Adjust No One Escapes Death
No One Escapes Death is not performing as intended. This perk is meant to punish survivors for rushing gens if they don't also cleanse all available dull totems. However, if there are still 5 gens remaining and the killer closes the hatch, NOED still activates?? !!
Rework the perk's trigger condition so that it behaves like Bitter Murmur and only activates when the last gen is completed instead of when the exit gates are powered.
Comments
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Honestly there's only one situation where this would matter and that would be when your opening a exit gate during the EGC. The games going to end one way or another when the hatch is closed, if the killer finds you during the EGC, it's pretty much done.
Technically when the hatch is closed all generators become inaccessible and the gates are powered, thus meeting the conditions needed to be active.
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Bitter Murmur does not reveal the survivor for 10 seconds after the killer closes the hatch because the perk states "when the last generator is fully repaired, all the survivors' auras are reveaed for 10 seconds."
Dark Sense does not reveal the killer for 10 seconds after the killer closes the hatch because the perk states "when the last generator is powered the killer's aura is revealed to you for 10 seconds."
Hex: No One Escapes Death needs to follow the same rule.
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NOED is good for killers learning and as a last ditch effort perk if you are getting gen rushed
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Then adrenaline also would have to follow that rule.
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Hope also activates upon the hatch being closed.
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Rush 5 gens, Cleanse 0 totems = Punished by NOED
Complete 0 gens, Cleanse 4 totems = Punished by NOED
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No no. NOED is preforming as intended. As it prevents survivors from escaping once the gates are powered. Putting them in dying state with m1 instead of giving them sprint burst to make it out. It helps killers to not lose time trying to down survivors around loops while two other survivors are opening the gates or 99% it.
Closing the hatch with 2 or 3 gens left to be fixed, instantly causes end game countdown and gates are powered. Which is fair. It punishes survivors for wanting to escape early without fully completing the objectives first. Blame the survivors who opened it, for putting you in that situation without giving you a sign that they are about to open hatch.
So NOED punishes 3 things that I know of and that’s gen rushing, opening hatch without completing remaining gens,and body blockers.
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Eh, NOED is fine as the odds of being injured when the hatch gets closed is already quite large, so realistically, NOED doesnt make that much of a difference other than the movement speed, which isnt that much. However, what I want is that in the endgame, one of the doors should be easier to open. The closer they are, the easier one of them should open. To give a survivor actually a chance to escape when the killer can easily patrol the doors using nothing but mindgames, rather than relying on luck.
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Isn’t there survivor perks that increases speed of opening the gates?
In my opinion. Gates shouldn’t be placed so close together where the killer can simply stand there and spin around.
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Wake Up! (Quentin perk) makes opening gates faster (and shows your aura to other survivors while you open it)
And yeah they really need to fix gate spawn.. I see two gates on the same wall way too often :/
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True, but its only 15% on your own(maybe 25% extra for 15 seconds if there was a person with Leader on a hook right next to you). So its only 3 seconds faster, which is nice, but not that much all things considered.
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I honestly don't have a problem with the random generation of exit gates. It can be difficult, but honestly raises the skill level of the people playing. For NOED, I am unsure what you mean by your change for bitter murmurs. Hex Totems in themselves are risks and come with great rewards and also dangers for the user if cleansed. How would this change be different?
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NOED has to go. Thats the only way to deal with a crutch perk like this.
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That was very LOL
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Wait.. How do I delete quotations again?
That second part only applies if the killer manages to find the hatch opened after either:
1. There is only one survivor remaining. In this situation, the survivor is mostly screwed whether the killer has NOED or not, since it is easy to patrol two gates that take time to open against one survivor in the first place.
2. One of the survivors had a skeleton key and played a dirty on the killer. If the killer manages to find the hatch open after this, any survivors that didn't already take the opportunity to escape with the hatch now have a free pass to the gates. Though this could work against their favor if their teammates left them behind already, which puts them in the first situation explained.
Now that I think about it, I think you may have a point, since it would prevent that one sole survivor who gets screwed over when his teammates leave him behind with the hatch and the killer triggers the EGC (The second situation). Though, tbh, it would most likely be game over with or without NOED in that situation,
AND, you could argue that it's the sole survivor's fault for not paying attention to what his fellow peers were doing before the killer closed the hatch.
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Sounds good. Decisive Strike and Borrowed time also have to go, for the same reason you just gave.
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Just curious as someone who has played a lot of this game, but what are the current clutch perks. They seem to change every god damn minute. Honestly, if someone's biggest problem with this game is a singular perk, I question what your play style is like. Obviously perks should be monitored, but it is ridicoulus to target certain perks. Both survivors and killers can win this game without playing "meta perks".
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NOED is mostly a meme perk, you are betting on edc to secure your kills and your pips, and hoping its not cleasned or already gone. DS, Borrowed Time and Adrenaline are all abusable way past what NOED ever dreams of being. When you can 99 then tap, to turn 3 survivors from slugs to the Flash instantly, survivors are over here bitching about a meme perk.
I feel bad for baby kiillers, I went up against a rank 12 Trapper today, 99 a gen and tapd and everyone in the lobby just ran right on by him. He had a total of 1 hook and 2 down, 3.5 gens down before he even got his first hit on a survivor on Mothers. No one even bothered to heal during the match, no one had toolboxes or prove thyself, and all solo queue. He had NOED, didnt help him a single bit, everyone was long gone. The only thing postivie about that match was the survivors were for once not ass hats to the killer in end game chat, no "#########", gg ez, baby kiiller, etc..
Adrenaline is probably the only one that needs a straight nerf, where DS and Borrowed Time's interaction with other perks should be looked at, mostly on their potential for "abuse" rather than the anti-tunnel mechanis they were designed for.
