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New Idea For NOED Having Criteria For The Perks Activation
So, a very noisy topic right here. Since the most recent change to NOED making it cause Exposed at every level of the perk, a lot of people made the (in my opinion, accurate) observation of the correlation between skill level for killer players deteriorating and Rank no long mattering. This is due to NOED having a misleading function to it: although it gives the killer a chance to get more points from downs, hooks and possibly kills at end game - which is completely fair enough - if the totem is still active, what it also unfortunately promotes is lack of effort on killer side to actually learn the game. This is way too common in the game since these changes. More commonly seen by a killer only chasing one survivor the entire match and having zero pressure on any gens or anyone else on the map, only to fall back on an active NOED and get a down(s) that were undeserved. I completely understand this is a Hex perk that can be disabled before it even activates, but let's be honest here, not every match these NOED killer's are having are vs survivors who know to spread their time in the match out between totems, gens and altruism. Most of the time the teams they vs only do gens because "hey, no pressure = free gens" without even goving a thought to NOED being a possibilty.
My idea is simple really:
NOED now requires criteria that needs to be met in order for the Hex to become active onto a dull totem. This being the killer needs to have hooked a certain number of times in the match. I was thinking 4, quite simply because if a killer cannot hook every survivor once or two of those twice etc etc before yhe last gen pops then they do not deserve to have a function which can possibly give them a chance to get a 4k/more points from the match. This would definitely make it so killer players learn to pressure and juggle their attention on map. Thus improving the quality of gameplay you vs, making Ranks actually matter again since killers that get carried to the higger ranks via NOED will now need to learn how to do chases well and have map pressure. Meaning a killer who is yellow/brown skill level will be there for a while until they actually get better enough to hang with greens, purples, reds without getting dumpstered. Ranks are a seperate issue altogether atm though, but you get my point. The devs need to fix rank reset too, but this (NOED) is one of those changes that should happen in order to return ranks back to meaning something again. When I play as a red rank survivor I wanna know that my mindgames and movement is actually properly outplaying, rather than just falling on death ears because boosted killers only know how to hold forward in a chase and aren't familiar with high level movement, jukes etc. And vice versa for red rank killer, I wanna know that as killer i'm not gonna vs immersed gamers who can't hold a chase and whom only know how to drop a pallet and don't know how to perform jukes, mindgames or outplays while I chase them.
Comments
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It may function with tokens, similar to devour, on hooked survivor. But if nerfed not too much cause is slready a hex, and also nerf adrenaline.
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I think, just because it can deactivated before Endgame it shouldnt have a activation thingy.
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@Prex91 yeah that would be how it looks in-game. Like whenever you get a hook, Lullaby gains a token, so for this NOED you'll get up to 4 tokens and that's what allows the perk to light up and activate after the end game collapse occurs.
@Milo I mentioned that in the thread, but ultimately I see it as, it's too easy for it to activate, especially since it awards Exposed effect and Haste too. It simply allows easy rank up for killers whom should still be low rank. That needs to be addressed
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Have it so the killer has to hook them prior to Noed activating. I'd like to see people call this too difficult of a task.
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That would be a realistic requirement. If you haven't been hooked yet, you deserve to live. If you have, then you die. Would make people be extra careful not to get hook during the game in case the Hex is there.
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Do bones.
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NOED is so op when playing solo.
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I had an idea a while ago for it to be a sort of flipped Devour
SoapHope.0 tokens: 0.3/0.7/1% speed increase for every token
2 tokens: Slightly longer lunge range
4 tokens: insta-downs
7 tokens: Can mori
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Bit too much like Devour Hope, bit useless to have two perks that do literally the same thing, with one of them definitely being weaker.
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@Acromio i'm guessing you didn't even bother reading the thread. I spoke about this, the reason why "just do bones" isn't a valid argument is because majority of killers use NOED at low ranks vs survivors who aren't skilled enough to manage their time well enough and are usually too bad in chase, so they just do gens asap without considering NOED. Since NOED is an endgame perk, surely the killer should have to perform some criteria to get it active, as opposed to now, just losing all the gens and hoping you have a dull still up. Bloodwarden doesn't activate as soon as the doors open, the killer needs to fulfill the criteria of hooking when a door is open. Makes sense that a killer need to do something similar for NOED, since they are getting a very strong effect from this Hex. And usually underservingly so
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Except it's not just low rank survivors who don't cleanse totems, seen plenty of red ranks skip them entirely too, so that argument doesn't stand.
