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DS and noed should really be reworked in basekit mechanics.

Profezia
Profezia Member Posts: 673

Title.

Both perks are more or less serving same purpose - punishing the other side for doing their objective too well/fast

Both perks are pretty much used by almost everyone

Both perks are just too good and are partially addressing major problems that both sides are facing - quick one way games.

Maybe take their base idea (stab killer if he tunnels / make survivors super vulnerable if secondary objective wasn't completed) and change it to work as a basekit mechanic?

Something like make decisive strike have a visual cue for killer (like a little glass shard in survivor's second arm), give some kind of hook counter & visualisation that it's better to go after other survivor (like a special icon on survivor's portrait displaying that they can and will try to fight back), make DS work after every hook, maybe even make it so that recently unhooked survivor can't complete gens / do anything but vault windows and drop pallets until the other survivor is hooked and DS lasts indefinitely

As for noed, give totem counter, make it so noed becomes gradually weaker with every totem removed (something like "5 totems = killer runs fast, oneshots, moris, exit gates are blocked" "1 totem = killer runs slightly faster") and that noed couldn't be removed after exit gates are done, maybe make it so that noed could affect the speed of EGC or some other things, etc.

Perks could just be tweaked to enhance basekit mechanic. Like "HEX:Noed - when gens are done, totem is hexed, while hex totem stands, "basekit noed" has +1 token" or "Decisive strike - increases stun dealt by "basekit ds" or "allows to complete objectives, but DS is disabled when survivor does that".

Thoughts?

Comments

  • Profezia
    Profezia Member Posts: 673

    I just feel like it's basically mandatory to run these perks on high ranks, so most of your games feel like you have 3 perk slots for perks of your preference and one perk slot permanently taken by one of these perks because without them you just have no chance for comeback if the other side is sweating too much/you made a very costly mistake.

  • Mugombo
    Mugombo Member Posts: 509

    #########. Did you really just compare DS and NOED?

  • Seraphor
    Seraphor Member Posts: 9,429

    DS isn't the survivor NOED. That's Adrenaline.

  • WeenieDog
    WeenieDog Member Posts: 2,184

    Noed mandatory? I'd say equipping it is a soft throw. Now if you were talking about corrupt intervention, I guess.

  • pizzacake
    pizzacake Member Posts: 11

    Having a NOED kind of thing in endgame dependent on totems remaining would make the endgame so much more interesting. It would make totems so much more important too.

  • Crypticghoul
    Crypticghoul Member Posts: 574

    I'd be okay with the killer running faster in end game but definitely not NOED. At least not without a total rework to the way hexes and dull totems work -- as in each dull totem cleansed makes the hex weaker or something and a count of how many totems are left in the game on screen.

    DS base kit would be bad but I'd kill to see Behaviour implement more subtle anti-tunneling mechanics, like not jumping to the next hook state if you rehook the same person.

  • Somna
    Somna Member Posts: 130

    I wonder if it would do anything if re-hooking someone within 1 minute of them getting unhooked puts them in the same state they were in when unhooked instead of skipping to stage 2 or dead.

  • Profezia
    Profezia Member Posts: 673

    >Both perks are more or less serving same purpose - punishing the other side for doing their objective too well/fast

    >Both perks are more or less serving same purpose - punishing the other side for doing their objective too well/fast

    I'm not comparing them by their literal effect, but by their purpose. Adrenaline isn't used to punish other side for going for early kills, it just gives you extra advantage after getting through the first half of the game

  • Profezia
    Profezia Member Posts: 673

    No, that would be really stupid + it would be an insensitive for people for camp.

    Just make DS last infinite amount of time until other survivor is hooked + make DS`ed survivor unable to contribute to objective + tell killer go for anybody else.

    Some tweaks are needed obviously, but that's the basic concept.

  • Mr_K
    Mr_K Member Posts: 9,279

    Nope

    All perks need to be basekit.

  • bjorksnas
    bjorksnas Member Posts: 5,730
    edited April 2021

    All im hearing is brutally punish killers with an endless ds timer after every single hook to incentivize bad plays like unhook and instantly abandoning the survivor you unhooked because they are invincible while killers get a side bonus if survivors didn't cleanse all the totems

    And for that reason, im out


  • Yords
    Yords Member Posts: 5,781

    I disagree, it is not mandatory to run these perks.

    Running these perks as base kit is just another perk that both sides will have to worry about. This would also buff the already strong killers too.

    DS is strong in the endgame, and if every survivor always had it, it would be a little too strong.

    These perks aren't even necessary when playing the game normally. NOED should be changed, but not made base kit.

    These would just be more band-aid fixes.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    no.

    if you want a perks benefits, equip the perk.

    that goes for both of them.

  • Profezia
    Profezia Member Posts: 673

    I guess you ignored the part where I listed possible drawbacks

  • bjorksnas
    bjorksnas Member Posts: 5,730

    Ok I read it here is my updated answer,

    Still don't like it

    And for that reason, im out