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How I Would "Fix" NOED (from a killer main's POV that does not use NOED)

Context: Let's start off with what NOED actually does. It removes 1 health state. survivors can stack second chance perks to get 3/4/5 extra health states throughout the entire game, but then do not like when 1 health state gets removed during egc.

Here's how I would fix NOED: each time a survivor uses a second chance perk, NOED gains a token (no longer a hex). If you want to benefit from having extra health states during the game, you now run the risk of losing a health state after the last gen pops/egc. Fair right?

Comments

  • Bran
    Bran Member Posts: 2,096

    Having the perk solve reworked to solely rely on survivors using those perks is definitely not the way.

  • SOULWARRIOR71K
    SOULWARRIOR71K Member Posts: 459

    Why not? You’d almost certainly get value every game. There’s zero chance survivors would stop using second chance perks just because of NOED. Seems like a fair trade to me. You get extra lives early in exchange for losing lives later.

  • SOULWARRIOR71K
    SOULWARRIOR71K Member Posts: 459

    I agree and that’s why I put “fix” in quotes xD. That being said, I would love to see it changed in this way. Then people could not complain since impact is two sides of the same coin.

  • NekoGamerX
    NekoGamerX Member Posts: 5,292

    these thread get old fast.

  • SOULWARRIOR71K
    SOULWARRIOR71K Member Posts: 459

    So you are saying you wouldn't like to see a nice give and take between second chance perks and NOED?

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,932

    Dead Hard and NOED are both stupid perks.

    That’s all.

  • iamhnf
    iamhnf Member Posts: 77

    I agree with NOED needs no fix. I normally play SWF and tbh it can be really useless at least 50% of the time. It's a very risky perk considering killers normally carry 3 perks until the 5 gens are done / hatch closed. Other perks are so much better since most perks can work throughout the whole game. I do play occasionally but I do not run NOED not because of the instant kill it give me end game, I just find it useless and pointless for the most part.

    I find its useless because, mainly if you gen rushed by end game only 1 survivor is dead on average. It gives you PLENTY OF TIME to run around to bless/clean the whole map of totems. You can still clean it even when during endgame and killer do not have the room to protect the NOED most of the time.

    If you think about how about after hatch is closed, at that point you are more less meant to lose after all even without NOED.

    If you feel it's unfair that the killer didnt deserve the kill cos he played horribly the whole game, come on be a decent human being, even the killers want to have fun. Chances of toxic killers having it and manage to use it successfully are low, and if that happens just move on from that game.

    Just my two cents.

    I guess you brought up this post, because you find it stupid that people are whining about NOED? I don't get it either, at least it's not ran in killer build as often as dead hard in survivor's build. Guess that's how selfish people are, they only care about them having fun and not killer's perspective.

  • NekoGamerX
    NekoGamerX Member Posts: 5,292

    NOED don't need fixing or change not even that great and your idea I don't think it would help.

  • ReikoMori
    ReikoMori Member Posts: 3,333

    No, because that isn't how things should work. Especially when the counter to NOED is currently much more definitive and not solely based on actions you take in the lobby. Survivors just need to do bones and NOED never matters which makes sense, having it based around whether or not someone just happened to use what people consider second chance perks means you're choices outside of game and personal preferences in build are actively punished in a way you can not circumvent.

    From a killer prospective the vast majority of Token perks are meant to incentivize making some sort of gameplay change. Your idea doesn't produce that as it is purely reactionary to what survivors decision making before they set foot in the map is. The incentive also becomes much less worthwhile and its utility even more hamstrung. Killer and survivor perks do not and probably should not function at a design level on the concept of give and take against each other as the needs of each side are vastly different. When you design around give and take haphazardly you risk just nullifying the potential benefits to either side and generally you want players to have freedom of build choice that then influences what decisions they are able to make in game and have tangible benefits. Not everything needs a mirrored counter.

    This is something DBD actually does well to a degree, but players have sort of optimized away from for a number of reasons.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    I mean DH should just be fixed. (Remove distance, minimum)

    Imo noed is fine, just a shame it boosts killrates which probably hold back alot of buffs due to the average killrates being higher.

    If I had to think of a change I'd make NOED disable BT&DS, keeps in line with the No one escapes death. So no matter your perks they wont save you, only skill and coordination will sorta thing.

  • Tiufal
    Tiufal Member Posts: 1,252

    The excuses on NOED get more and more hilarious.

  • DrDeepwound
    DrDeepwound Member Posts: 2,557

    The cries about NOED get more and more hilarious.

  • pseudechis
    pseudechis Member Posts: 3,904

    It doesn’t need a fix it ain’t broke.

    NOED is fine as is.

  • RakimSockem
    RakimSockem Member Posts: 2,002

    1. Gross over simplification of the perk because it also gives the killer a speed boost on top of making all m1s instadowns

    2. Your entire argument for NOED is based on the idea that perks like BT, DS, etc are "unfair second chances" which is a dumbass argument that needs to stop being echoed on these forums. BT only works against campers or proxy campers. If the killer hooks someone, walks away and goes after the rest of the team, BT does nothing. DS only works if the killer decides to go after the same survivor they just hooked within the past 60 seconds instead of the 3 other people on the team they could have chased. (Yes, there are situations like end game collapse where tunneling or camping might be the only way to secure a kill but going after the unhooker in both cases negates both of those perks 🤷🏾‍♂️

    3. Now moving on from there, let's say we go with this idea. So you're suggesting that if the killer camps people and activates BT over and over, tunnels people and gets hit by DS, they should be rewarded with that number of instadowns, a teammate not running any of those perks you hate should be 1 shot because of the perks other people bring? Make that make sense


    NOED is fine as is, as are the "second chance" perks you're basing your changes on