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Left Behind Perk change due to EGC

Now Left Behind is totally dead perk since once you alone - hatch is spawned, whoever founds it - game is over, no gens needs to be done.

So, I suggest to change perk accordingly:

Left Behind - You'll survive, no matter cost. If you are the last person remaining in trial, you can open hatch without key.

Thus, perk will be useful, it takes perk slot for a chance to escape which I see as equal trade.

Thoughts?

Comments

  • tehshadowman33
    tehshadowman33 Member Posts: 939

    Wait, what?

    I'm confused.

    So you're saying, that what this perk specifically does is if the Killer kicks the hatch closed, then you then have the ability as a survivor to open the hatch and then escape?

    If so, I'm fine with that being a perk. It's pretty much a waste of a perk, though. I would throw in Aura reading immunity as well to make it even slightly worth taking in case you are stuck in low rank solo queues.

  • tehshadowman33
    tehshadowman33 Member Posts: 939

    I agree though. By the redesign to the end game, they've made this perk completely pointless. There's almost no chance a killer will camp the hatch and wait for you to finish all the generators... That's just not going to happen.

    Funny thing, if they changed it so that killers lose their default, non-perk granted aura reading of unfinished generators when there's only one survivor left in the game + Remove the glow and bubble from a generator going off, then you'd have much more ambiguity on what a survivor is doing in the game when they're the last one left alive.... Just a thought for something fun... Though that'd probably just make everyone run Whispers all day 'erry day. :3

  • seir
    seir Member Posts: 3

    Your suggestion sounds a bit too OP. If every survivor ran this perk, the last survivor would get a guaranteed free escape.

    I'd change Left Behind to increase the exit gate opening speed, if you're the last remaining survivor. You'd still have to work for your escape.

  • Frozenscum
    Frozenscum Member Posts: 393

    If they all run this perk, as Killer you will have 4 perks less to deal with through trial and 3 of them will be wasted. How is this OP?

  • VolantConch1719
    VolantConch1719 Member Posts: 1,255

    Wake Up! already does this. And you don't need to be the last one.

    I guess it could synergize well, but the chance of you using Wake Up! (which is an amazing perk when EGC begins) would (hopefully) be far greater than you getting to use this imagining of Left Behind.

  • Mochan
    Mochan Member Posts: 2,886

    That's a little too strong. My suggestion is it gives you the opportunity to open a closed hatch by tugging on it, as if you were opening an exit gate, but it takes 40 seconds, so you don't have much margin for error to find it after the Killer closes it.

  • Frozenscum
    Frozenscum Member Posts: 393

    40 seconds? Really? Do you realize how long 40 seconds is in trial? Any Killer can patrol both gates and hatch in that time easily. It is basically not worth even try to open hatch, much easier to open gates.

  • xmenfanatic
    xmenfanatic Member Posts: 816

    Left Behind could make it so you open the hatch at the same time as the exit gate, but your aura shines for the killer to see when outside their terror radius.

  • Karl_Childers
    Karl_Childers Member Posts: 669

    Yikes 40 seconds?!? At most it should take 15, similar to a totem and the bar resets if you let it go. It’s not like a lot of people would be using the perk, but if it is used, you should have a pretty decent shot at getting out. 40 seconds is an eternity.

  • AStupidMonkeyy
    AStupidMonkeyy Member Posts: 718

    I already posted something for Left Behind.

    Left Behind: If you're the only one alive at the end of the match and EndGame has started, you can do an animation for 15 seconds to open the hatch manually. It resets if the killer hits you just like a totem. Its fair, balanced, and risking a perk.

  • Karl_Childers
    Karl_Childers Member Posts: 669

    That would make it still useless. The killer will be gate patrolling, it’s a guarantee you will be outside the radius and they are going to see your aura before you have any chance at opening it.

  • Karl_Childers
    Karl_Childers Member Posts: 669

    Completely agree, I did not see your post and was thinking the same thing. It makes a lot of sense.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    what would tier 1 and tier 2 do?

  • Karl_Childers
    Karl_Childers Member Posts: 669

    Opening time would be the most logical difference between tiers. Whether it’s 10/15/20 or a little longer at 15/20/25

  • Frozenscum
    Frozenscum Member Posts: 393

    Yeah, opening time with sane numbers is perfectly fine. It should be shorter then gates, cause it is a perk you used whole slot for.

    20 seconds on gates, so opening hatch time at tier 3 is 20 seconds, and down 5 seconds each tier as @Karl_Childers wrote above. 10/15/20 look like pretty right times.