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New End Game Build [100% Escape Rate So Far] - Question
Let me start this by prefacing that I am an aggressive type of player. I like to run the killer & put pressure on them by doing gens. I am the type of player to take protection hits/even go down for you when able so that you can escape. I always try to save at end-game rather than just leave, unless they're face camped with an instant down killer or typically in basement unless I have help. I generally think I am good teammate to have.
Anyways, I started to experiment with an end-game build and its been awesome so far. This was specifically b/c the quality of my teammates. I would normally never run a build like this.
The perks are: Wake Up!, Fixated, Adrenaline & Sole Survivor.
13/13 escapes so far when this end-game situation is forced. May update in the future. Trying this build for the next 2-3 weeks. Loving it so far.
Adrenaline = never play for hatch, let the killer get hatch. Immediately get on gate, takes about 10 seconds or a little less (never counted but its extremely quick). Depending on the killer and their playstyle though. There were some matches where I knew getting on the gate right away was a death waiting. This was specific to high mobile killers like Blight, Nurse or even Wraith, depending on where hatch spawned. Guarantees you to take a hit if for some reason, you don't power the gate all the way in time. Very strong.
Fixated = at that point in the match, everyone knows it is over but you have a final say in how it ends. Stealth around the map w/o running and being seen. Big help to moving around the map, esp against the sweaty killers who slug and use slugged person as bait to catch you.
Wake Up = self explanatory, boosts gate open speed and lets you know where the gates are if for some reason you didn't know.
Sole Survivor = 50%+ gate open speed and no aura reading within 24 meters (3 survivors dead).
I have some questions though.
- Does Wake Up actually stack w/ Sole Survivor? Wake Up's detail says that 'once all gens are powered, you gain a 25% speed bonus to opening gates'. But obviously in the situations I'm focusing on, not all gens get completed. Whether its 1,2 or 3 gens left, killer closes hatch and I get the gate aura to let me know where they are. What I don't know is if I'm getting a 75% boost to opening gates (50% sole survivor boost, 25% boost from Wake Up!) or just the flat 50% from Sole Survivor. If Wake Up!'s boost didn't come into affect, why would the gate switch's aura show up after hatch gets closed?
- Does MMR actually increase with gate opens, regardless of criteria? I believe hatch escapes don't improve your MMR since its a last ditch effort to get out and you have no other option. However I always thought (since SBMM came in w/ MMR) that gate escape = MMR increase. Or does gate escape only increase MMR if all gens are done and the end-game comes naturally?
B/c my main point in running this build was to get out more often than not in matches where I was otherwise nearly guaranteed to die, however I have no clue on how this type of play affects MMR. Am I increasing it? Or is it not going anywhere? Don't get me wrong, its a very satisfying build to run in those matches where you are doomed to die but you have this card up your sleeve. But if it doesn't increase your MMR by escaping out the gates YOU have powered, then whats the point?
Sorry about the longer post!
Comments
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1.) Yes, I believe Sole Survivor does stack with Wake Up. Iirc, it takes 12 seconds to open the Gate.
2.) Yes, as far as we know, it doesn't matter when you escape from the Gates, only that you do. If you exit the Trial through those doors, you gain MMR. If you get out through Hatch, there is no change to your MMR.
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Awesome! Boosts my spirits since I was a little worried it was all in vain haha.
Thanks for the quick and straight reply, Puls.
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Wake Up does stack with Sole Survivor even if the gens weren’t finished.
Gate opening times:
Default: 20
Wake Up: 16
Sole Survivor: 13.33
Wake Up + Sole Survivor: 11.43
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Thank you! Very good info. Will keep in mind. So awesome.
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Feels like killer endgame perks would mess this up. No way out for sure would bring the killer down on you and lock you out of getting out, always messes up a solo gate escape. Very cool, imaginative build though. I usually just run left behind and hope for the best, maybe bring a hatch offering and a key sometimes.
