Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

NOED Needs To Be Nerfed Still

It was given a little bit of a nerf some years ago with the aura reveal after the first insta down occurs, but that was not the survivor frustration. What is frustrating is being hooked on the NOED, too close that the killer can proxy the hook and the totem and get a free kill.

I have two potential fixes for this...

A: The Exposed effect is disabled while the killer is near the hook, and this effect lingers for 10 seconds after the unhook. Survivors shoupd use the linger to W key away from the totem, either giving time to cleanse for another teammate or just to die away from it.

B: Relocate the Hex when a survivor is hooked near the totem and remove the aura reveal. At least this way, survivors still need to search for the totem, they just can't find it instantly and instead actually need to look for it like the old days, while the killer can't camp both at once.

No Perk should ever be giving free kills. Billy, Bubba, Oni and Myers already have this problem. Why give it to all other killers AND with a Basic Attack?

Comments

  • runningguy
    runningguy Member Posts: 993

    i mean the counter is do totems during the match. noed cant activate if there are no dull totems. personally i think totems should be mandatory to escaping along with gens lol. if more people did gens and totems then the match wouldnt be over in 5min and the killer wouldnt feel the need to tunnel to keep up…then the hard nerfs to tunneling would be reasonable.

    its just the price to pay for flying through gens so fast, you run the risk of noed

  • Anti051
    Anti051 Member Posts: 881
    edited November 2025

    It's the same concept as a boss going into enrage mode when you've got it at low health, plus runningguy is right.

  • Shroompy
    Shroompy Member Posts: 7,789

    Relocating the totem is a good idea imo, and I think keeping the aura reading on top of that aint that bad. Reducing the range though might be aight

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    That's not realistic. Why should players cleanse dull totems in anticipation of NOED? A pretty uncommon perk as is. The problem being this specific situation, which has never been addressed to this day. Survivors don't need to be wasting time, especially when they can pop all gens in 5 minutes if they actually have brains and potentially SWF coordination.

  • Metagamer
    Metagamer Member Posts: 123

    Since free kills are unfair, then we need to get rid of all free escapes as well, like unbreakable soul guard working together at the exit gate, heal teching at the exit gate, Basekit BT end game and whatever else we could constitute as being "free". You can't go after the one thing on the killer side (perk wise) that is unfair for end game kills whilst being blind to all the things going on, on the other side. This isn't a 4 player game nor is it a 1 player game. This isn't even to mention that the killer only has 4 perks whilst survivors have 16 between them. A killer sinking 1/4 of their build to a potential end game kill is more than valid.

  • cogsturning
    cogsturning Member Posts: 2,253

    Sometimes if I can see the killer is so godawful that my team doesn't need me on gens, I actually do cleanse the totems. You can often smell NOED coming. It's an embarrassing perk that usually only the worst or the most BM-y players use.

    I agree it should either move away from the hook or spawn far away from where the down occured. For whatever reason, totems often seem to "randomly" spawn near hooked players, like Plaything. Hex totems also should spawn near the killer's spawn and nowhere near the survivors. The locations of lit totems needs a reassessment.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Honestly, I'm all for Unbreakable disabling once all generators are complete. this perk shouldn't be giving free outs for short term slugging. Soul guard on the other hand is a little understandable, since the survivors chose to stick out the gens while cursed by their effects, and them getting their 8 seconds of endurance is kinda their reward.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    But that's the problem, it's not fun to be that one person who dies because of a skilless perk like NOED. I made this post because after I essentially carried my solo queue team in a 3v1 3 gen hold, wasting so much of the killer's time thanks to MMR reset, (Still don't know why this happens) You can imagine how delighted I was to be greeted with that NOED notification when I haven't been hooked the entire game. I know I'm only seeing this perk because it's more common for worse killer players, but it is uncounterable in this situation, and thus has to go. It can be easily fixed without making the perk completely useless if it just relocates itself and killers get the compensation of the totem being hidden again. (no more aura reveal, or a reduced range)

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Of course it is, I'm not saying survivors shouldn't have something else to do other than gens, because it is a boring interactable and it's not balanced. I guess my point being if you're doing that and the killer doesn't have NOED (majority of killer players don't use it and majority of the most common killers played don't need or utilize it) than you're just wasting time cleansing Dull Totems, which are very hard to find without perks.

  • runningguy
    runningguy Member Posts: 993

    100%, gens can be very boring and tedious and i would love to have something like carrying parts to a gen. even something as simple as doing a mini game at the end of the gen to connect the correct wires would be more interesting than the current gen mechanics. it could easily be a 3 stage process, assemble the gen, fuel the gen then activate the gen.

  • tes
    tes Member Posts: 1,223

    How fun is to eat pallet after pallet because skilless surv took WOO in their kit?

    How fun is to see how important gen getting blocked by corrupt or deadlock because skilless killer took it and now you got killed before endgame?

    How fun see vigil + sprint burst that takes nothing from skills surv so they have free distance?

