http://dbd.game/killswitch
We need a perk that prevents survivors in the Dying State from going through Exit Gates
It would single handedly solve DS in EGC and (like a multitude of survivor perks) force survivors to always assume a killer has it (ie, no teabagging at gates if injured).
In other words, as powerful as Boil Over but REDUCING overall trolling and frustration.
Comments
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Blood Warden
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Bloodwarden
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Wouldn't this perk prevent all survivors that would otherwise be hit out to be stuck? I personally already dislike the fact that Pinhead and The Twins can prevent survivors escaping with a mini bloodwarden so am against this idea. If you really want to stop DS at end game I suggest downing the survivor early and perhaps bringing Knock Out to make them move slower.
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Blood Warden
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Blood Warden
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Perhaps you are thinking of the popular perk Blood Warden?
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If anything I say no place within trial should be safe and every killer hit must be like pinhead, so no more wasting time in gate for no reason.
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You should have said "I want a good perk that prevents survivors in the dying state from going through the exits", because like everybody above said there's already a bad perk that does it (Bloodwarden).
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It's not the best perk, but once in awhile, when the stars align and the gods smile upon you, Blood Warden can be a beautiful thing.
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I'd prefer it if there was a perk that prevented a survivor that you've recently hit with a basic or special attack from leaving the exits
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Even if there was a perk that just prevented survivors in the dying state from leaving out of the trial with no condition or duration, it wouldn't be ran.
The situation in which a survivor in the dying state is escaping out of the exit gate is not common. It's rare enough that survivors will actually give you hits at the exit gate as it is. You might as well just be running 3 perks since the situation wouldn't come up often enough for it to be justified.
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I'd run that perk more than Bloodwarden. 🙂
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I know people are spouting "blood warden", but honestly, it's not a bad idea. Would be a good nerf to blood warden, and entice survivors to *just effing leave* instead of waiting for the killer to simply watch them leave.
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I love how people think Blood Warden is a perk. It's countered every match, including by survivors who don't even know it exists, because 99ing the gates is the best move in literally every case.
Blood Warden is a 4/5/6k placeholder on the bloodweb.
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Such a perk would be nice. For example, if a survivor is in a dying state next to (or in) a gate, they will be unable to enter the gate for 10 seconds and an additional 3/4/5 seconds per token in your possession, up to a combined maximum of 22/ 26/30 seconds.
For each survivor you hook for the first time, perk gains 1 token.
P.S. I think Blood Warden is a meme perk))
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Call their bluff, open the gate yourself and then go for the blood warden play. What's the worst that could happen? Them leaving even faster should it not work out?
Seems like a pretty solid yolo strat to me. If you're really hard up start running No Way Out or Remember Me that way they just take forever to open the gates to begin with and when they or you do open the gate you've probably got a better shot at pulling off the BW. It's a good perk meant to go into endgame builds primarily. If you're fine during the early and mid game stages build for the endgame.
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99ing happens because there's still something to gain. If all the survivors are safe and healthy at the gate there's no reason not to open them, you can still sit in there BMing for 2 minutes.
99ing happens because there's usually someone who's still in danger, or hooked, and 99ing gives them the chance to rescue that person and bodyblock them all the way to the gate without ever being under the time pressure of the EGC.
Walking away from the person who's in danger or hooked to go open a gate yourself isn't "calling their bluff," it's giving them all the time and space in the world to unhook and get to somewhere you won't find them, or simply leave out the other gate. It's surrendering, not actually going to a point where you may trigger Blood Warden.
The complete unreliability (although, poor word, it isn't unreliable, I can definitely rely on it to suck.) of Blood Warden isn't something that makes me want to take multiple other endgame perks JUST to try to get one terrible one to work occasionally. I'd much rather just run a decent perk in that slot.
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But it's so fun when Pinhead and Victor do it.
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I like the idea. Bw is kinda a meme perk but has his value but getting a perk like this would be to nice.
Just getting a perks that says survivors in the dying state and survivors hit in the last 10 seconds are unable to leave. Boom its not to strong its an endgame perk so you get to only have three perks wich makes it somewhat balanced and it would have the same status as ds, dh and bt you don't now it's there till you see it but you have to have some lvl of respect regardless
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Since you all gave the same answer...
Weren´t the devs planning some rework of blood warden? I remember something like refreshing the timer on a hook.
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I'd definitely run this, it'd see massive value from greedy survivors lmao
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Tbh this would be an extremely weak perk. Also there's Bloodwarden.
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I don't remember hearing about that.
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I could swear that they talked about it during a dev stream. But don´t remember which one.
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I'd say that's more of a QOL change you're requesting than a perk, as Blood Warden does something sort of similar.
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It's really not that big of a deal just open the door if you think they've 99'd and see what happens. Blood Warden is literally designed for this scenario, but it requires other perks to really get the value of consistently. If you don't want to do that just open the door stand in a corner and go grab a snack while the survivors bag the tea and maybe one or two will be too busy strokin' their ego that they just end up dying anyway. It happens.
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