NOED is really bad game design
Comments
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If noed activates that means the gates are powered. You have several options...
Open a gate and escape.
Hide and wait for someone else to open the gate and escape.
Hide and wait for everyone to die and take the hatch.
All of these options rely on your skill to avoid the killer.
Good luck.2 -
@TragicSolitude said:
@The_Crusader said:
@TragicSolitudeSame here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.
I feel like I'm banging my head against a brick wall here. Let me explain...
NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.
Want an indication of when a dull totem is cleansed? - killers won't have it.
Want some form of Kindred as a baseline ability? - killers won't have it
Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable.
How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
Builds work like that, they force you to choose, not to run everything you want.
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If NOED is such a big issue why aren't all survivors running detective's hunch?0
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SpaceCoconut said:If noed activates that means the gates are powered. You have several options...
Open a gate and escape.
Hide and wait for someone else to open the gate and escape.
Hide and wait for everyone to die and take the hatch.
All of these options rely on your skill to avoid the killer.
Good luck.
Dont open the gate and nobody opens it, or they start to do so when it's too late.
I love the hypocrisy here. "Noed is fine, deal with it" yet when it comes to Decisive or the hatch there's a waterfall of salt.
I guess killers should just get good and learn to kill the survivor before they find the hatch?
Or they should just get good and catch the decisive user after they've escaped?1 -
Vietfox said:@TragicSolitude said:
@The_Crusader said:
@TragicSolitudeSame here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.
I feel like I'm banging my head against a brick wall here. Let me explain...
NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.
Want an indication of when a dull totem is cleansed? - killers won't have it.
Want some form of Kindred as a baseline ability? - killers won't have it
Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable.
How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
Builds work like that, they force you to choose, not to run everything you want.1 -
All Hex perks can be destroyed. They all have great effects but the fact they can be destroyed gives the SURVIVORS the advantage against them. Noed can be taken out before it's even active if you put the time in, and if you are complaining that it takes too long to confirm there won't be a Noed, then it sounds like you just want a bigger advantage over a killers already destructable perk.
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@The_Crusader said:
Look here's the thing...The devs insist survivors are dying, despite killers moaning that the game is too hard. The stats show that the game is actually in the killers favour right now. They're going to buff survivors eventually and I can already sense the salt on these forums when that happens.
However we've all seen those games where they wouldn't be a single kill if it wasn't for NOED. If NOED was removed and the stats swung back in the survivors favour then killers could have these buffs they keep asking for.
It's in the killers best interests to not have so much revolve around this one perk.
For some killers, like The Hillbilly, NOED is like a big red flag that says "I don't know how to use this killer properly." One of the least fun things about the Lunar event this year was that every killer (at least on the PS4) was using NOED and Ruin. It was extremely frustrating. Seeing one generator get done was sometimes a miracle. Escaping with a lantern was practically impossible (at least for a mediocre player like me).
For other killers, like The Pig and Freddy, NOED is kind of needed for the end game, so I'm not sure flat-out removing it is the answer. Until the end game is fixed to where killers like them would stand some chance, it seems like a necessary evil.
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Even with the bugs, problems and toxicity. I still love DbD
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@HavelmomDaS1 said:@Vietfox said:@TragicSolitude said:
@The_Crusader said:
@TragicSolitudeSame here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.
I feel like I'm banging my head against a brick wall here. Let me explain...
NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.
Want an indication of when a dull totem is cleansed? - killers won't have it.
Want some form of Kindred as a baseline ability? - killers won't have it
Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable.
How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
Builds work like that, they force you to choose, not to run everything you want.
Playing solo forces me to change my build (i love that) and i can be more focused on what's going on around me.0 -
Ok. I took small game to cleanse the totems.
- Start cleansing totems
- Meet a Wraith who REALLY doesn't like that
- Run to shack, take a hit because I got blocked by a Meg who was crouching there doing nothing
- Evade for a while, eventually take a second hit when I start getting teleported about
- All 3 leave me on hook. Kinfred running btw. Meg is still in shack crouching about. 2 other people go down. Shes still crouching
- eventually walks over to me when its too late.