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You can tweak this a little with Low Profile instead of Fixated. It gives you a 90 second window of no scratch marks while running when you're the last one standing.
MMR goes up on exit gate escapes only. Hatch is a null scoring event aka a tie more or less.
I run a similar build. It's still sometimes safer to go for hatch depending on the killer. Take the tie with Left Behind or play the gates with Sole Survivor/Wake Up.
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I've actually ran into a few killers running NWO. Yea its very strong. Will definitely hurt this build. However none of them have killed me so far even with NWO. The main thing I focused on is being unpredictable. With the EGC going on, they'll likely patrol both gates until they get LoS on me. And everytime thats happened, I've had the gate already at 80%+ and full health state so I can take a hit and still open the gate + get out.
Experimenting with this build has really surprised me with the results!
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Yea might throw that in actually. Have you seen this Edgar?
INSANELY entertaining. Low Profile is so good!!
p.s This video is what inspired me to switch things up. Thanks Bill.
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Yup! I actually tried that build over the weekend. Not really my playstyle but it's pretty fun
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So you're saying if the gates are open but I stick around for a hatch escape because I have a challenge that requires me to do so, I'm throwing away free mmr?
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As I understand it, that's correct.
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Also, for Sole Survivor it's no aura reading (outside of killer instinct) outside a max of 72 meters. It's a 24m aura block per survivor killed.
You'll still want to be leery of killers like Legion and Pyramid Head, as their powers can cause killer instinct and still reveal you.
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One game isn't going to make a difference, and you don't lose MMR, hatch is neutral.
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I don't lose mmr, but I also don't gain the mmr I would have gained by just walking out the door.
Seems like a very flawed system to me if it can't even tell if the door is open or not.
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I think for most players it happens only exceptionally, so can be ignored and fixing it would have low impact.
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But MMR is all based on averages, very loose averages. We're talking several hundred games to get a decent placing or to significantly change your MMR.
You're not going to get the hatch often enough to make a dent in your MMR.
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It's unfortunate that this build probably reduces your team's chance of escaping overall. No exhaustion (not counting Adren), no anti-tunnel, no healing, no gen speed.
It's a great build if your team throws the match early, though.
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Anti-tunnel isn't necessary if you're playing to survive to the end game anyway. That is, you're playing cautiously and not putting yourself into danger unnecessarily.
I routinely opt out of running an Exhaustion perk, especially in solo queue, because the way you have to play as a solo survivor means you shouldn't be getting into unnecessary chases.
And over all, survivor is perfectly playable with no perks whatsoever. Hell I did exactly that completely by accident yesterday, when I jumped on Rebecca for the first time. No perks, or item, and still escaped. Did I get lucky? Sure, but that's what this game is about.
You don't need +5% healing to be able to heal, or +5% repairs to be able to repair, when the way you play in the game itself, and the way the killer plays specifically, can have a relative effect of +/-50% to the success of either of those things. They just give you a slight edge, and maybe you'll end up needing that edge maybe you won't.
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Maybe. I still think running perks that depend on your team being dead is a bit selfish and hurts the team's chances overall. But hey, play how you want.
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I usually run at least Sole Survivor as a solo survivor, though my other three will be things that can help all of us. Just as an insurance policy against an otherwise unwinnable game. I can afford to lose 1/4 perks if we do well enough to all escape, and if we don't, then I get Distortion-light and a decent chance of getting an exit open.
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That's somewhat reassuring, I suppose! 😊 With how low my escape rate is these days, maybe that's for the better.
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Thats the reason I started to run it. I will always put an effort into my team. But there's so many matches where I could have gotten out but didn't because either I decided to be altruistic and save my last teammate, which ended up with me dying as well or I just tried to find hatch before killer. Most of the time in these situations, whether you jump on a gate doesn't matter because the killer would be on you before you were done powering.
This build is specifically only for these situations. I want to get out or have a decent chance of getting out, when the death and loss is nearly guaranteed.
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