http://dbd.game/killswitch
Simple, Yet Effective Changes to DS and NOED
(Skip this paragraph if you just want the changes.)
As of right now, there are two perks that stand above all others in terms of controversy. Those two perks are the survivor perk Decisive Strike, and the killer perk Hex: No One Escapes Death (Hex: NOED). I don't know why people argue about them considering both are FAIRLY balanced. Nonetheless, I have found what I believe to be effective changes to both of these perks that I hope will make both sides happy.
Decisive Strike:
Making The Survivors Happy - Decisive Strike activates both times a survivor is unhooked. The Decisive Strike timer pauses after entering a chase. Similar to the chase point, the Decisive Strike timer will slow by 25% when within 8 meters of a killer (but not in a chase).
Making The Killers Happy - If a survivor is healed in any way (excluding For The People and a syringe) Decisive Strike deactivates. Decisive Strike has a 35/40/45 second timer. When a survivor enters a locker, the Decisive Strike timer will accelerate by 25%.
Hex: No One Escapes Death (NOED):
Making The Killers Happy - Totem placements are more hidden and more random than usual. NOED increases the totem spawns to 6?
Making The Survivors Happy - Totem spawns are no longer bugged. NOED only activates after the End Game Collapse (orange timer) has begun.
How To Make Everyone Happy - Remove the stupid ass, glitched trees.
If anyone has any suggestions on things I should add or remove, I'll gladly edit and credit your suggestion. (Obviously only additions will be credited). [Please add "edit and credit" if you want it in].
Comments
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I like your change to decisive, but I think it should include if a survivor enters a locker. A killer shouldn't be forced to eat the ds.
For Noed, my concept has always been its activated for 45 seconds, and each hook you get during the game increases this time by 15 seconds. You play well, you get an extra boost at the end.
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The NOED one seems neat. However, I don't think deactivating DS in a locker would be good. It's one of the only resources survivors have to counter DS, and removing it could be detrimental to the perk.
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Fair enough.
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I like these changes FAR more than I like op's ideas. (Especially the idea that both are "fairly" balanced, in your dreams bud, both of these perks are an absolute pain to go against, hence the controversy.)
DS - Problems
A survivor running DS is not going to heal themselves because the DS practically counts as a health state on its own. It's a nice thought, but it's unrealistic to think anybody is going to heal while they've got what is basically invincibility, they're gonna play as aggressive as humanly possible going for unsafe unhooks, finishing generators in the killers face, doing hex totems in the killers face, etc.
This is the real problem with DS. That it enables survivors to play extremely aggressively for a long duration of time and they absolutely cannot get punished for it. As Otzdarva put it: "Decisive Strike allows survivors to be bold, make bad mistakes and completely get away with it."
DS - Solutions
It should be deactivated under numerous circumstances. I'm a huge fan of that idea of deactivating in a locker because everybody knows this strategy, it's annoying to deal with and provides a survivor 100% protection since they won't even be in the dying state. DS is also meant to be an anti tunneling perk so it should be deactivated after that is accomplished, NOT for an extra-whatever-is-left-on-the-timer. Similarly to OoO, if a survivor is outside of a range of 32 or 40 meters of a killer, it should automatically deactivate, you are clearly not being tunneled there is no reason for you to have the perk still active.
It should also be deactivated if you begin repairing a generator, DS is a self preservation perk it is meant to keep you alive immediately after the unhook. If you feel safe enough to repair a generator while still injured, there is no reason for you to have the perk still active.
Hex: NOED - Problems
OP's idea does absolutely nothing to solve the issue, survivors have no idea whether or not a killer is running NOED until someone has been hit at the very end, so they have no idea whether or not they should be seeking out the destruction of every totem on the map. If they aren't running noed you are very clearly wasting precious time you could be doing repairing generators, saving teammates, healing teammates, etc. Wasting that much time seeking out every totem which could be really well hidden could very well cost you the match. NOED Triggering once the EGC has initiated rather than after all generators have been completed is kind of a meh idea since this core issue remains, alongside the fact that in many circumstances killers did no work to earn this bonus and simply punishes survivors for playing well.
Hex: NOED - Solutions
@CheersTC idea of NOED triggering after a late game hook for 45 seconds is not a bad one, the killer did some work and they are rewarded for this. This should be the motto for the perk at all times, it shouldn't be a crutch for bad killers to snag kills at the very end, it should be a perk that rewards good killers who are in real tight and close matches the smidge of extra pressure that they would need to win a match after they've already performed really well.
Perk that provides a really powerful effect on par with NOED have some kind of conditions that need to be fulfilled. Most notably Hex: Devour Hope requires you to get three stacks of unhooks outside a certain range for instant downs and 5 stacks for moris, a survivor equivalent might be Mettle of Man which requires three stacks of protection hits in order for you to tank one that would have put you in the dying state.