Nice depip there .Great game btw. At least if I did gens I would have had points.0 -
Vietfox said:@HavelmomDaS1 said:@Vietfox said:@TragicSolitude said:
@The_Crusader said:
@TragicSolitudeSame here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.
I feel like I'm banging my head against a brick wall here. Let me explain...
NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.
Want an indication of when a dull totem is cleansed? - killers won't have it.
Want some form of Kindred as a baseline ability? - killers won't have it
Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable.
How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
Builds work like that, they force you to choose, not to run everything you want.
Playing solo forces me to change my build (i love that) and i can be more focused on what's going on around me.
But somehow we have to sacrifice things for the overall better health of balancing. That's just my opinion, I only can see a successful balanced DbD AFTER closing the gap of solo and swf as much as possible (without just adding voice chat for solos) and currently the gap is just really huge.
Kindred would be one really big and important step and I think we should at least give it a shot in a PTB to see how good or bad it is.1 -
@HavelmomDaS1 said:@Vietfox said:@HavelmomDaS1 said:@Vietfox said:@TragicSolitude said:
@The_Crusader said:
@TragicSolitudeSame here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.
I feel like I'm banging my head against a brick wall here. Let me explain...
NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.
Want an indication of when a dull totem is cleansed? - killers won't have it.
Want some form of Kindred as a baseline ability? - killers won't have it
Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable.
How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
Builds work like that, they force you to choose, not to run everything you want.
Playing solo forces me to change my build (i love that) and i can be more focused on what's going on around me.
But somehow we have to sacrifice things for the overall better health of balancing. That's just my opinion, I only can see a successful balanced DbD AFTER closing the gap of solo and swf as much as possible (without just adding voice chat for solos) and currently the gap is just really huge.
Kindred would be one really big and important step and I think we should at least give it a shot in a PTB to see how good or bad it is.0 -
Sziosis said:
All Hex perks can be destroyed. They all have great effects but the fact they can be destroyed gives the SURVIVORS the advantage against them. Noed can be taken out before it's even active if you put the time in, and if you are complaining that it takes too long to confirm there won't be a Noed, then it sounds like you just want a bigger advantage over a killers already destructable perk.
Re-read the thread. People are complaining that they take out 4 and it still pops. So what should they do? Run around checking every nook and cranny looking for it to make sure? Or assume one of the others must have done it if they cant find it?
What if multiple survivors run around looking for 5 totems? Then who is doing the generators?
All we want is an indication of how many have been cleansed, which is what swf have.
Seems to me killers want survivors doing anything but generators, we've all seen the 1000 threads begging for more objectives for survivors. They just want solo players to be as easy as possible, because most killers lobby dodge swf anyway.0 -
@Vietfox said:
@TragicSolitude said:@The_Crusader said:
Same here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope. I feel like I'm banging my head against a brick wall here. Let me explain... NOED is harsh on solo survivors but it means nothing to 3/4 man SWF. Want an indication of when a dull totem is cleansed? - killers won't have it. Want some form of Kindred as a baseline ability? - killers won't have it Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable. How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
How about you just run Kindred instead? Guys stop asking to devs to hold your hand.
Builds work like that, they force you to choose, not to run everything you want.I do run Kindred.
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Vietfox said:@HavelmomDaS1 said:@Vietfox said:@HavelmomDaS1 said:@Vietfox said:@TragicSolitude said:
@The_Crusader said:
@TragicSolitudeSame here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.
I feel like I'm banging my head against a brick wall here. Let me explain...
NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.
Want an indication of when a dull totem is cleansed? - killers won't have it.
Want some form of Kindred as a baseline ability? - killers won't have it
Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable.
How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
Builds work like that, they force you to choose, not to run everything you want.
Playing solo forces me to change my build (i love that) and i can be more focused on what's going on around me.
