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Noed rework idea

ZAPking
ZAPking Member Posts: 3
edited July 2020 in Feedback and Suggestions

Hello I'm ZAPking, so I main both killer and survivor and rank 1 with both. A perk i feel like that needs a rework for killer is just NOED, for killer not that good to use if you're good since you want perk that helps you before the gens are all done and you get kills before that point. As a survivor it's annoying to get those killers you 5 gen chase and you get one shot and then hard face camped at the end and also depip which is another discussion of it's own. To make this perk better on both ends while keeping it's purpose and makes it better in my option i thought of a rework. For No one escapes death i thought we should rework it as a passive perk instead of a actual totem that spawns at the end, the way it works is base on the number of totem perks left when it activates the entry blocks the doors from being open be clear not talking about the exists once you're in like blood warden but rather the gates themselves, a good idea is let's say 10 second per totem so the max would be 50 seconds of bonus time to the killer at max for time, a second effect is 1% speed per totem which turns to be at max 5% faster like how the perk is now, i feel the perk keeps it's power and feels less cheese and the perk benefits will only rewards good player since good killers won't get much out of this perk if they can't capitalize on the time given and bonus speed if they can't win chases, and there's still counter play as doing totem lessen the time and doing totems when it's active lessen the speed given, finally there's also a hatch for if someone has a key which would give a reason for a 4 man escape from hatch that isn't only for messing around or doing it just for the achievements. and my final point is this feels more like what the perk is meant for by it's name no one escapes death since it stops your main way of escapes. of course the max time given can be changes and also the speed, this is just an idea and have many points of balance changes to it to make it stronger or weaker if added like more max time or max speed, or more max time for less max speed and so on. I would love to see this rework in game because i think this is a fun perk idea i had for a noed rework that makes the perk still playable YEA also as well as keeping it's weaknesses and strengths.

edit making a not at the end, what i meant by gates is switches will be blocked

Post edited by ZAPking on

Comments

  • TunnelVision
    TunnelVision Member Posts: 1,375

    If you're too good for noed then don't use it. It's fine where it is. If survivors rush gens and leave totems then they get what the flipping deserve!

  • ZAPking
    ZAPking Member Posts: 3

    yeah but it's unfun where it's is and pretty bad in higher rank so wanting to make it better for higher rank and more fun to face while keeping it's power but making it rewards more on skill which the only way to get value out of it with this idea needs you to have skill and still be strong.

  • slim0b
    slim0b Member Posts: 551

    NOED is fine.

    As survivor: Do the bones

    As killer: Apply enough pressure for them to ignore the bones, then profit.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    You want this totem rework and NOT just a NOED rework:

    Totems

    The killer receives seven dull totems at the start of every match. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (including inside the basement). Pressing the button again when within 20 meters of the totem will apply the first Hex perk positioned in the killer's loadout. Dull totems cannot be within 20 meters of one another and take a total of 2 seconds to place into the environment.

    Why is this an important and necessary change (as opposed to some other changes regarding the mechanics of Hex perks)?

    The devs shouldn't have to be constantly creating new, static totem positions. Giving totem placement to the playerbase will ensure placement variety for years to come (eg. unexpected Trapper traps).


    Below are a few hypothetical situations illustrating the effects of the proposed change:

    1. Four generators have been completed and four survivors are alive. Bubba knows that the fifth generator is about to be completed. Even through his thick brain, he knows that he is in a bad situation. Luckily, Bubba has NOED, tier 3. This is, in fact, the only perk he has. Bubba has also not placed down any totems throughout the entire match, not wanting to waste any time setting up appetizing diversions for survivors, so he has seven dull totems at his ready. For NOED and this group of survivors' demise, however, he only needs to use one. Bubba waddles through the corn rows of Rotten Fields off on his generator patrols. Almost as if by some artful craftsman's design, Bubba reaches his targeted generator just as it is completed. The NOED icon lights up. Bubba couldn't apply it to a totem before, but now he can. It is his time to shine. The survivors scatter around the corners of the T-L walls while Bubba reaches deep into his apron and pulls out a small skull. Slowing down, he drops the skull onto the tilled soil, where upon contact it spouts bones and skulls around itself, forming a totem ripe for Bubba's newly acquired power. He grins, or grins as much as he is able to through the stiff skin of his stolen face, and Bubba's mind does something more powerful than it ever could have done without the presence of the Entity permeating every nerve in his body. Bubba lights the totem. 8 meters behind him, as Bubba begins to chase the survivors, the dull totem crackles to life, the fire dormant in the ground below it jumping up to fill the bones with supernatural powers. 

    Bubba knows that the survivors have seen him offer a totem to the Entity. Bubba grins. Bubba also knows that the Meg he is following has no chance of survival. His totem can't be broken quick enough to save this team.

    2. The Wraith treks through the reeds and muck that fill the Swamp. The mists envelop him in his own world separate from the eyes of those without The Entity's blessing. His pockets heavy with seven skulls, he passes through obstacles and wildlife with only a shimmer and a cold draft. With his speed, he is able to place diversions all around the map-- totems seen from kilometers away--only reachable by survivors travelling long distances from their generators. The Wraith doesn't expect all the survivors to fall for his decoys, but he knows that for some, it is too tempting of a prospect to pass up. With six laid out, he brings his final skull, his most coveted, to the depths of his domain, where his power is most connected to the one above. Here, in the basement, the last totem finds a home, tucked just around the corner of the stairs out. The Wraith, with his Territorial Imperative primed, breaths life into the totem, his Devour Hope, and sets off in search of victims to slaughter.

    Haunted Ground just doesn't work until two dull totems have been put down.

  • a_good_player
    a_good_player Member Posts: 194

    noed is fine because if i cant kill survivor because i have no skill i need a perk that grents me free kills, and thats extremely unfun for survivors

  • NekoGamerX
    NekoGamerX Member Posts: 5,298

    your idea the just wait it out.