Devour Hope VS NoED
Devour: you need 3 hooks to get instadowns, and the survivors only need to cleasne 1 totem to remove it
NoED: all you need to do is exist, and you get insta downs. Survivors need to cleanse all 5 totems to remove it.
ok then.
Comments
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Why not both?
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Devour also has the ability to activate far earlier than NOED and gives the ability to mori
NOED is only active late game
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Don’t forget the ebony Mori and Tombstone
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Devour Hope is the perk holding back all other Hex perks.
NOED is the only hex perk in the game that requires you to cleanse 5 totems, except you get nothing for cleansing 4 of them.
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DH has a higher risk but greater reward. NOED only activates when the gens are done. By then people will open the gates and get the hell out of dodge. DH can activate before the gens are completed. The survivors do not get a notification until 3 stacks but by then it can easily be defended. At that point there is no where for them to go. They will literally be afraid of the killer(for once), drop everything and look for that totem. If you managed to get 5 stacks you can flat out remove a survivor from the match.
IMO DH is stronger than NOED by far but it has a greater risk because it is on the field from the start. NOED is more like a punishing perk.
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NOED can also be destroyed by cleansing only 1 totem when it activates.
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3 hooks and DISTANCE+UNHOOK.
Devour Hope also feels like I could have actually done something to deal with it. NoED appears and makes me die a little inside.
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Noed you only need to destroy the lit Totem. Where it appears depends on your earlier efforts.
Devour Hope can be delayed by unhooking inside the killers range denying tokens. And even then the totem is lit the entire time and completely vulnerable all match.
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Devour is most fun but for me It never lasts too long :/
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You get 4 thousand bloodpoints.
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How does that effect the game in any way?
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You can buy a toolbox or medkit.
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Yeah, and you get more points for hitting survivors than using your power. That argument doesn't make sense.
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Victory points are the score at the end of the game. There's only two measures of winning the game that makes sense: kills and endgame score. If you are personally weighing the winner by score then it's a pretty nice boost.
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true
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You still have more points, plus bragging rights that you did all the bones.
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Okay bud.
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sounds like someone didn't want bragging rights. I'll take em.
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This is a misconception and inaccurate. Pre-cleanse 5 totems if you want 0 seconds of NOED.
Or, wait until gens are powered, THEN cleanse the *newly* activated Hex totem in EGC if you can manage being exposed for 20 seconds.
NOED isn't "all the Dull totems". NOED is "one of the remaining Dull totems which becomes NOED."
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So just magically, every time, find the newly-spawned Hex and cleanse it?
Look, the sad fact is that the only decent and consistent counterplay to NOED is to leave the poor survivor to die. That's it. Everything else is unreliable to the extreme, or so unfair to everyone that's not in a SWF it's laughable.
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Yes. There's only 5 totems and they are always evenly spread out across the map. If you do them enough times you start noticing each set of 5 seems to be pre-arranged rather than pure RNG, that is they tend to follow a pattern. If one is hidden behind a bush, most tend to be be by a bush. If one is hidden in a fake locker on Midwich, 2-3 others are also in a fake locker.
You're supposed to keep track of any totems you come by pre-EGC during chases and what not even if you don't do them. Worst case scenario just do 3 escape and that's perfectly fine. You don't need 4 escapes to count as a win, likewise killers shouldn't define 4k's as wins.
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You truly don't see how unreasonable that is, do you? You may as well cleanse them all - it doesn't take long, barely an extra generators worth of time. What does take ages is actually running around and finding them, which is the unreasonable part. The only way to mitigate that is to run a totem-finding perk... Which is an unreasonable ask, given that they exist only to counter NOED and nothing else, and you still waste a boatload of time actually running around. Time that could have been used finishing the generators, which is an actual task outside of SWF.
Running a perk to counter a perk is about as dumb as any game gets, and to be honest the only other scenario I can think of is Iron Will Vs Stridor - except IW is bugged and removes breathing sounds as well, which is why Stridor "counters" it, meaning that it isn't even comparable.
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Just 1 after gatr but yea i see what u mean by it.
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To paraphrase the great Hel, "Honey, you have no idea what's reasonable."
Let's see your options shall we?
Killer runs NOED:
Option 1: Spend 2 minutes pre-EGC low pressure cleasning totems. This is assuming your'e soloing it.
Option 2: Lose 2 minutes during high stakes EGC while teammate(s) are insta-downed on their way to the Exit Gate, everybody panics not sure whether or not to save the hooked person.
Option 3: Don't spend 2 minutes pre-EGC to cleanse totems, but keep track of them as you happen across them. Spend 30-60s during EGC to ninja the correct EGC totem, unhook your teammate, take a proteciton hit and surprise the killer if he didn't notice he just lost NOED, both walk through the Exit Gate like a BAMF in style.
Killer doesn't run NOED:
Some possible options for the slot:
Option 1: Devour Hope
- a) You like bones, so you clear them and on average find it on the 2.5th totem, taking about 1 minute on average and likely nothing happens. If you're willing to do bones, this is no different from dealing with NOED.
- b) You don't like bones, so you don't cleanse them until 3rd hook DH triggers. Congrats, you will have to live with Exposed for the remainder of the trial and likely drag out your gen completion 2-3 minutes longer than usual, if you even get there. RIP.
Option 2: Delay perks such as Sloppy Butcher (as an example)
On average, survivors probably heal 6-8 health states per match, whether self heal (50% speed alone) or with help (100% speed but 2 people aren't doing anything) as the typical case. So let's count 32 seconds per health state, mangled increases that by 20%, so 6-8 x 6 seconds = 36-48 seconds. This is not counting any strategic issues from that additional time while the killer comes and find you, and the increased ease of tracking you due to bleeding. Most likely, you'll still come up with a net loss of 90-120 seconds worth of time.
Option 3: Information perks
Anything to save the killer time from tracking such as Nurse's Calling, whispers, etc. Let's say it saves 10 seconds per search/chase and the killer initicates on average 12-15 chases per match, information perks can help the killer speed things up by easily over 2 minutes and apply pressure.
In the mean time, you have survivor teammates who are t-bagging and looping around for 2-3 minutes, and you say its unreasonable/there's no time?
Hun, if you just want to repetitively do the same thing over and over again and expect a win, there's AdventureQuest. Adapt, or play a different game.
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