And nerfing the game to make ######### easier for new players and screw up more experienced players is a good way to make sure you lose those people.
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@Marcavecunc What? You've clearly misread everthing I said in the thread post. It isn't nerfing the game to make it easier for low ranks at all. This idea for NOED makes it so that the killer player has to achieve the set perk criteria - hook 4 times in the match - in order for NOED to be primed and ready for activation. As opposed to now where a typical NOED killer has zero pressure all game, chases one survivor for 5 gens and then, because at least one totem was left up (for whatever reason) now NOED is active. This unskilled, boosted killer now has the potential to get multiple hooks/downs in that match even though they have zero game intelligence and skill at the game. This idea makes it so these killers learn basic pressure at the minimum before being rewarded with ranking up higher than what they should be (into green for example), since they have to get numerous hooks in the match, forcing them to learn proper chase pressure, unlike now. And this idea isn't brand new either. Hex: Lullaby works the same way, each hook gains a token. It would work exactly the same, only this perk activates at end game once all gens pop and if a dull totem is still in play as well, on top of that.
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Oh I wasn't refering to your original idea when I mentionned nerfing it because of new players.. I did respond a few posts in to say it was a realistic idea, to require a survivor to have been hooked at least once for them to become exposed. A lot of Hexes work similarly.. interact with the survivor once for its effect to be active for that particular player.
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I would like that (once other balance is done,) if the totem was cleansed, the speed bonus was not lost.
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New players dont know about it but can learn.
Veterans... simply dont care about it's existance, until they get oneshot. And then call the perk and the killer some names, lok
Dont tunnel against DS, do totems if you want to avoid NOED.
Or just stealth or loop if you're a better survivor.
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@Raptorrotas it's a point about the players using NOED, not the people vsing it. If a killer has barely the basic grasp of how to play the game, they shouldn't be getting to green ranks and higher as quickly as NOED takes them there. Simple as that. Ranks need to be fixed, and this is a change that would be a step in the right direction. The other step would be reverting rank reset back to the old way of 1 to 15, etc etc for a 1or2 months, so that way boosted killers and survivors will need to try to actually play skillfully to get back up. And then once the rank balance is back, revert it back to the previous reset of Rank 1 to 10 etc etc. Steps need to be made to fix Ranks meaning something again
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If a "bad" killer reaches green ranks because survicors fail to mitigate noed, why are those survivors in yellow ranks?
Also, You dont fix a ranking mechanic by changing perks.
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"revert it back to the previous reset of Rank 1 to 10"
This would definitely fix a lot of the problems matchmaking has
Heck, throw everyone back at 20, do a full rank reset, have people work their way back up to red, and then leave the old deranking system (or derank 2 colors back, not just 1)
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Imagine being mad about killers advancing in the ranks when ranks are completely broken. As a green rank killer, the majority of my games have at least one red rank survivor, and usually more than one.
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@Raptorrotas when the perk has significant impact on pips, yes it does. And then take Survivors, Survivors rank up easily because Ranking for survivor is a joke. I've had a few matches recently where it felt like I was doing nothing all game and still pipped. So you can alter the way ranks are effected by altering certain perks. New Ruin means you have to have pressure on the gens, and map in general, to get benefit from the perk. Hence why so many stopped using it and moved to DL, SB, Corrupt, Thanatphobia because they were hard carried by passive perks. Which is exactly what NOED is, a passive end-game perk
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@AAAAA Which is one of the points I touched on. I want Ranks to matter again. I don't wanna be vsing boosted killers all the time. I think every survivor match I played today I versed green ranks. Greens who play like Browns. All but ,like, two used NOED in the match I played them in. Soooo, yeah, ranks need fixing. And other elements (like NOED) need to be looked at and altered to help that process along. When I play as Red Rank killer I vs Red Rank survivors, occasional lower colour than that thrown in, but those are usually swf duos, trios, quads or something. Only as survivor am I vsing lower ranked players. Matchmaking is in an awful state currently, and every step that can be made to fix the big picture of Rank/Matchmaking needs to be made. No debate, those steps must be made. Am I saying this version of NOED I suggested is the perfect solution, I'd like to think so, but regardless if it is or what gets changed, something towards the bigger picture has to. This new algorithm of pairing up against players of similar form I cannot see fixing it, because there are still underlying issues such as NOED in general, toolboxes, certain broken infinites that still exist that waste too much time and just shouldn't exist anymore. But yeah, it all needs fixing
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