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My Problem With NOED

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Comments

  • NMCKE
    NMCKE Member Posts: 8,243

    @Mister_xD

    I appreciate the feedback, and yes, I made sure to consider the EGC when making the new No One Escapes Death. Hear me out.


    No One Escapes Death is strong because the Exposed status effect guarantees a hit survivor cannot escape, unless they have the Endurance status effect. The Doomed status effect is like the Exposed status effect where they cannot escape, but they aren't downed in the process, unless they were previously injured. This adds a more fun factor to the perk, while keeping its strength (I made sure this rework buffs the perk, so killers wouldn't freak out on me). Yes, 90 seconds is long considering the EGC is 120 seconds, but that's because the EGC doesn't start until one of the two Exit Gates are opened, PLUS survivors can 99% them. The 20% attack cool-down helps the killer hit as many survivors as possible, so multiple survivors are impacted by the Doomed status effect.


    I see your concern about totems, but I sincerely believe the developers will add a mechanic like No One Escapes Death where dull totems are transformed into Hex totems in future chapters.

  • Mc_Harty
    Mc_Harty Member Posts: 3,293

    Damn you have a red perk now

  • Horus
    Horus Member Posts: 850

    Do totems

  • NMCKE
    NMCKE Member Posts: 8,243

    @Horus

    I actually do a lot of totems because Small Game is apart of my build 90% of times as a survivor, and I often use a Map to see the auras of all totems I've tracked. However, there are times where the killer chases me, and I have to pray to the Entity that my teammates aren't couch potatoes! :(

  • NMCKE
    NMCKE Member Posts: 8,243

    @brokedownpalace

    That's true, the developers can change their mind about things later down the line. I just don't like how perk are used to balance the game, we need an actual secondary objective, and not a perk based secondary objective.


    Just now trying to catch up on all the comments on this thread.

  • Just_Playing
    Just_Playing Member Posts: 156

    I play one some killers NOED but it has a counter if you know where the totems are.

  • ceridwen309
    ceridwen309 Member Posts: 502

    I would like to see a system implemented that adds onto totem functionality.

    One of my current ideas involves taking "items"(token only) from survivors and using it on the totems like a curse on the survivors in some way.

    But looking for a way to increase game time while not throwing off the balance of killer and survivor is interesting.

    One way could be to erect a barrier over the exit gate, and require all dull totem to be broken to open. (Will balance the want of bringing hex and will make survivor have extra thing to do before they can leave.) Of course, we would have to deal with the hatch then...but one thing at a time.

    Another idea is that all dull totem that are left on the map at EGC will turn into a "creature" that will walk around and try to grapple survivors, slowing them down. Will then have to stop and shake them off or continue moving slowly. Do bones or face the wrath of the entity. (this idea will not extend game time in general, but we could extend end game collapse a little longer if it becomes an overwhelming issue.)


    Just some personal thoughts on totems.

  • NMCKE
    NMCKE Member Posts: 8,243

    @ceridwen309

    Oh yeah, you nailed it, the fun factor of NOT doing bones! Currently when you don't, you'll get insta-down, but with your suggestion, having a creature roaming around would be a great fun edition to the game! :)