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No One Escapes Death...

Iron_Cutlass
Iron_Cutlass Member Posts: 3,362
edited January 2023 in General Discussions

Okay, before someone says "another person who got stomped by NOED", no, I didnt, I just feel like after it's rework, it did nothing to address the core issue with this perk.

For starters, I just think NOED really needs to be changed again, even partly reverted. Im 100% fine with the Aura Reading on the Hex Totem being removed, but, make it so the Hex Totem moves locations if a Survivor is hooked within proximity of the Hex Totem.

I think it is dumb to sit here and have a perk that can 100% guarantee a Kill by literally just getting lucky. And if you are actively being chased when the generators are completed, it's not like you can actively see the Aura of NOED and avoid where the Hex Totem is because you literally cannot see its Aura.

Killer is circled since you can barely see them, they are using the Rift outfit that came out so it can make him difficult to see with all the mute tans and browns. I cant even blame the Killer or anything for doing this, they are making the smartest possible decision, it's just upsetting that there is literally nothing we can do in this instance.

Comments

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,019

    I don’t really think the aura should be removed, that alone made it feel a lot more fair and noed is not nearly as frustrating to face as it used to be imo. Prior to the nerf I refused to use noed at all on principle, now I don’t. But I agree this situation where the totem is near a hooked survivor is lame since there’s not really anything you can do.

    Forcing the hex to move to a different totem is a decent idea in theory but it’d raise the question of what to do if there is no other dull totem available at that moment. You could just say it deactivates in that case but that doesn’t feel right to me.

  • FMG15
    FMG15 Member Posts: 456

    The current version of NOED made it a less attractive for killers. Nowadays I barely even see that perk and if they have it it gets cleansed in no time. That totem spawn was unfortunate but you know: High risk high reward. Sometimes the totem gets instantly spotted and cleansed sometimes the killer hooks the survivor where the NOED totem is.

    I would love to see a change though. I have an idea that is more fitting to it's name IMO:

    -Remove the expose status effect

    -Increase haste to 7% (hope counter)

    -When the last gen pops NOED activates. Survivors don't get the aura of the exit gates shown. The exit gates open 20% slower. All survivors suffer from the blindness and oblivios status effect.

    -All effects are gone if NOED gets cleansed or no totems are available

    This might sound too strong but it would be much more fitting. It would create pressure and would give the survivors a feeling of hopelessness. And the feeling that no one can escapes death.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,362

    Rekindled Totems exist through Hex: Pentimento, BHVR can always make it a Rekindled Totem if no other Hex Totem locations are available, forcing it to take the location of the Hex/Dull Totem that was last cleansed by a Survivor.

    I actually kind of like that, it fits the name a lot more since it literally tries to prevent the actual escaping to begin with. However if Survivors do not get Aura Reading on the Exit Gates then the Blindness debuff should be removed, Blindness feels a bit overkill since it shafts team Aura Reading for SoloQ.

  • FMG15
    FMG15 Member Posts: 456

    Thats what I kinda meant that my idea might be too strong. SoloQ is obviouls a big factor in balancing perks

    The (boring) alternative would be to block the exit gates (like NWO) as long as the totem is active but that would be too boring. I want more variety for perks like this

  • Xernoton
    Xernoton Member Posts: 5,887
    edited January 2023

    NOED is a hopeless case. It will always be disgusting. I think no matter what changes you make to the perk, unless you change its entire concept, there will still be scenarios where it guarantees a kill.

  • Science_Guy
    Science_Guy Member Posts: 2,034

    Yeah, you're right on the money in that the update did nothing to address the actual problems with the perk. But in the end, just hearing that a perk was 'nerfed' is enough for players to stop using it. Although it's still as annoying as ever when it goes off, I see NOED so much less now that it's not very high on the list of perks I'd want to see changed at the moment.

  • TigerSnake
    TigerSnake Member Posts: 531

    The devs wanted it to stay mostly the same in order to incentivize survivors to cleanse totems.

  • INoLuv
    INoLuv Member Posts: 464

    A salty remark as usual

  • Carth
    Carth Member Posts: 1,182
    edited January 2023

    How is this any different from hooking a survivor by a 99'd gate due to no other hooks nearby and they escape 100% due to basekit BT.

    It does feel bad/lame but that's just the nature of the game mechanics/perks at EGC. There are multiple scenarios on both sides where there is 0 way to win/do something about x.

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    It's a second chance perk for killer same as Adrenaline / UB / DH for survivors,,,and a much weaker for that matter,,perk is fine as it is,,if you happen to have a hooked person near the totem it is what it is,,take the L and move on

  • AJStyIez
    AJStyIez Member Posts: 419

    So the ONLY reason the perk is problematic is because one niche scenario where the Killer gets good RNG? Its already a dead perk and even for the people that occasionally run endgame builds it normally gets cleansed before an insurmountable amount of snowballing is done. Its 2023, NOED shouldn't even be a topic

  • edgarpoop
    edgarpoop Member Posts: 8,445
    edited January 2023

    The perk is in a good spot now IMO. Yeah, it sucks when you get hooked near the NOED. But sometimes you lose for RNG reasons in this game. It happens. I view NOED as something that can secure a kill whereas running an otherwise active perk secures a kill during the game. It just changes when the kill happens. The crutch aspect is mostly taken out of it now with the totem aura.