But somehow we have to sacrifice things for the overall better health of balancing. That's just my opinion, I only can see a successful balanced DbD AFTER closing the gap of solo and swf as much as possible (without just adding voice chat for solos) and currently the gap is just really huge.
Kindred would be one really big and important step and I think we should at least give it a shot in a PTB to see how good or bad it is.0 -
Myres has free NOED. . .
Just saying.
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@TragicSolitude said:
@Vietfox said:
@TragicSolitude said:@The_Crusader said:
Same here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope. I feel like I'm banging my head against a brick wall here. Let me explain... NOED is harsh on solo survivors but it means nothing to 3/4 man SWF. Want an indication of when a dull totem is cleansed? - killers won't have it. Want some form of Kindred as a baseline ability? - killers won't have it Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable. How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
How about you just run Kindred instead? Guys stop asking to devs to hold your hand.
Builds work like that, they force you to choose, not to run everything you want.I do run Kindred.
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The_Crusader said:SpaceCoconut said:If noed activates that means the gates are powered. You have several options...
Open a gate and escape.
Hide and wait for someone else to open the gate and escape.
Hide and wait for everyone to die and take the hatch.
All of these options rely on your skill to avoid the killer.
Good luck.
Dont open the gate and nobody opens it, or they start to do so when it's too late.
I love the hypocrisy here. "Noed is fine, deal with it" yet when it comes to Decisive or the hatch there's a waterfall of salt.
I guess killers should just get good and learn to kill the survivor before they find the hatch?
Or they should just get good and catch the decisive user after they've escaped?
If nobody (including yourself) opens the gate, hide until they die or open it yourself.
Killers have endurance, slugging or dribbling to deal with DS.
The hatch IS unfair, but this isn't the place for that debate
Your skill will allow you to escape. If you die, then the killer outplayed you.0 -
Lol immersed Megs and Neas are worst. When someone gets hooked they just crouch and wait. After hundred years they move... to the corners of the map and wait.1
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HavelmomDaS1 said:Vietfox said:@TragicSolitude said:
@The_Crusader said:
@TragicSolitudeSame here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope.
I feel like I'm banging my head against a brick wall here. Let me explain...
NOED is harsh on solo survivors but it means nothing to 3/4 man SWF.
Want an indication of when a dull totem is cleansed? - killers won't have it.
Want some form of Kindred as a baseline ability? - killers won't have it
Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable.
How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour.
Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists.
Sorry if that's off topic.
But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED.
Builds work like that, they force you to choose, not to run everything you want.1 -
SpaceCoconut said:The_Crusader said:SpaceCoconut said:If noed activates that means the gates are powered. You have several options...
Open a gate and escape.
Hide and wait for someone else to open the gate and escape.
Hide and wait for everyone to die and take the hatch.
All of these options rely on your skill to avoid the killer.
Good luck.
Dont open the gate and nobody opens it, or they start to do so when it's too late.
I love the hypocrisy here. "Noed is fine, deal with it" yet when it comes to Decisive or the hatch there's a waterfall of salt.
I guess killers should just get good and learn to kill the survivor before they find the hatch?
Or they should just get good and catch the decisive user after they've escaped?
If nobody (including yourself) opens the gate, hide until they die or open it yourself.
Killers have endurance, slugging or dribbling to deal with DS.
The hatch IS unfair, but this isn't the place for that debate
Your skill will allow you to escape. If you die, then the killer outplayed you.
I'd rather try to get the gates open for safety before the whole thing turns to ######### ya know? Rather than have everyone go down and then no form of escape at all because you arent opening the gates when everyone else is hooked/slugged. Its safer for the team to have the gates open.
Sure you could hide and let someone else do it but thats like hatch camping which killers moan about too.
