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Yeah, nerf NoED š¤¦š½āāļø
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Boil Over is very effective unless the killer has Iron Grasp. Go into a KYF match and find out.
Also, Iāve had harder times finding Devour Hope than NoED. Thereās much more pressure during generators than after. The issue here is, survivors feel they all deserve to escape if theyāre all walking after the final gen is finished. Devour Hope pressures you during generators which is much more effective than NoED.
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Indeed.
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I didn't say it was a failure. I like the timer better because it rewards success and ensures the killer can get use out of their perk.
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Even a 60 second timer, thatās just going to encourage camping. It already happens when Haunted Grounds activates, T3 Myers, etc. survivors hide until it fades.
Having it as a Hex is the best option because survivors have a chance to get rid of it. Make it a timer and all survivors will do is abuse it and it makes it a useless perk even more than it already is at higher skilled gameplay.
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Nobody is tossing out your statements or screaming bias. That would be you lol.
You should probably also learn to read before making assumptions on me claiming perks are āOPā as I mentioned above.
Another note, youāre crying about a perk that has more counters than not. Iām not sure what rank you play at, but solid players donāt cry about NoED because itās very easy to get rid of.
Pre-Ruin change, nobody cried about it because it wasnāt meta. It was a useless perk that you might get a single kill from. Now that ruin changed, builds had to be altered for late game play, survivors are crying. Before you know it, every killer perk will end up as a convenience to survivors.
NoED is one of the most balanced perks in the game and very easily countered. Survivors just want a 5 minute game and 4-man escape.
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Imagine thinking it rewards anything; it's a meme perk.
Inner strength is a reward for doing the one thing you can do to stop NOED, and has nothing to do with your own failure. Like holy ######### the cognitive dissonance.
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Noed is NOT the hardest hex perk to counter... Literally all you have to do is break the totems before egc. That's it. You prevent it before it even spawns. What's so hard about that? Noed is not a problem. Troll thread.
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Today I have learned the forums are for new players and killer mains to whine endlessly. The only survivors still bitching about noed are the rank 10's and up. But every killer on here likes to play victim because they have to ACTUALLY TRY to win for once. Grow up
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If you're going to get that information anyway as SWF, there's no harm in making it so solo survivors also get the information. Adding a totem counter would also emphasize the importance of doing totems as a secondary objective to avoid NOED, which would give killers more time to do what they need to do. Being against this is just shooting yourself in the foot
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"NOED is one of the most balanced perks in the game"
This forum...š
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It is. It may not ever proc, and if it does, it never lasts long. Against good survivors anyway.
DS is balanced.
^ People saying NOED is OP.
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I donāt use NoED but I will defend a perk that isnāt unbalanced.
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It is? If you think otherwise, explain.
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Aha? Whereās the cognitive dissonance?
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I'm not actually saying NOED is OP. I'm just pointing out the fact that it is NOT high risk. By any stretch.
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So, a perk that can be prevented from ever being able to come into play long before it's used, and thus wasting an entire perk slot potentially..that's not high risk? Okay. Sure. Let's go with that. Makes perfect sense.
š¤£
They won't. Cause they can't.
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What? Then please tell me what other Hex perk requires you to break 5 totems and has no other counterplay?
Because I thought that all Hex perks required only 1 totem to be broken
Are you baiting or what?
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I have never seen a Boil Over in a match, or when watching someones stream...
How can finding 1 LIT totem be harder than finding 5 DULL totems? Sorry but this makes no sense. You can cleanse Devour before it reaches 3 stacks you know?
I dont give a () whatever surviviors think when they finish all gens, NOED gives you the strongest chase oriented effect for free in the most critical moment in the game and requires literally 5 times more effort to counter without even knowing that its in play, unlike every other Hex perk.
If you think thats completely fine, compared to other Hex perks and perks in general, then I dont know what to say.
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Who said it has to be 60 second timer?
My idea is this:
You can use NOED only on surviviors you have hooked before (just like mori)
Problem solved. NOED has the same power if you hook every survivior once, so you dont get to use full power only if you camped or played very badly.
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Look, I think NOED is pretty powerful vs solo players. The ONLY thing I'd like to see done is to give survivors a counter of how many totems are left. I played a few matches with the wife over the past week and we would count off 3-4 totems, amongst all the other activity, and BOOM, NOED still pops. If 2 players hit 4 totems and are not sure if either other player destroyed 1 totem, it is a huge disadvantage. Especially facing a hardcore camper where the prescribed counter is gen rush (according to the killer community on this forum).
