http://dbd.game/killswitch
No Way Out should require 2 or more survivors
When you're the last survivor this perk is simply too powerful. You have to play every match assuming this perk is being used and try to interact with the exit gates as soon as possible if the killer finds the hatch first. Doing this though is basically handing the match to the killer because for some reason this perk notifies the killer that you're in that area making it that much easier to find you. With full stacks of this perk, the killer has too much of an advantage to win against the last survivor. It does too much given the loud noise notification just for walking up to the exit gate. Its already hard enough to open the exit gate in this situation and this perk makes it impossible if you do not try to interact with the exit gate right after the hatch is closed. Its too much reward and power for a single perk. It makes door plays for the last survivor too difficult in an already killer favored situation. Yes, the door spawns largely favor the killer in most situations.
This perk feels like it is more designed for a multiple survivor situation so my suggestion is simply have it only activate if more than 1 survivor is alive.
Comments
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It's not unique to this perk.
You will never leave by gate as single survivor against Whispers unless killer wants to.
Then you have some killer powers that make it near impossible, mainly Trapper and Skull merchant. Then you have killers with high mobility.
I would say you should be simply more motivated to find hatch. If you didn't, then you are unlucky and dead unless killer has good mood.
But is that really major issue?
You lost that game. You lost fight for hatch.
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perks that are auto win during end game are only disabled for survivors i don't make the rules
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The survivor loses the game when they are eliminated, not when they don't find the hatch first. The door is still able to be opened after the hatch is closed. There are just certain killer powers and perks that make it impossible to do which I see as problematic.
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It not a perk that you see evert game, and when it comes to play; the killer is probably a trapper or skull merchant with possible Endgame/Whisper build.
If they wanted to nerf the perk; they could have simple make it disabled when hatch is closed or paused the Endgame timer by the duration of it effects; but I say the perk is balanced by hook requirements and encourages the killer seek out different unique survivors, all four of them and the fact that it is a perk that require the 5th generator to be done and before/during the Endgame collpase means that its a situational perk that is only works if you manage to hook anybody or all 4 survivors at least once and the game is already over when no one is doing generators now and are dead.
My stands, it is fine the way it is; and I don't think any buffs or nerfs is going to help it from being too overpowered or too worthless. If you are the last Survivor dealing with it, it sucks but it's a gg for the killer and you might as well allows him to get the 4k because of it.
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So the perk is fulfilling its purpose. You get tokens by not tunneling, if you are the last survivor vs nwo then they didnt tunnel and got 3 kills. Why should they be denied value because of that? Its especially powerful in closed hatch situations yeah, but it only lasts for half the timer. Just proc nwo asap then play normal when its gone.
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I'm not suggesting the perk deny the killer value. I am arguing the perk rewards the killer with too much value. This is a problem with several perks and addons for killers in this game too. Survivors know that going for the door after the hatch is closed is almost asking to be found and eliminated. It takes perfect hiding and timing even without this perk to get the door open. No Way Out makes this play too difficult by forcing the last survivor every match to go straight for the nearest door and if the killer is using NWO then they now have to deal with the killer knowing exactly where they are and somehow evade them. It doesn't take much for the killer to check every wall and corner near exit gates and survivors leave scratch marks when they run. Sprinting away from the door after activating this perk will likely just give away your position anyway.
The point is, this perk gives too much power to the killer based on mere circumstance. It doesn't matter if the last survivor tried to wait out the killer's patrol pattern to the doors. If you fail to activate the perk right after the hatch is closed then you will die. This is unfair advantage in my opinion.
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That mere circumstance being four unique hooks, three kills and a hatch-closure, all the while essentially running three perks for 99% of the match. At that point, the advantage NWO gives has been massively earned.
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Its a last survivor closed hatch scenario. Its unlikely you were escaping anyway. If the killer has mobility your dead, if they've got good gate spawns your dead, if they've got nwo your dead-er.
The only time nwo actually stops a survivor from escaping in that scenario is when their up against a low mobility killer without range or good gate spawns. And if their playing a low tier killer like that, got 3 kills without tunneling, and then got bad gate spawns they deserve to get nwo value. closed hatch nwo just speeds up what was already gonna happen most likely. Besides, its a closed hatch scenario. You lost, your team is dead and you didnt find hatch in time, why in that scenario, where the survivors have lost, should a perk get nerfed?
it just shouldnt. its one of the best designed perks in the game, doing nothing all match then giving massive value if you dont tunnel. And better yet, it near guarantees the final kill if you find hatch.
How to counter: Find hatch first. Need I remind that hatch is an instant escape for the survivor who finds it? The killer doesnt instantly kill you when it closes, you still have a chance.
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I mean honestly I don't really have that big of a problem with this. I do feel even as a Killer main that's a bit demoralizing at the very least feeling like you got a good hide off and got a chance, but at the same time the perk itself is pretty niche and honestly kinda bad in most circumstances. You could almost argue it's best use is for securing 4ks so I'm not so sure if it should be changed. It's annoying yeah, but I wouldn't say it's a problem.
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LOL what? In each match if you are the survivor you get:
- A 50/50 chance at magically finding the hatch. No skill, you just find it.
- Even when you don't find it, you can skip this altogether and camp an exit gate. And get another 50/50 chance.
- If the hatch is nowhere near one of the gates, and you pick that gate, the killer can still possibly not make it to the other side where it is.
- The killer is giving up another perk for this perk which is sometimes situational.
You want the killers to make it easier for you? Maybe you should just ask for the exit gate to be seen by the player and not the killer. Hell, let's make it EVEN easier. Once the killer finds the gate, they have to run to the complete opposite end of the level, ensuring only a small chance they ever catch you at the gate.
The game is already so survivor sided - now can get 30 second gens, dozens of pallets, infinite loops. You guys are ridiculous with your complaints.
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This should not be a thing in DBD.
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Yeah you've lost gen, lost hatch, and killer used a counter to deal with gate camp too.
I don't see any problem here, it's not like hatch escape matters for you anyway.
Not exactly related but you even have 2 hooks.
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The perk gives too much of an advantage to the killer. That is the problem with it. There are several perks and even addons that basically give the killer an extra power with too much control over situations like this one. If you read my OP, I simply suggested to make it so it requires more than 1 survivor to activate. In a 1v1 situation there is hardly any reason to try. You have to interact with an exit gate immediately which then lets the killer know exactly where you are. Then you have to hope the killer doesn't find you (they probably will) and hope you're able to interact with the exit gate again before the timer runs out all the while evading the killer again so you can even have enough time to do it. This is far too much end game power for a single perk to give. It needs to be changed.
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