Do you at least agree that perhaps solo survivors could have a notification when a dull totem is cleansed? Like they do when a lit one is cleansed? Because SWF get this anyway.1 -
I just find it hard to complain about something the killer has put you in charge of. Who the hell is equipping noed thinking, " Well this is a garueented 4k." As killer I always turn it down because there isn't much use in it for me. If more than two survivors are alive after the 5th generator then I haven't done that well, the perk is only going to net Me Maybe One Kill unless they're all clumped together. As Survivor I don't know how many or even if a hex spawned and wasting time when all are finished is what the Killer is using to apply pressure before end game. I think it's working exactly how it should even from a Survivor standpoint. You don't know if it's coming which makes leaving more important than being a distraction for the gate. The decision to work on the gen's over searching for the secondary objective is the risk factor and the optimal outcome killers are hoping for when selecting it. Stating it's too time consuming feels really lazy especially when that one totem can be the difference between opening a gate and killer Downing everyone.0
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DemonDaddy said:I just find it hard to complain about something the killer has put you in charge of. Who the hell is equipping noed thinking, " Well this is a garueented 4k." As killer I always turn it down because there isn't much use in it for me. If more than two survivors are alive after the 5th generator then I haven't done that well, the perk is only going to net Me Maybe One Kill unless they're all clumped together. As Survivor I don't know how many or even if a hex spawned and wasting time when all are finished is what the Killer is using to apply pressure before end game. I think it's working exactly how it should even from a Survivor standpoint. You don't know if it's coming which makes leaving more important than being a distraction for the gate. The decision to work on the gen's over searching for the secondary objective is the risk factor and the optimal outcome killers are hoping for when selecting it. Stating it's too time consuming feels really lazy especially when that one totem can be the difference between opening a gate and killer Downing everyone.
Or just make SWF the way to go, then killers get to dodge more lobbys cus "2 hard for me".1 -
@The_Crusader said:
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?You know that totems are arranged in a circle around the map*? Knowing this it's easy to count how many totems have been cleansed.
*sometimes there is one around the center, but you can tell by the distance between the ones in a circle.
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White_Owl said:
@The_Crusader said:
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?You know that totems are arranged in a circle around the map*? Knowing this it's easy to count how many totems have been cleansed.
*sometimes there is one around the center, but you can tell by the distance between the ones in a circle.
Thank you that is really helpful advice. I'll see if I notice this pattern when I'm cleansing them. It could help a lot.1 -
The_Crusader said:
I know it. You know it. The devs know it. How about we all just admit it?
Playing in the green ranks and it's literally carrying every single killer there. Guess this is the easy way to balance the game. Killers are struggling? oh well just give them a perk to make up for it.
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?
God I hate this game sometimes. NOED and DS, 2 perks that change the entire outcome of the match. Great game design right there.
Maps are excellent at finding totems.0 -
Detective_Jonathan said:
How about you don't tell me what to admit, and stop complaining about what people run.
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Man this all makes no sense, this all just seems like because you got killed by a user killer noed and wanted it to be change in a way so that it is in your favor not ours, and actually, most things you wanted are in your favor, no body else.
