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Remember Me: "Exit gates now rapidly regress if when not being activated."
Pretty much what it says on the title. Remember Me: Exit doors now rapidly regress in progress when not actively being used by a survivor.
Pretty easy to justify, as right now the perk is utterly useless and outclassed in every conceivable way by No Way Out, which gives:
- Prevents the doors from being powered instead of extending it (takes 60 seconds of waiting then 15 seconds to open, giving you 75 extra seconds instead of 16)
- The Obsession is not immune to the penalty
- Gives tracking (noise notification) when the exit doors are touched for free
Comments
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I presume you mean instead of the slow gate opening rather than in addition to? If so, yeah I'm down with this.
It also synergises quite well with Blood Warden, which is Freddy's other teachable - because people will feel the need to open the exit gates rather than keep them closed giving the user the opportunity to use it. I like it.
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Correct, and tokens would determine how rapidly it regresses.
It would create the imperative to open doors, triggering BW, his other perk. Exactly right.
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I'd rather this be base kit tbh. I don't like how end game you need perks to even justify doing anything but standing still and waiting for the match to end.
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I like the idea. Would better differentiate it from other endgame perks at the very least.
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That would be way too oppressive for Solo Q players on Killers that teleport or have high mobility.The stand off to open the gates could last ages. All the Killers would have to do is go into slug mode or continuously injure/chase survivors away. It could go on forever.
I also suspect this is actually to prevent 99'ing the gates. Which is sometimes the only option to attempt end game saves. Which would make Solo Q suffer more as well, since altruism, which is almost already dead, would become zero. And loads of Killers get more kills/hooks when teams attempt these end game saves.
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Kind of like how survivors need endgame perks to have at least a bit more of a chance to get all 4 out the exit gates. And even with perks that is a very unrealistic scenario seeing as how DS and Off the Record actually deactivate during end game.
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I think you confuse "having a chance" and "it's free".
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4 man escapes are never free, never have been. Especially against killers that are good at camping.
But now survivors have even less chance of getting a 4 man escape.
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Old Decisive Strike when the gates were open wasn't free?
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You had to hit skill check so it was not free.
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Remember Me being worse than No Way Out means nothing when you can combine them for greater effect.
I would say this should be an entirely new perk.
"Show the aura of any survivors openning an exit gate. When exit gates are not being opened they regress at 200%."
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How often do you see killers use that combination?
I could get behind a rework like this for Remember Me since it is so outclassed by No Way Out.
I think there should be a base kit regression to exit gates where an unattended gate would regress but it would stop regressing once it falls to 95% so it takes 2 seconds (base) to finish. This would stop people making gates 1249/1250 so a lone survivor with only ~5 metres distance from the killer can't just tap the handle and leave without another survivor to open the gate for them.
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It wasn't, the survivor could still be slugged. More importantly, you could go for a different survivor, especially with a killer like Huntress, Trickster, Clown, Leatherface, the list goes on. So yes, 4 man escapes were never free. And frankly I do not see a reason why the hatch mechanic exists, so that killers have a fairer chance of getting a 4K, yet survivors shouldn't have a fair chance of getting a 4 man escape.
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If the survivor could make it close enough to the gate before being downed to be able to crawl out before the their DS timer was up, the escape was "free." If their rescuer had Borrowed Time, getting close enough to the gate was barely an inconvenience.
So if a 4 man SWF had 2 people who had BT and at least one of them had DS, they could virtually guarantee a 4-man out. If any survivor is on the hook have the survivor with BT+DS make the save, trading if they needed to. Then have them get saved by the other survivor with BT and as long as that is not another trade, it was an easy 4-man out. The 3 survivors who are up leave and the last survivor can crawl out or DS the killer and escape. The only things the killer could do is pick up the survivor just before the crawl out and hope the timer ran out or they miss the skill check. As killer I had this scenario play out for me many, many times.
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- Survivor needs to dedicate a perk slot.
- That perk wasn't used earlier in the match.
- The killer needs to not go after the person they hit/failed to grab attempting the rescue.
- The killer needs to instead risk BT, for the hard tunnel potentially giving the survivor a speed boost instead.
- The hook needs to be close enough to the exit gates, relative to the killer's lethality.
So yes it very much wasn't free, it often could be planned and earned more so than many concepts such as 3 gens with solo queue existing and survivors being unable to prevent other survivors from 3 genning the team. It also required multiple mistakes on the killer's part in order to happen. Very rarely could I, as a killer, claim it was the survivor's fault I got DS-ed.
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Funny, it happened to me quite a lot.
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That speaks more to your playstyle than the perk being broken.
As I stated as a killer I have to fail 5 separate steps in order for that to happen, so you risked 5 different levels and still had it happen sounds like failure to account for risk.
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