How do you view Left Behind and what it enables?
Granted it's an incredibly rare perk to run into and clairvoyance is basically just a better version of it but I figured it's more symbolic of the topic. I'm not talking about going in and stealthing and not doing anything productive and waiting for your team to die cuz that's boring and if everyone did that that would be no fun for anyone. But how do people feel about using perks like these and if the game is looking like it's going south and 5 gens is looking unlikely using these perks and start playing more selfishly and decide hatch is your win con. Is this a viable strategy or do you think these perks should be reworked?
Comments
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Totally legit. I'm using my teammates to survive. You are using me to survive. If you are beyond saving, why should I go down with that ship?
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I'm not out here taking We'll Make It and Reassurance for some cuck to go ahead and decide that my life is worth naught from the moment they hit Search for Match.
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Hm...many times ssurvivors running those perks and being laser focused on hatch play are really obvious by the way they play. They avoid taking aggro and they hide when killer is near. Heck maybe even avoid going after the box when it's against Pinhead. Not to mentioned that they almost always stop progressing the game if there's only two left (even if it's only one gen left) and I feel they affect the game a lot more when they decide the game is going south (at least in their mind, even if the game is perfectly playable/winnable from my pov at least).
Maybe they simply don't wanna try hard enough? I've personally ran Clairvoyance (I feel it gives more incentive to do secondary objectives like totems which can benefit the team in the long run and the aura reading of objects is nice) when I'm trying hard to pip and try to play safe. I'd like to think I don't follow the same pattern as the other examples I mentioned above but who knows. I personally see Clairvoyance/Left Behind as a late game perk in case you happen to be left last, not something you should be forcing. As in it's an insurance for higher chance of escape when things get dire imo.
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That also concerns me. As this is a team game, would you be willing to take a down for a teammate if u have a hook to give and they are on death hook and there is still a chance to finish gens?
How u treat ur teammates could come back to bite you. Im always altruistic but only if that one person sandbags or doesnt do anything altruistic to save someone else. Personally i dont save selfish teammates
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i got no problem with the perk but the majority of times i seen someone with it they mainly play selfishly.
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Depending on how the "team" is playing I may or may not take a hook for someone. If I am certain that the killer skill outweighs the skill of my teammates then I will gladly sacrifice all of em to escape. And why wouldn't I. When I know that someone goes down in 2.5 seconds everytime the killer sees them then they are of very little value to the team to begin with.
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I've never used it but I have no issue with other players using it. Even players who don't carry that perk tend to play selfishly once it's clear the game is over. I'd rather they play selfishly knowing they have a decent chance of actually getting something out of it, than they play selfishly just to go down with the rest of us anyway.
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Ever since the devs gave SoloQ the coup de grace, it's been an essential perk. If we have three gens left and the only other survivor is second stage on hook, I'm taking my chances instead of unhooking and getting slugged so that some random killer doesn't feel bad about his PP size.
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