Honestly, if your gonna complain about any hex totems, expect people to say "just find it and get rid of it" It really doesn't matter if you tell people not to say that they will stay say it, besides, any killer perks that give favor to the killer mid game or end games were made to be hex perks because they are powerful but have a big weakness to them, which is getting cleansed. And if you find the totem and you are down by the killer, the killer is gonna remember that you know where it is, and they will make sure you don't try to get rid of it, that is their job, the worst thing you can do is trying and trying to get back on it right after you are unhook because then then the killer will think you went right back on it, of course they are not gonna like it if they see you on their totem. And really if you are just cleansing totems to get rid of a possible noed then expect to be found and chase cause not only the killer most likely found you first, but it is natural for us killer to go after anyone that we see first and if you are the first to be seen by the killer, then expect to be chase not "oh hey killer im just cleansing a non hex totem so don't chase me plz" And I will always say this to anyone who complains about solo being harder, well, that's kinda the point of the game and what the game SHOULD have been, swf should have never been made, at the most just have it to where they don't rank up or get anything special out of it, I don't mind playing against swf lobby's, its just only when I do give a care is when they can speck to each other and have all the information they need. The main point of this game was to give players who play survivors a feel of not being able to speck cause in the realm of the entity, make any sounds and killers will find you, you have to rely on hand gestures and knowing what the other survivors want you to do and all in all, it comes down to survival of the fittest, especially when it comes to end games, but that is on your choice to make it be like that or not, even if their is noed, you have to make the choice whether you will leave everyone to die and complain about how you couldn't save anyone and the killer got "free kills" NOT because there was noed, not because the killer used a noob perk, not because noed is a bad perk in general, but because you decide not to deal with it and give a bad excuse later on or make it not the survival of the fittest and be a player and go find the totem and get rid of it and then after that, go save them. And you should really know how many totems are there in total for every game, which is five of course, so if you have cleansed 4 totems, then you should know by that, that there is one more left, not "UGH is there one more or not?" Complaining that noed does not activate till the end, will of course not because it's an END game perk, and answer me this, if allowing the hex perk noed to lit up before hand, before the end game comes, then what's the point of bringing that perk if probably 90% of the time, a survivor will find it and cleanse it? it won't even have a chance for the perk to activate, and then it becomes a wasted perk. SWF is SWF and SOLO is SOLO, we don't need a "feature" from swf (It is not a feature because if it was, then it should be something within the game, not outside of it) And here is something to think about, when survivor mains or just survivors in general play a lot of swf and not solo, but the moment they do play solo, they go from being good to trash (Or slightly bad), why? well that's exactly why, they went from something they are used to, to something they are not. So, answer me this as well, if you do play a ton of swf and then switch to solo, why should you or someone complain about having less benefits when you don't have the higher ground? But you know that you are playing a mode where you can't rely on your friends? And you or someone (most likey) haven't build up skills to play solo? Because you been mostly relying only on your friends? And this is a fact, you have said it and other people have said it before "When playing solo finding all totems is hard, but not for 3 or 4 mans swf" If dead by daylight had it to where it is only play with your friends and their is no solo, then there would be little to no complaints about noed, but since that's not the case, there is, but only because survivor mains or survivors who rely on friends but then play solo and have a hard time going solo because they are use to relying on their friends is where most of their problems come from, they want a swf "element" implanted into solo, the rest, is because they get killed via killer using noed and they just hate it of how it works.
but really.....you could have said one simple fix to noed instead of complaining about it, and it is really one easy simple fix, and all you have to do is just be skilled and wait.
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homo_superior said:
@The_Crusader said:
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?
This^
I used to run small game for some short time, clean as many as I can, hope the rest got cleaned and usually ended up with noed up and running and me trying to find it with exit gates open. Because everyone just gen rush and don't bother with totems.
Some totem counter for all would bring solo closer to swf and probably make more people go and do the cleaning.1 -
@Vietfox said:
@TragicSolitude said:@Vietfox said:
@TragicSolitude said:
@The_Crusader said: @TragicSolitude
Same here. Do 4, can't see the last, assume that surely the other 3 survivors have managed to do 1 totem between them....but nope. I feel like I'm banging my head against a brick wall here. Let me explain... NOED is harsh on solo survivors but it means nothing to 3/4 man SWF. Want an indication of when a dull totem is cleansed? - killers won't have it. Want some form of Kindred as a baseline ability? - killers won't have it Yet they insist SWF is unfair and they want it removed, yet won't allow anything to make solo survivor more enjoyable. How about you agree to give little quality of life upgrades for solo survivors so that swf crews can hop on solo and feel they aren't at a disadvantage and might play more solo games?
Killer mains just want everything swung in their favour. Some form of Kindred as a baseline ability would be so nice. It's stupid that I can see survivors' auras while I'm hooked, which does me little to no good, but they can't see each others' auras, something that would benefit me (and them) way more than me watching them do gens or crouch around. Showing survivors' auras to each other should be baseline and Kindred should be altered so that each tier just shows the killer's aura within a certain distance of the hook. Right now, Kindred tier 1 is completely useless, anyway, and it makes no sense that it even exists. Sorry if that's off topic. But yes, Small Game at least should tell the survivor running it how many hex/dull totems are left on the map. The perk is useful for finding totems and avoiding traps, but it's useless for countering NOED. How about you just run Kindred instead? Guys stop asking to devs to hold your hand.
