An Idea Regarding a Potential NOED Change...
Let me start this off by saying I'm a killer main, who also plays a fair bit of survivor. I don't want to fire up another heated debate here, as much as I want to have a constructive view of a potential change. I'll give my own two ideas as for a change to NOED that keeps the same idea and theme of the perk.
The first idea takes influence from Devour Hope, where having a different number of 'stacks' has a different effect on the perk's power.
- The perk's power is determined by the number of survivors remaining in the match.
- If all 4 survivors are remaining, the perk works as is. Haste for the killer and exposed for the survivors. My idea here is that if all 4 survivors are remaining, and the End Game is very nearly in sight, then hunting down the possible remaining totems before activating the last generator doesn't seem like a big ask.
- If 3 survivors are remaining, there is no longer an exposed effect. My idea here is that perhaps a new effect could accompany the haste boost, perhaps like a faster vaulting and pick up time similar to Fire Up. Or perhaps a very slight flat increase to missed and successful attack cooldown.
- If 2 or 1 survivors remain, then the perk simply has the haste effect. Not much hurts more than fighting so hard in a match as a survivor with only yourself or one other remaining, only for NOED to add insult to injury right at the end.
- This change keeps the idea of "No One Escapes Death". Only that it has less power the fewer survivors remain, since those survivors already... you know... failed to escape death.
The second idea takes influence from Third Seal. A token based system, also on a hex perk.
- NOED works as it currently is, but with tokens.
- 3 (maybe 4) tokens. (4 may be too powerful, but 3 may be too weak if survivors heal and the killer has to waste one)
- The killer has 3 tokens that allows their basic attack to instantly down survivors. Once the tokens are used up, only the haste effect remains.
- Survivors can count hits to know when the perk loses it's main power.
- My idea behind this change is that a killer should not be able to 4k off of this perk alone. If a killer decides to try and down everyone in the last moments of the game, then it gives survivors time to potentially heal and would make the killer run out of tokens, punishing the killer for greed. A burst of endgame power, rather than a constant stream of it.
So those are my ideas. The perk is highly divisive across the entire player base so I feel a change of some kind is in order to something. I also feel that saying "Perk is too strong, needs to be nerfed/removed" is about as helpful of saying "Nah it's fine, git gud and stop whining". Does it absolutely need to be changed? No I don't believe so. But I feel that talking about the 'if it was changed' is better than complaining one way or the other.
~~TLDR: I believe that the perk should remain a Hex perk with an exposed effect, but that the exposed effect should be situational or limited.
(This ended up being really long, thank you if you read it, and I hope I didn't upset anyone on either side of the debate)
Comments
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noed is fine the way it is.
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Not a fan of your ideas at all, unfortunately. It's fine the way it is right now. It can be countered if survivors do totems, and punishes survivors if they don't cleanse them. For me, as a survivor, I find NOED very exciting because it always makes the end game SO fun for me. The rush to find/cleanse NOED, save the survivor, open the gates is SO GOOD.
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I mean these changes would pretty much destroy the point of NOED, as the Expose effect is the whole thrust of the power to get multiple downs at endgame.
Take that away, and there's no reason to run down one perk for the whole game.
Honestly I'm ambivalent since I don't run the perk anyway, but this would kill the perk pretty much.
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Yeah but they’re not slowing down killers anytime soon either. It’s rather frustrating the amount of exposed/one hit downs they have access to. Terrible vault hitboxes, ez downs killers don’t deserve. There’s just typically a lot more pressure on the survivors to keep doing gens because killers will eventually find and down someone and can easily have momentum in his favor. There’s just simply not enough time to open chests, break totems and whatever else people want to do playing a survival game every single game. One perk takes advantage of that though to the extreme.
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It’s the games fault though, it’s not designed to be played through slowly
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I'm inclined to agree with you, but I made this post to consider an "If it was changed" scenario.
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Apologies if the ideas themselves are bad. I agree with the fact that it can quite easily be countered, but that doesn't stop others from complaining. So I thought to prose alternatives. I'm glad you enjoy playing against the perk! Thanks for feedback
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Nerfing NOED would be the final nail in the coffin for fast gen speeds. As it is most survivors ignore totems but some will cleanse them, mostly out of fear of NOED. Its not much but survivors taking 14 seconds to cleanse a dull totem slows the game done a bit, however slight. Cleansing all 5 is almost the time it takes to do a full gen.
Removing the threat of NOED just gives zero reason to not do gens.
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I wholeheartedly agree that the perk should never lose it's "Late game exposed hex" status as I mentioned in the TLDR. I feel that the perk is often run for killers who want the "one last card up their sleeve" and I don't think that should change. I should add, that I am largely ambivalent myself. I rarely run the perk often as I don't like to plan for the endgame to happen. I just do fine without the perk. Thanks for feedback
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The only issue Noed has is a telegraphing problem. Like, killer's going to get a massive powerspike in the late game and the survivors may or may not know it is coming. That's not... fantastic. If Noed made the totems glow a little (less than hex, more than dull) that'd probably be fine.
On the flip side, Survivors have a bunch of invisible perks that are beyond annoying and can really wreck a killer's game and they get zero warning... so... yeah. Noed doesn't need a nerf.
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I don't believe that any change would happen to NOED until the issue of fast gen speeds is addressed. (Whether that be by map overhauls or trial warm-up or what have you). The need to provide another objective due to the threat of NOED is important. Which is why in both iterations of the possible changes I included a way for it to stay as is. I suppose I just feel there should be a better solution for having survivors do anything other than generators than the risk of a perk that the killer may not even be running. Thanks for feedback
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Doing totems/opening chests doesn't require a lot of time to cleanse. There are also perks that help make the cleansing faster like resilience, spine chill, and leader.
The killer can only chase one survivor at a time, so with that in mind, if everyone else is doing totems or gens while the other survivor is getting chased, you apply pressure to the killer.
I'm curious, what rank are you for survivor and do you play killer? Not to make any assumptions, but from your post, it doesn't seem that you play much killer.
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Something I often see overlooked is the fact that killers typically have to pay attention to what perks a survivor is running (Their exhaustion perk, Quick&Quiet, Unbreakable usage, etc..). There are many cases where survivors could do the same, and if they count 4 perks, then NOED is no longer a possibility and there's not much reason to do dull totems. (Example, if the killer has Sloppy, Thanta, Ruin, and Corrupt)
This post also is not about me saying NOED needs a nerf, (as I said 'Does it need to be changed? No.) but rather playing devil's advocate on if it got changed (say if it was changed after a few changes that favored killers like map changes, addressing beginning of the match gen speeds, or possible strong survivor perks). Thanks for feedback
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