  • Firellius
    Firellius Member Posts: 4,539

    That's why it should change, because NOED, now more than ever, does the opposite.

    NOED should be a hex that ignites all remaining dull totems (So it doesn't ignite broken totems or boons) once the fifth gen is completed. For each totem that gets lit up, the killer gains a 1.5% speed boost.

    If there's 2 totems lit up, NOED renders all survivors oblivious.

    If there's 3 totems lit up, NOED renders all survivors exposed as well.

    If there's 4 totems lit up, NOED will block the exit gates as well.

    If there's 5 totems lit up, NOED will reveal all survivor auras as well.


    Make it incremental to the number of totems the survivors left unattended, because current NOED is harsher to survivors that do cleanse totems than it is to those who don't.

  • Deathstroke
    Deathstroke Member Posts: 3,522

    I think that's fair killer played early match with 3 perks and took risk and is rewarded with one certain kill at the end. Survivors don't always need 4 man escape and that's fine.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,362
    edited January 2023

    What does "complain on the forums that the Killers slugs you to secure a 4K" have do with anything?

    Im fine with people slugging for the 4K, it's not like I really care since people can play how they want. Hell, I even stated that Im fine with the Ghostface camping here since it makes sense, all the gens are done and the Totem is right there, it is the smartest play.

    Also "boring" comes with subjectivity, you might find things boring, I might not. Personally I find it boring to sit in front of a hook all game until a Survivor is dead, but others find it fun or interesting, so I dont judge them for their own opinion.

    The thing is, I am able to dissociate the game from the player, which is why Im not even mad at the player itself. However it still lets me point out an obvious flaw with the perk since the perk and the player are two completely different things.

    Post edited by Iron_Cutlass on
  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,362

    I would like to just point out some things.

    I never used those perks that match, the original image is cropped a bit so you cant really see it, in fact I stopped using Dead Hard 1-2 months after it's rework because I felt like I crutched too hard on it to last long in chase, so I moved to using Balanced Landing and Iron Will for chases. Also my team never had any of the perks you listed either, so saying "well you guys have this so I think it is fair" (or at least that is my assumption and interpretation, Im sorry if it is wrong) just does not really fit the situation.

    Ive been on the forums for a long time. I was a Survivor main, then a Killer main, now I consider myself neither. Ive moved to playing both sides evenly since I want the best overall experience for both sides. Both sides have unfair and uncounterable situations, and I really want to see them removed because it just overall contributes to the game not being fun for players (Killers and Survivors). I really just care about this game succeeding and being fun for everyone, even though I really know you cant please both sides sometimes.

    Idk. I also dont care about losing. If I cared about losing/winning, I would hard tunnel every Survivor at 5 Generators with meta perks but you always see me making posts about unique builds and having fun. If I cared about losing/winning, I wouldnt be using Visionary, Pebble, and Hope in the screenshot above, nor would I do perk roulette with friends, nor run No Mither. Again, winning/losing never matters to me, I just care about fun, for everyone, and talking about the flaws of the game that might need to be looked at (for Killer and Survivor).

  • Slingshot47
    Slingshot47 Member Posts: 158

    I'd be fine with the perk at least telling survivors that it's active as soon as the gens are finished, like every other exposure effect in the game. That way, the killer still gets their massive boost in strength, but a survivor doesn't have to be completely screwed before they know about it.

  • KerJuice
    KerJuice Member Posts: 1,920

    I don’t enjoy falling victim to NOED, and only use it for 1 of my 2 endgame Trapper builds- but I do feel like it should be 100% completely reverted. The slight rework was unnecessary.

  • Entitled_survivor
    Entitled_survivor Member Posts: 828

    I'm not saying you are using those perks..All i'm saying is both sides have second chance perks and that's fine,,does it suck gettin downed next to noed totem and gettin camped with no realistic way of gettin off that hook without a deliverance or 4% ? Yes it does ,same way it does for a killer having multiple adrenalines pop at endgame or while chasing a person to kill/ hook,,The point is not to shame people for using meta, ( unless you are a gen kicking bot with call of brine eruption nowhere to hide) point is second chance perks exist for both sides and sometimes you feel robbed but then again most of them have their drawbacks,,,noed might not even activate,adrenaline same ,no way out encourages not tunneling,,see the pattern ?

  • Nos37
    Nos37 Member Posts: 4,142

    "When the last gen pops NOED activates."

    This is the ONE change I want most for NOED. Then it's fair.

    The fact that NOED (and Rancor; and Adrenaline) can activate with 5 gens still remaining (killer closes hatch) is ridiculous

  • Tostapane
    Tostapane Member Posts: 1,667

    noed should be basekit without being a hex (and without the 4%speed bonus). fixed

  • clowninabout
    clowninabout Member Posts: 133

    Exactly, sometimes survivors just need to accept that sometimes one of them is not going to escape. In the original post that screenshot looks like one of those situations.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    You lost me at "100% guaranteed kill". I'm sick of this mentality.

  • FMG15
    FMG15 Member Posts: 456

    That one was actually an oversight. I actually meant when endgame triggers but honestly? That's actually a good idea. Why should it activate when not all gens have been completed. All that does is giving the player less chances to escape so why even let it be that way?