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Ein Übersetzungsproblem melden
I think that it can be very good on maps that are hard to find generators on, like The Game and Lery's.
I also think it's great because it lets you eliminate 3-gen strategies very easily.
(Closed doors and flickering lights)
Dying Light is one of the best perks that slow down game
Combine this with Pop Goes and Thanat and it's easy win
Mindbreaker wow 3 second of exhaust maybe if it was like 15-30 seconds it might actually be viable as they wouldn't have their safety net exhaust perks for a decent bit after hopping off of gens but recovering for 3 seconds is childs play.
Second worst might be Hangman's Trick. It alerts you to people sabotaging a hook (which is pretty useless, if you're carrying someone you'll probably see the saboteur anyway, and if you're not carrying someone then who cares if a hook is sabotaged?) And it lets you see auras of survivors within a VERY small distance of the hook - 6 meters at rank 3. 6 meters is incredibly tiny, basically it will just show you the rescue as it occurs. Again, who cares? You'll get a noise notification when it happens if you're not nearby, and if you are nearby you'll see it happening. And to top it off that aura is only in effect while you are carrying someone! Even if that perk was active all the time it would still be terrible.
My suggestions for improving these perks might be:
- Monstrous Shrine: Make it affect ALL hooks, not just the basement, and in addition to making pulling yourself off a hook harder have it make rescues take longer. So rescuing someone will require you to stand in place for a few seconds more than usual. And/or have the perk give you bonus endgame bloodpoints for every hook. (And maybe change the name then to Horrendous Hooks or something)
- Hangman's Trick: Have the perk always be on with maybe a short cooldown. So whether or not you are carrying a survivor, you can always see people in close proximity to hooks, give or take the cooldown period. It would turn all the hooks into small radar stations.
But monsterous shrine is probably the worst killer perk to use, This is Not happening imo is one of the worst survivor perks to chose.
I don't personally use NOED mainly because I think the endgame is kind of boring, I'd rather use perks that help me prior to that and then once the endgame starts just wrap things up. But I wouldn't say that people who use NOED are "bad killers" or that it's an ineffective perk, it's basically ok even if its style is controversial.
Yes, NOED gives you a little boost if survivors forgot to cleanse all totems, but the more confident you grow as a killer, the less you will use NOED, as it basically eats up a whole Perk-slot in exchange to some help in endgame.
Also there's Killers who need perks like NOED to become viable. In combination with Blood Warden, it can make many killers become a threat.
To wrap it up, using NOED is like lending someone Money.
You give up some of your power for the duration of the game. You might get paid back in endgame, sometimes with more, than what the power given away would have given you, sometimes with less, but most of the time with pretty much the same.
That being said, I've noticed at least with myself I tended to try and get some use out of a perk when I took one, which means I'm going out of my way to gain the benefit of something that I probably didn't need in most of the situations I'm in. Usually you'd think it comes naturally during the game, but seeing the difference between when I played with perks and when I played without perks, it's something that stands out when you notice it.
With that in mind it becomes easy to identify when someone is using the more meta perks for survivor, as they try their best to gain some use out of their perks in some form. Either that being them running to your face to get hit for BT or wait on the floor until they can Unbreakable or you to pick them up to DS.
Small things that in the end I think damage someone's overall skill because they want to use a perk they bought, and it creates this dependency, this need to either find or create the situations that best suit that perk. It's probably why most people running the meta perks act so boldly, it's because they have perks that benefit them being bold (or brainless but that's up for debate), if or when they get injured, downed, or hooked.