Builds work like that, they force you to choose, not to run everything you want.
I do run Kindred.
Awesome then.
Yeah, Kindred is a good perk. But it has some really big flaws. For one thing, it is a perk that is made completely unnecessary by SWF. Bond and Empathy can still be useful, because I can see exactly where people are and go to them, but the only info people need from Kindred is, is someone else coming to rescue you. And when I run Kindred, it may not help me in the least, not because I don't get hooked, but because I have no influence on how the randoms I'm teamed with use the info the perk provides.
Making seeing other survivors' auras baseline would really help solo survivors, and letting Kindred be about showing the killer's aura would make it a better perk, I think. Especially since, like I said, Kindred tier 1 is useless. Kindred at all tiers would then be about countering hook-camping killers, just like Unbreakable is about countering slugging killers and Spine Chill is about countering stealth killers. At tiers 1 and 2, Kindred doesn't counter hook-camping at all.
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The_Crusader said:homo_superior said:
@The_Crusader said:
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?
This^
I used to run small game for some short time, clean as many as I can, hope the rest got cleaned and usually ended up with noed up and running and me trying to find it with exit gates open. Because everyone just gen rush and don't bother with totems.
Some totem counter for all would bring solo closer to swf and probably make more people go and do the cleaning.0 -
MrsPiggyIsSoSneaky said:
Man this all makes no sense, this all just seems like because you got killed by a user killer noed and wanted it to be change in a way so that it is in your favor not ours, and actually, most things you wanted are in your favor, no body else.
Honestly, if your gonna complain about any hex totems, expect people to say "just find it and get rid of it" It really doesn't matter if you tell people not to say that they will stay say it, besides, any killer perks that give favor to the killer mid game or end games were made to be hex perks because they are powerful but have a big weakness to them, which is getting cleansed. And if you find the totem and you are down by the killer, the killer is gonna remember that you know where it is, and they will make sure you don't try to get rid of it, that is their job, the worst thing you can do is trying and trying to get back on it right after you are unhook because then then the killer will think you went right back on it, of course they are not gonna like it if they see you on their totem. And really if you are just cleansing totems to get rid of a possible noed then expect to be found and chase cause not only the killer most likely found you first, but it is natural for us killer to go after anyone that we see first and if you are the first to be seen by the killer, then expect to be chase not "oh hey killer im just cleansing a non hex totem so don't chase me plz" And I will always say this to anyone who complains about solo being harder, well, that's kinda the point of the game and what the game SHOULD have been, swf should have never been made, at the most just have it to where they don't rank up or get anything special out of it, I don't mind playing against swf lobby's, its just only when I do give a care is when they can speck to each other and have all the information they need. The main point of this game was to give players who play survivors a feel of not being able to speck cause in the realm of the entity, make any sounds and killers will find you, you have to rely on hand gestures and knowing what the other survivors want you to do and all in all, it comes down to survival of the fittest, especially when it comes to end games, but that is on your choice to make it be like that or not, even if their is noed, you have to make the choice whether you will leave everyone to die and complain about how you couldn't save anyone and the killer got "free kills" NOT because there was noed, not because the killer used a noob perk, not because noed is a bad perk in general, but because you decide not to deal with it and give a bad excuse later on or make it not the survival of the fittest and be a player and go find the totem and get rid of it and then after that, go save them. And you should really know how many totems are there in total for every game, which is five of course, so if you have cleansed 4 totems, then you should know by that, that there is one more left, not "UGH is there one more or not?" Complaining that noed does not activate till the end, will of course not because it's an END game perk, and answer me this, if allowing the hex perk noed to lit up before hand, before the end game comes, then what's the point of bringing that perk if probably 90% of the time, a survivor will find it and cleanse it? it won't even have a chance for the perk to activate, and then