I have no problem with NOED. I don't use it much unless I run an end game build, but I also don't want to establish a crutch with it. I see no problem with both the killer and survivors having a totem counter that lets them know if any are left. That way, the killer knows whether his end game build is going to still have NOED, which is a perk he has zero benefit from until the end game....
Besides, if there was a counter, even solo survivors would have zero excuse as to why NOED is a problem for them. Yes, survivors might start cleansing totems more, but that is a win/win for me because it means they are not on the gens.
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Though you make some fine points about NOED, your list is pure comedy. NOED's closest comparison is DS. Both are backing up a failure by the player. NOED backs up the killer if he fails to protect the gens and gives him a second chance at stopping the survivors before they get out. DS gives the survivor a second chance if they are downed within 60 seconds of being unhooked. Both are reward for failure type perks.
Adrenaline is a reward for getting the gens done
Hope is a reward for getting the gens done
Unbreakable is not a reward as much as a punishment on the killer for taking his eyes off of the victim after downing them. Killer's fault
Borrowed Time is a shield, nothing less than light born is. Both protect against an action in the game. Wait 15 seconds, follow said survivor and down them. Problem solved.
Spine Chill has nothing to do with not looking at surroundings, it is nothing more than a piece in a style of play. No different than Spies from the Shadows, Chili, I'm All Ears, Bitter Murmur, or any other aura perk/addon killers have. Heck, it's significantly weaker than those.
Sprint Burst - I don't even know where you are trying to go with this. Pretty dumb to be on this list. It's an exhaustion perk. Maybe we should consider Enduring or Brutal Strength reward perks for shortening stun so you can close distance faster? What about Bloodlust? By no means a reward perk.
Dead Hard - Likely one of the most realistic perks in the game. Yes, I said realistic. The idea of dodging a hit is completely missing in this game aside from the ridiculous 360 or Dead Hard. The fact you can only do it when injured is dumb when you think about it. But, as someone who prefers killer, I'm glad it's set up that way. Not a reward perk, especially since it takes timing to use it right.
Balanced Landing - Yeah, now you're just stretching too far. The killer can fall 30 ft without missing a beat, yet he is wearing gawd knows what and in some cases has physical features that would be catastrophic with that kind of impact (Looking at you Billy and that spine curvature). Furthest thing from a reward perk.
Self-Care - You open a can of worms that hurts killers as much as survivors on this one. How does anyone fix a mortal wound from a chainsaw with a bandage kit? Or better yet, without one. For that matter, HTF does a chainsaw make you run super fast? Self-care is a basic perk needed for game function. I love it because I am quite happy to have some idiot self-care for 45 seconds in a corner while I'm chasing their buddy and hooking him. That's a lot of gen work not being done. Still not a reward perk.
Boil Over - 1/4 the killer's size?! Have you seen the ridiculousness of Pig or Legion picking up Jane or Jeff? Please, spare me. If we want to talk physics, Legion, Pig and Billy should never be able to pick up any of the survivors except maybe Feng and the new one. (Billy's back issue means he can't support any extra weight). Still not a reward perk.
Iron Will - This one is another that makes sense. If you have ever been in a life or death situation, you would know that one can muffle cries of pain or fear pretty quick. Especially if you have ever practiced any form of meditation. Still, not a reward perk. Just a perk.
Deliverance - You are right, it is a reward perk, but at least it is a reward for doing something positive instead of just existing in the game. You have to rescue someone in a safe unhook before your first hook. Otherwise you wasted a perk slot.
Hope - You have to finish all of the gens for this to work for a few seconds. Not sure why this is even close to the list, not even on it.
Inner Strength - Requires you to find and destroy a totem, then find a locker and hide. Not a free reward, it actually requires a proactive prerequisite.
Flip Flop - Refer back to Unbreakable. This one is more of a punishment on the killer for taking his eye off the prize again. If you use this on its own, it is nearly useless. Combine it with Tenacity and Boil Over, it might work vs a slugging killer. But you require a slugging killer for it to do anything....not a reward perk.
NOED needs no nerf, but your list shows you are completely biased and have no understanding of game balance at all.
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Kinda true but also kinda not true.
If I was doing your totems, and you didn't make a attempt to keep me distracted and or stop me. and I do all 5 would you still have noed?
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š¤·š½āāļø Iāve given up lmao. Itās 1 Hex Totem like the others and theyāre all convinced you need to cleanse 5 to stop it.
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Far from biased as I play both sides equally and I donāt whine about nerfs on either side. Though I donāt agree with some Perks or Maps, Iām not screaming for nerfs.
