in a more simple manner.
1 -
The Exposed part is why everyone hates it, with the caveat of Haste.
It would be a useful perk, if the boost was good enough, for non-mobility killers
0 -
OMG, the amount of whining by survivors (I play ~50/50 killer/survivor, so I see it from both sides). The counter to NOED is so simple that it should just be left alone. It's a basic perk, with a basic game-play counter. It is a useful tool against gen rushes. I'll use it against toxic players, but if it has been a good match (good chases, great moves, etc.), I will a lot of times use it to down the survivors at the gate and have a slug race.
Yes, there are meme end-game killers, and those that rely on NOED for their kills, but I am not seeing that so much as survivor (mainly because my groups tend to cleanse all but the boon totems).
Instead, more should be done about tunneling. Make DS and/or BT default or something.
2 -
All im gonna say is making DS or BT base kit will kill this game in my opinion. Tunneling is a method of playing just like how survivors run 4 man bully squads lol. Not saying tunneling is fun but it should never be punished as sometimes (more often than not in my games) tunneling happens because survivors who do the unhooking just up and hide leaving the killer no choice but to go for the only survivor they can see which happens to be the one just unhooked.
0 -
There is nothing that should happen to tunneling especially not making meta perks basekit. 80% of the time people complain about tunneling its either when the killer is camping and then it's a camping problem or you're mate did a super greedy unsafe unhook and in this case it's on youre mate. When I get the notification of an unhook and I'm near and I see two sets of scratch marks it's 50/50 who I'm going to find. So it's just bad luck if I find you. And if I find you guys sitting under the hook healing of course I'm going to get the injured one why shouldn't I? This guy is going down faster plus maybe he is on his death hook so I get better odds after hooking him. Would you walk past a 80% done gen and say nah I take the other one that is not worked on?
1