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Couldn't have said it better myself
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Leave NOED alone. Give killer mains a bit to adjust what you have done to ruin. We can't keep getting perks needed on one side, the people who main killers will never be able to adjust and come up with new builds to figure out how to not get gen rushed
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Okay, about half of the users posting here mention killers needing NOED to deal with gen-rushing.
To be clear, NOED currently punishes the last remaining survivor as if the killer was gen-rushed, even if 0 gens were finished.
Let NOED punish gen-rushing; that needs no change.
Just don't punish the survivor who:
- Has 1 teammate DC before the camera pan at the start has finished,
- Has two other teammates suicide on hook because the killer didn't go easy on them,
- Only got to cleanse one totem (and has Small Game equipped to counter NOED) before the hatch has spawned,
- Cannot cleanse NOED because of it's proximity to one of the gates,
- Gets hit once while healthy in the end zone (after having fully opened a gate with the Wake Up perk).
That survivor wouldn't have even been hit at all if the killer didn't get his NOED speed boost.
As stated by others, Endgame already favors the killer. The only time that 2 hits instead of 1 would be game-changing is when the gate is already open and the survivor is close to leaving. If they've gotten that close, it should not be taken from them simpy because the trigger conditions for late/end game perks were not properly looked over and balanced for the new Endgame Countdown.
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So basically what you're saying is "noed is alright if they were ######### anyway but if they could have escaped them it's definitely not a good perk and needs to change"? Making it seem alright only on certain situations and not others is weird. Either it's fine or it's not. And you have the whole game to cleanse totems. Survivors only have themselves to blame for not doing so before the endgame.
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Maybe they can remove the oneshot thing and improve the speed, make the killer faster in permanent bloodlust tier 3, to patrol better exsits, but not one shoot people.
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Ok but survivors cant open exit gates till a 4minute cooldown and have the auras revealed
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Noed is to kill survivors who dont cleanse totems the whole match
And dont leave fast enough.
You can not reasonably expect to hit a survivor twice or do a chase while the gates are powered. Or open
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Seriously? Honestly I think that will be too much, considering the fact that freddy teachables are end perk games that combine perfect with noed and slow/block the exsits.
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Well, you have to trade the removal of the exposed status for something.. Just making the killer fast is hardly endgame Hex totem worthy.. Heck, it's hardly worthy of a perk at all.
Do bones, or die.
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How about we make it so Rancor works when closing hatch? If only..
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Also be called trash
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Is rancor good
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My first suggestion would be to cleanse 5 totems rather than 4.
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Simple no for me daug.
There are so many advantages on the survivor side rn,don't make it worse pls
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While I would be happy if NOED gets destroyed into Oblivion, this idea would not change that much.
When the Killer finds you during EGC, you are dead. It does not really matter if he needs two hits to down you or one.
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Not only is it a decent tracking perk it guarantees a down and kill in endgame.
Rancor along with Blood warden is a really good combo, you might get two late game sacrifices with this combo.
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So when the gates are powered, not when all generators are completed. Agreed. But still, chances of the last survivor being the obsession are 1/4.. So not a huge problem I suppose
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They should adjust bitter murmur and dark sense so it works like NOED and adrenaline, not the other way around
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I'm not being funny.
But if you're in a situation where the killer has bested you and you have not been able to complete all gens and he has found the hatch then quite frankly you deserve to be smacked in the head with noed.
Why should killers be given another disadvantage so that the last survivor can get an easy escape?
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I love BW and using it with noed but I feel nurse calling is better than rancor.
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While I get why you would say that, those are perks meant to prevent killers to take shortcuts into their objective whitout any form of counterplay, I took the habit to look at them as they were slowdown perks for survivors.
But quite frankly they're kind of a needed evil even though DS needs some work around it to make it less abusable.
As for NOED, make it just as good for good players and worse for people that use it as a crutch to get late kills imo.
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Yeah I wasn't being serious in my answer, it was more of a "well if you take away something from killers, we need to take something from survivors too"
I don't use any of those perks, only time I used NOED was for the Tome 1 challenge, and I'm not a big fan of Decisive Strike (when I do equip it I get slugged) and Borrowed Time is something I don't see myself using since I'm not a big fan of unsafe unhooks.
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I picked up the fact that you weren't serious, but some people would agree with this kind of stuff nonetheless, and I'm as always too serious about this game when I really souldn't.
As for BT, without it, some games would be simply over if you get someone into the basement with the right killer, even people that don't usually camp get back to those unhooks
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True. I still prefer going for saves without it since I usually make better use of other perks than that one.. Maybe I'll try it out more eventually, I try to do different builds on every survivor.. I have 3 fully leveled now, working on my 4th one. Same on killer, there are perks I really like but I try not to use them on every one of them not to play them all too similarly.
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Yes.
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Assume there are 3 survivors remaining, 1 gen to do. One of the survivors opens the hatch with a key, and you close it. Closing the hatch powers the exit gates, even though there was still 1 gen left. If NOED didn't activate when you closed the hatch, there would be 2 survivors remaining with the exit gates powered. Wouldn't you feel a bit powerless?
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-raises hand-
?Question?
Why didnt you leave when the hatch was open ?
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The person in this scenario is the killer.. Killer doesn't fit through the hatch :p
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-Puts hand down-
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Haha but yeah I can see why this would have been confusing if you thought it was another survivor ;)
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The orginal question you responded to was if 5 gens are up and the killer closes the hatch...
That... cant happen...
This all hurts my brain.
Hatch only spawns if everyone does there job.
If anyone opens the hatch early everyone can just instantly leave... if you stay long enough after the killer closes it... that's ur fault lol it's like instant escape and everyone can do it at once you dont have to take turns
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