    How fun see hex blood favor on skilles killer so you got killed because have nothing in chase suddenly?

    Maybe your problem not in the perk? But the “skillless” player deciding to use it? One kill not defines win for killer. And yeah. This killer have to down you first, so do you like it or not, it’s just a perk. I understand it's frustrating being the only guy in team who died because was unlucky in endgame, then why not proposing actual win conditions based on team count escape as whole. So if three are out, you win as well?

    I’m honestly tired from this “it's just takes no skill” argument that suddenly have to be the main reason for some changes. Because this is just shows a momentum of player being salty about some moment in game and that's all. U can use argument “it takes no skill yet they win” on 99% of the stuff in this game on both sides. Doesn't mean nerfing something gonna be healthy and not making some stuff borderline useless

  • runningguy
    runningguy Member Posts: 993

    generally totems are not hard to find, they have very common spawn locations. for example, RPD common spawns include the little side rooms behand a desk (1 upstairs, 1 downstairs west and 1 downstairs east). just have to know roughly where they are. It might be a waste of time if the killer doesnt have noed, but you do get a fair amount of BP for doing them all. the fact its rarely used means the killer is banking on survivors not bothering with totems and knowing the gens will fly so they prepare for it.

    as far as the issue where the killer has hooked someone next to the noed hex, that would be down to luck securing 1 "free kill". Isnt that the same as hatch luckily spawning next to the survivor for a free escape? nor survivor or killer knows where the hatch will spawn, neither side knows where the noed hex will light up. i mean it could go both ways for both sides based on luck.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Hatch is a seperate problem that I've never been a fan of. It's completely luck based and tbh should have no affect on a killer's KR stats or the survivor's MMR going up, only a BP reward for the survivor and the end match status of "Escaped."

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    You're not seeing the point. It's not fun, it's not fair. You shouldn't have to die that way because a perk is completely uncounterable in a singular, set situation. NOED for the most part is a balanced perk, there's no problem with it when it isn't being used for this certain situation. Maybe I should've used the word "effortless" if that makes more sense, since you are technically getting an effortless kill, for free in this situation, which is not okay. "Skillless" is not an argument I use often, this is just a situation where it does in fact apply and it is in fact unbalanced and doing so doesn't require any wits, even if it is rare.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 481
    edited November 2025

    Noed is a hit or miss perk to be honest.

    Some games the value is unfair. in the next game one survivor stands on top of it the moment it lits up.

    You can claim nerf it when it is near hook (I won´t explain that the Killer could bring you to the totem and it doesn´t to lit up there or what happens when all except one totem is cleansed.

    On the other side you could say buff noed by changing its location when it spawns near a survivor.

    Because the perk would kinda be completly useless when it only can spawn far away from the action.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 481

    If I think about it…

    Is bloodwarden unfair when it procs at the end of endgame collapse?

    No it is not… you go oh snap I am dead and thats what happend in your situation

  • SoGo
    SoGo Member Posts: 4,259

    Unless a killer gets a hook right next to the totem, NOED is avoidable.

    And it requires a fair bit of luck to arrange that scenario.

  • tes
    tes Member Posts: 1,223

    Survivors also dies by many different reasons and its not fun. Yes, I don't see point when it justified by the moment where player just can’t cope with situation about one perk in endgame.

    Many players find it unfair when killer got only one surv before endgame, and then forcing a tie, by catching second and camping other far away from the gates in endgame. What we should do? Sabo every hook far from 24 m of gates and forbid killer to hit rescuers? Ban every killer to use power close to hooks? What the logic behind the fact u were offended to be downed by player who played worse from your perspective? I just don't see it. He wasn't cheating, and NOED still requires for killer to hit you. He removed every other slots of potential genrush or chase/aura, so you can loop longer, do gens more, and afford yourself a stealth. It's not Insta free hit or kill with this perk, something specific have to happen for it

    I literally don't see any valid reason besides “I didn't have fun”. And I already explained why I found this argument barely viable

  • Memesis
    Memesis Member Posts: 729

    This perk does 1 thing, punishes ignoring dull totems for the endgame. It has more than fair counterplay, on TOP of the aura that was given not all that long ago. It's nothing more than a second chance comeback perk for killers.

  • KerJuice
    KerJuice Member Posts: 2,104
    edited November 2025

    I argue that NOED needs to be reverted back from that last nerf. It’s an end game perk. I don’t know which “checked box” needs to see this, but end game perks should NEVER be nerfed. They are high risk, high reward perks. They are niche, and that’s what makes them so much fun. Matches don’t always make it to the end game. But when they do, it’s your time to shine. You played the entire match essentially one perk short, so you deserve to reap the benefit as originally intended. The OG end game perks were actually designed well. This goes for Wake up as well.

    Let’s put it in simpler terms: How long does your average DBD match last before the last gen is done? How long does the average endgame last for? Enough said.

    Play. Your. Game. Cause. It. Shows.