A noed rework just because I'm bored
So when it comes to hexes I love ones like devour hope, it changes the game in a unique way and gives a whole new layer to the trial that I feel all hexes should have but most lack..and so..I had an idea for my least favorite part of the game, the end game..
Hex no one escapes death: Every time you hook a survivor a dull totem becomes lit and cannot be cleansed, upon the completion of the last gen or the closing of the hatch the end game collapse begins and the glowing totems can now be cleansed
the end game collapse time is reduced by ten seconds for every lit totem and downed survivors whom were previously hooked can be killed by your own hand , cleansing all glowing hexes disables no one escapes death..but whomever cleanses one of the totems becomes exposed until the perk deactivates
A bit of a mouthful I know but this would be way more fair and interesting to our current iteration of noed and makes the end game a real last stand over a glorified stopwatch
Hope you enjoyed
Comments
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So basically having a mori every game and having exposed on survivors who cleanse totems, reducing endgame colapse timer, have to potentially cleanse 5 totems for the perk to deactivate, and only being able to cleanse on endgame that may be really short because of the other effect? It sounds stupidly overpowered.
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I thought your idea was pretty great up until the mori part. Everything except that sounds like a decent rework (taking time from EGC instead of insta down) however I'd change the whole "uncleansable totem" part and just make it a token perk with a hard cap at say 5 tokens.
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But whats the point of blocking dull totem if they become useless to you anyway? With this change dull totem cant longer get hexes.
Also the mori part is too much i think.
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I got an interesting fix for NOED that I'd add to it.
1. The NOED Hex becomes a dull totem when you hook a survivor
2. While the NOED Totem is active, survivors are able to recover from the dying state
This would make NOED still fun for the killer but give survivors more of a chance against it :)
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I'd suggest removing the mori aspect tbh, and you'd need a way to tier the perks too.
If I was to take this idea and try and improve it here's what I'd say:
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Hex: No One Escapes Death
A hex rooting it's power on hope.
Every time you hook a survivor, one dull totem becomes a hex totem. This hex totem cannot be cleansed. When the final generator is completed or the Endgame Collapse is initiated, the totems are able to be cleansed. For every hex totem on the map, all survivors suffer from the Exposed status effect.
Putting a survivor into the Dying state turns 3/2/1 random hex totems back into dull totems, prioritising Hex: No One Escapes Death totems. If too few hex totems remain, consume all available hex totems instead.
Whilst any hex totem linked to Hex: No One Escapes Death remains in the trial, the perk remains active.
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I wanted to keep your original idea and kinda combine it with current NOED. With this idea, you keep the whole insta-down shebang but remain at 115% speed now. I liked your idea of slowly adding more and more hexes to the match (as it gives survivors an indication that NOED is in play) so I wanted to keep this in there, and so as to not be able to kill the perk too soon NOED hexes can't be cleansed before the last gen is done or EGC is initiated. I added both conditions there to ensure a situation like Rancor won't occur, where if you close hatch the perk doesn't acitvate.
With this, you can keep getting hexes to re-light if you keep re-hooking survivors, which will discourage end-game slugging. It has a tier-able effect this time, and consuming the totems seems pretty cool to me. At tier 1 you'd get 2 downs if all 5 totems remained (5-3 brings you to 2, then if you hook another survivor you go up to 3 again, then 3-3 = 0, deactivating NOED) however only one if survivors cleansed 3 or more totems before you were able to build up the hexes. At tier 2, 4 downs if all 5 remain (5-2=3, +1=4, -2=2, +1=3, -2=1, +1=2, -2=0) and at tier 3 all 5 downs. I think this is pretty fair.
Also, I wanted to allow synergy between other hexes (if they manage to stay around that long), so I just made it any hex perk but prioritising NOED totems. Removed the mori aspect since I feel that's a tad bit unfair.
Thoughts?
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Except that I've seen all totems go in the first 2 minutes..if you find a totem that's lit you know the killer has it , and it requires hooks to power up
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That makes no sense tbh
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But then it's not worth having..as a reduction to timer alone is nothing
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Bruh you're literally making it 10 times worse to face than it already is. People are giving you useful criticism as to why your perk is OP and poorly designed as hell but you brush everything off as it "makes no sense" or "is worthless" to you.
Your perk literally does what you'd get out of a 3 perk combo with absolutely no downside and no counterplay.
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The issue is this is then just an even less impactful noed which isnt what I'm after as noed is a mediocre hex to start with..sure survivors will like it but now your punished for using it on top of the dead perk slot for the rest of the game..plus as the killer gets no bonuses unless a noed hex is cleansed and a hook was required beforehand I figured it'd be more fun that the current iteration..especially since dulls are usually cleaned on sight nowadays..plus anti totem perks are busted rn
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Outside the downsides of needing to stack it , can be removed , only works at the end, and gives the killer no empowering effects unless the perk is at risk of dying..just named the counterplay and weaknesses all at once..do try not to let your bias turn this into an argument..a tad more respect would be appreciated
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My thoughts on reworking it were to fix issues people had with the perk whilst retaining the original design philosophy of the perk, being instantly downing survivors in the endgame.
also please come take my solo teammates away from me and give me yours. id do anything to have teammates that cleanse the ######### totems.
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Without the mori part there's no point to the perk at all..as for the totem block..since the perk gives itself away it wouldn't exactly if it didn't do that..the point is to have an earnable but countable final stand at the end
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Just run detectives and you'll eliminate noed pretty much every game..that perk is seriously bloated but hexes are so weak nobody notices
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i do use it. again though when i have to carry altruism and chases and gens and totems itd be nice for teammates to do just one.
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No. NOED is fine. Survivors who complain are simply bad at the game.
Do
Bones
But yeah a totem counter would be nice.
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Sometimes they do
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You misunderstand my intent..I want noed to be better and more interesting
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in my eyes
Survivors should know they are exposed the moment gens are finished so they have a chance to look for the totem before the killer starts slugging or camping. Rancor does it so why can't NOED
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This only makes NOED more killer favored...was that the intention?
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It's fine to buff NOED, but the least you could do is also make it more manageable and noticeable to survivors. Uncleansable totems isn't exactly manageable, and the best counter to NOED would still be hoping the killer has it and running around cleansing dulls.
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Honestly it doesnt matter...
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It was to make it better yes..but make it fair because every other "rework" I see is just a fancy nerf which is purely stupid..its a very mediocre perk
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The tirems being unclensable is a big warning hence why I made it this way and plus the EGC starting immediately would also be a giveaway..it turns the end game into a mini game so to speak
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A big warning they can do nothing about :/
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Incorrect..they can memorize where the totems are
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