Likewise, NOED should require you to fulfill some similar conditions before gaining its benefits. You should have a certain number of hooks or possibly better - put survivors into the dying state a certain number of times before you get the instant downs. This goes all the way up into after the last generator has been repaired, you might not have fulfilled the requirements after the last generator has been completed but you can still fulfill them after such as downing someone normally if they're the last stack you need. Afterwhich NOED will immediately activate and give you access to instant downs - possibly for a limited time renewed after each hook you get like @CheersTC recommended.
CONCLUDING
DS Changes:
What survivors get - The core integrity of a perk that keeps you from being tunneled immediately off the hook for a certain period of time remains, giving you the opportunity to escape the killer, heal yourself up, and stay alive.
What killers get - Prevention of extreme abuse of the invincibility factor DS provides, survivors will no longer be allowed to play extremely aggressive under the protection of DS. If a survivor is truly not being tunneled and outside a range of 32 or 40 meters away from the killer they cannot run back to the killer and pull some aggressive stunts later. Jumping in a locker no longer 100% guarantees a survivor protection as the perk will deactivate, and it will also deactivate as soon as he / she begins repairing a generator so baiting a killer into grabbing them off a generator is no longer viable either.
Hex: NOED Changes:
What survivors get - Less frequent abuse and cheap wins from killers who were not skilled enough to complete the prerequisite stacks.
What killers get - The small bit of extra pressure that a killer may require in order to turn the tide of a close match, and secure kills at the very end that would otherwise have been lost.
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I've always felt the best change to noed would be to make it only apply to those who are on death hook. It fits with the name, and rewards killers for spreading their hooks out among the survivors, which in turn gives the survivors a better game as they're not being tunneled.
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Noed is a garbage perk, so I dont know why so many ppl complain about it
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This is also not a bad idea. It falls in line with the ideology I set up about how the perk should operate:
"it shouldn't be a crutch for bad killers to snag kills at the very end, it should be a perk that rewards good killers who are in real tight and close matches the smidge of extra pressure that they would need to win a match after they've already performed really well. ... and secure kills at the very end that would otherwise have been lost."
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No one would ever used NOED again if either of these changes were to happen. There is nothing wrong with Noed and no I don’t use it as killer. It’s one of the silliest things to be upset about.
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And then it becomes another perk that rewards poor play. I never use it unless I'm memeing with an endgame build. I complain about it the same way I complain about decisive strike.
It's a perk that rewards a mistake.
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If only there was some incredibly easy way to ensure NOED never activates.. but alas that would require you all not to rush the gens as fast as possible and ignore totems only to complain about “Ma NOED..”
Noed is fine and works against crappy survivors as well. You holding m1 the entire game doesn’t make you a good survivor.
and i do not use noed. I play perkless killer.
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I already addressed your response to my post, within my post but I'll quote myself again:
"survivors have no idea whether or not a killer is running NOED until someone has been hit at the very end, so they have no idea whether or not they should be seeking out the destruction of every totem on the map. If they aren't running noed you are very clearly wasting precious time you could be doing repairing generators, saving teammates, healing teammates, etc. Wasting that much time seeking out every totem which could be really well hidden could very well cost you the match."
As well, what makes you think I'm a biased survivor main that thinks holding m1 is skillful? Did you miss the part where I expressed my absolute and utter distaste and disdain for DS? Or are you selectively reading the parts of my post that you want to read
Both the perks are unbalanced, both need to go. It's a simple fact that both ruin the fun of many players involved and regardless of anyone's bias I think it's pretty fair if both Survivors and Killers get hit with reworks on these controversial perks.
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As long as there is a base idea for people to complain about, they will find a reason.
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DS needs to deactivate when any actions happen inside the killers terror radius other than vaulting or dropping a pallet. Protection hits should deactivate DS as well, your not being tunneled if your bodyblocking for someone else cause you have "60 second Invincibility".
Noed is fine as is. Totem placement needs to be fixed, but Noed is extremely easy to counter already. If you can't dedicate a little time to doing totems when you see them instead of a gen or simply run Detective's Hunch then I don't know what to tell you. I do almost 3+ totems every survivor match I've played recently and have not had Noed activate once when the killer had it.
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So now noed is not worth it since the survivors never open the gates until the last second anyway and if you go open a gate they will know you have noed and play safely.
DS is fine only bad killers complain about it and it's mainly because they tunnel a lot or dont take the stun early game to make them waste it so it doesn't get in the way later. if your wondering i have over 5k kills and only 600ish escapes currently so no im not a survivor main.
Noed is also fine, most of the time it's destroyed anyway once you hit someone with it once or twice and sometimes the survivors actually do totems and you don't even get it to activate. I would actually argue totem spawns need to be addressed since some totems are literally next to a gen or out in open next to a tree or in a field or corn.
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