NoED doesnāt need a nerf, as weāve both said. Neither do any of the perks listed. The point is, itās very easy to scream that the majority of survivor perks give a reward despite lack of skill, but thatās ok it gives players a chance to prolong gameplay.
NoED is a very simple perk to counter, find either 5 totems during gameplay or 1 lit post-gens. Thereās nothing āOPā about it nor needing to be changed. The problem Iāve realized with this community is any time someone fails at āwinningā whatever caused that loss, needs to be ānerfed.ā
In this case, meta has changed (especially in low-skilled ranks) so players are getting hit by NoED because they choose to rush through the game via āgen-rush.ā Itās very simple, cleanse totems or just leave. Not every survivor needs to escape and not every survivor needs to die. If NoED activates and you can safely find the Totem, do so. If not, leave. Donāt cry because your friend went down to NoED and scream for a nerf. For all we know, that killer couldāve been DSād by each survivor. Thatās 4 additional chances. Just saying, not a real example.
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Knowing BHVR they'll nerf it anyway because god forbid survivors face any real threat while they play, even when it's they're own ######### fault.
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it will be unfortunate if they do. I donāt use it, but it is a nice end-game build perk.
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Same. I don't use it either, cause it's too much of a risk for a wasted perk slot. I'd rather just run a slug build. At least then my chances of winning are high.
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"Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it."
Yes you have to cleanse ALL 5 DULL TOTEMS to prevent it from activating.
You dont even know how this perks works?...
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Man you just choose how to read something, donāt you?
First, you say I claimed these perks were āOPā when nowhere do I say that.
It is literally ONE Totem that you NEED to cleanse. You donāt NEED to cleanse 5. Once itās active, thereās literally ONE totem, same concept as every other Hex. It doesnāt light up 5 totems and you have to run around and cleanse em to destroy NoED. You cleanse 5 pre-activation to PREVENT it.
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I donāt care that you think No Ed shouldnāt be changed, but I also donāt want to hear it from killers when they complain about DS, BT, Adrenaline and anything that they think needs āfixingā with these perks.
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Do the bones and it does nothing. You even get 1k BP apiece for your troubles, 1500 if the dull lights up as you cleanse it.
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Apparently that's too much effort for a lot of survivors.
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No, no, NO! That means they have to leave a generator and risk getting... getting..... CAUGHT!
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Am I complaining about those? Lol, no. I use BT and Adrenaline.
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*le gasp*
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I'm not a survivor main to defend it, and sometimes as killer I hate Dead Hard and find it unfair, but if they remove Dead Hard, they have to remove Bloodlust. Bloodlust is a reward for not being able to catch the survivor. Look at this example, if I didn't have Dead Hard, she'd have catched me with Bloodlust 2. So Dead Hard is unfair, but bloodlust is too.
For a seconds she's like "Oh, cmon, that's unfair" but she didn't realize she was running at 5.0 m/s.
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Ew, the commons are bickering
*sips tea*
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Take away the nerf on Ruin and put it on Noed, problem solved!
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Hell, remove both Noed and Ruin, just remove DS.
I'd take that trade.
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but literally tho. just CLEANSE TOTEMS.
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š
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š¤·š½āāļø
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Though I agree with most of what you said, most survivor perks don't come close to the "reward for failure" status you were assigning them.
The problem on this forum is the extreme exaggeration that goes on. Someone makes a great point and it gets lost because they follow it up with exaggerated "facts".
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Thatās the point. Itās all exaggerated in every rant about nerfs.
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Yes, you need to cleanse 5 totems to prevent it, thats what I said. But you need to cleanse only ONE totem to prevent EVERY other Hex Perk. Not only that, but alao NOED does not require any Tokens like Devour or Lullaby. So its clearly stronger than any Hex in terms of survival and requires way less effort to be activated (no tokens needed).
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But thats 5 times more totems than for example Devour Hope that has similiar effect. And NOED doesnt even require you to collect any tokens. NOED is clearly unbalanced compared to other Hexes, thats why Totems will never get buffed at this rate.
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Except, there's a trade off. Devour is active all game and a killer knows it's location. Normal totems, not so much. NOED isn't active until the end, and the killer isn't patrolling dull totems to stop you from destroying them. So you're not in any immediate danger. Again, destroy totems.
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But you need to destroy them EVERY game, because you dont know if it will appear or not.
And that wastes a lot of time. Its like saying DS is fine, just slug for 60 seconds every time you down someone. And dont forget to have 60 second timer in your head after every unhook.
Its the same, go find EVERY totem EVERY game because they might have NOED and it requires 0 effort from the killer to activate it (NO tokens) so you cant deduce that killer has it. (Just like with DS)
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