it becomes a wasted perk. SWF is SWF and SOLO is SOLO, we don't need a "feature" from swf (It is not a feature because if it was, then it should be something within the game, not outside of it) And here is something to think about, when survivor mains or just survivors in general play a lot of swf and not solo, but the moment they do play solo, they go from being good to trash (Or slightly bad), why? well that's exactly why, they went from something they are used to, to something they are not. So, answer me this as well, if you do play a ton of swf and then switch to solo, why should you or someone complain about having less benefits when you don't have the higher ground? But you know that you are playing a mode where you can't rely on your friends? And you or someone (most likey) haven't build up skills to play solo? Because you been mostly relying only on your friends? And this is a fact, you have said it and other people have said it before "When playing solo finding all totems is hard, but not for 3 or 4 mans swf" If dead by daylight had it to where it is only play with your friends and their is no solo, then there would be little to no complaints about noed, but since that's not the case, there is, but only because survivor mains or survivors who rely on friends but then play solo and have a hard time going solo because they are use to relying on their friends is where most of their problems come from, they want a swf "element" implanted into solo, the rest, is because they get killed via killer using noed and they just hate it of how it works.
but really.....you could have said one simple fix to noed instead of complaining about it, and it is really one easy simple fix, and all you have to do is just be skilled and wait.
I mean look how much you complain about SWF. Well suck it up because THAT is how the game was meant to be - fun, and there's nothing fun than playing with people you know.
Seeing how many totems have been done is a quality of life upgrade. It's ridiculous that you expect peiple to play without it. Solo should be harder? Well fine by your logic solo players should lose all aura reading too because hey, its harder and more immersive!1 -
Honestly in threads like these we see the hypocrisy in everyone who pretends to care about balance when DS comes up but makes a thousand excuses to keep NOED extremly powerful and to keep solo survivors weak.
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Ok so I went around cleansing the totems as was suggested...
In the time it took me to cleanse the totems (got slowed down due to killer hovering around) 1 survivor died and 1 gen was done.
Needless to say we didnt win that game. I got barely an points and no pip. Died to a camping hag.
It simply isn't feasible to have 1 survivor off gens for an extended period of time. Especially when your teammates aren't so good.
Oh who am I kidding. None of you want a balanced game, you want an easy game. You just want survivors doing anything long enough to give you the easy 4k.
When survivors conplain its just "git gud". Well how about you lot git gud? Like it or not the gen times are balanced. If you can't stop survivors doing gens then thats your fault for not being able to apply enough pressure. But no you're running to the forums begging the developers to make survivors search for fuses and #########. Lmfao.
Other games were pretty much the same. If I do totems the gens don't get done. All ky fault somehow I'm sure. But thats how you want it I guess. Should we survivors just stand next to the hook for you too?3 -
Okay, let me help you
A.They are reworking DS so calm your tits
B.NOED is easily countered by breaking totems
C.Honestly this sounds like a salt post
D.Admit it, you have used NOED and DS before don't even lie about it0 -
ToxicFengM1n said:
Okay, let me help you
A.They are reworking DS so calm your tits
B.NOED is easily countered by breaking totems
C.Honestly this sounds like a salt post
D.Admit it, you have used NOED and DS before don't even lie about it2 -
They make it sound like you can break totems so easily while doing gens evading killer and unhooking people. Like you are gone sightseeing or something lol.1
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A middle ground suggestion
A perk that temporarily gives totems an aura that survivors can see, just a few seconds so the team needs to be visually observant . The main benefit though is the perk user shows a count of the totems they cleansed to the team. Say takes effect within 4m of the user0 -
Noed is a trade off, because for the entire match until the gates are powered they have 3 perks not 4. They give up a perk for a very powerful boost to the last couple mins of the game (end game). It can be cleansed tho with more difficulty then other totems, completely negating any effect it has on the game and even more difficult to cleanse then most which is fair given it has no effect at all until the last moments of the game unlike other totems that start out with an effect.
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The_Crusader said:
I know it. You know it. The devs know it. How about we all just admit it?
Playing in the green ranks and it's literally carrying every single killer there. Guess this is the easy way to balance the game. Killers are struggling? oh well just give them a perk to make up for it.
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?
God I hate this game sometimes. NOED and DS, 2 perks that change the entire outcome of the match. Great game design right there.
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I don't understand how so many people can disagree with the OP.
It's very clear that NOED is disproportionally powered in comparison to other killer perks.
Cleansing the dull totems adds close to a whole generator: Both cleansing time and time searching for it. (the killer might not even have the perk. It's a win for the killer anyways.)Even if you believe that survivors are stronger, in-faction perk-balance shouldn't be destroyed by people's desire to prostitute a select few perks to "fix" what they believe to be a faction-balance issue.
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douggie123 said:The_Crusader said:
I know it. You know it. The devs know it. How about we all just admit it?
Playing in the green ranks and it's literally carrying every single killer there. Guess this is the easy way to balance the game. Killers are struggling? oh well just give them a perk to make up for it.
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?
God I hate this game sometimes. NOED and DS, 2 perks that change the entire outcome of the match. Great game design right there.
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AlwaysInAGoodShape said:
I don't understand how so many people can disagree with the OP.
It's very clear that NOED is disproportionally powered in comparison to other killer perks.
Cleansing the dull totems adds close to a whole generator: Both cleansing time and time searching for it. (the killer might not even have the perk. It's a win for the killer anyways.)Even if you believe that survivors are stronger, in-faction perk-balance shouldn't be destroyed by people's desire to prostitute a select few perks to "fix" what they believe to be a faction-balance issue.
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AlwaysInAGoodShape said:
I don't understand how so many people can disagree with the OP.
It's very clear that NOED is disproportionally powered in comparison to other killer perks.
Cleansing the dull totems adds close to a whole generator: Both cleansing time and time searching for it. (the killer might not even have the perk. It's a win for the killer anyways.)Even if you believe that survivors are stronger, in-faction perk-balance shouldn't be destroyed by people's desire to prostitute a select few perks to "fix" what they believe to be a faction-balance issue.
There has to be a way to balance it better. Just scrap the yellow mori, it's redundent anyway with the hatch. Just put a timed NOED on the yellow mori instead. At least then it wouldn't be every game.
Then just nerf DS and adrenaline so even it out.0 -
The_Crusader said:douggie123 said:The_Crusader said:
I know it. You know it. The devs know it. How about we all just admit it?
Playing in the green ranks and it's literally carrying every single killer there. Guess this is the easy way to balance the game. Killers are struggling? oh well just give them a perk to make up for it.
Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?
God I hate this game sometimes. NOED and DS, 2 perks that change the entire outcome of the match. Great game design right there.
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To be quite honest I hope the devs make it so that totems are hidden really well then you survivors will have something to complain about.0
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Tell ya what, you can remove NOED if you remove SWF. Fair trade? No? Then go cry in a corner and git gud. Not a soul hear wants to listen to you whinge. It's not like we get to watch you stamp your feet and scream all we have are words to read.
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Tucking_Friggered said:
Tell ya what, you can remove NOED if you remove SWF. Fair trade? No? Then go cry in a corner and git gud. Not a soul hear wants to listen to you whinge. It's not like we get to watch you stamp your feet and scream all we have are words to read.
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@Eveline said:
Tucking_Friggered said:Tell ya what, you can remove NOED if you remove SWF. Fair trade? No? Then go cry in a corner and git gud. Not a soul hear wants to listen to you whinge. It's not like we get to watch you stamp your feet and scream all we have are words to read.
He is a solo player I think. Not everyone cries about swf.
Do you have a point? Just because solo players exist doesn't mean we go through the perks killer has that are actually useful in winning a game, gut them, while leaving SWF there to be fully exploited by the "not potatoes".
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