Left Behind should have a 128m range

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The fact that it's outclassed by Clairvoyance doesn't really make sense. It only does one thing and it should do it well. It should be 64/96/128m.

Comments

  • Akumakaji
    Akumakaji Member Posts: 4,937
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    Well, actually I don't have much an opinion on Left Behind. By design it is an extremely selfish perk that only serves one pupose: finding the hatch.

    In itself that's not bad, but it leads to sandbagging players who just want everyone to die, while they escape through hatch to finish their tome challenge.

    If this players die while looking for hatch, they will sabotage another match, so whatever, just let them always see the hatch and be done with it. If a perk only has a singular use case, let it perform that case really well.

  • fulltonon
    fulltonon Member Posts: 5,762
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    I don't think range limitation is needed at all, to be honest.

  • ReverseVelocity
    ReverseVelocity Member Posts: 3,179
    edited February 26
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    128m is basically the entire map. It's what they use when they want distance to scale between perk tiers but want a perk to cover the entire map at the same time.

    Discordance, Empathy and Wake Up all use 128m. I don't think I've ever seen a time where those perks aren't within distance to activate. Maybe Mother's Dwelling corner to corner was over 128m, but that map was shrunk.

  • BugReporterOnly
    BugReporterOnly Member Posts: 354
    edited February 26
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    Hell no so they can hide to get hatch? If anything it should force them to be more active in match to be able to use it. Every person I have encountered using it played scummy for hatch in someway.

  • Crowman
    Crowman Member Posts: 8,975
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    Clairvoyance does require more set up than Left Behind which is why it's area is bigger. Plus I think Left Behind is fine as is. It shouldn't be "auto-find the hatch from safety"

  • Tatariu
    Tatariu Member Posts: 2,987
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    They could change it to be map wide, and instead lets you open the Hatch without using a Key at 30/40/50% speed.

  • ReverseVelocity
    ReverseVelocity Member Posts: 3,179
    edited February 27
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    That's an idea, it might facilitate selfish play a little too much though since the escape is almost guaranteed.

    What about a 10% (ish) generator speed boost for every dead survivor instead of being able to open the hatch yourself? It'd be kinda like the old iteration of the perk rolled into the new one, and might boost the perk's reputation while giving it a use outside of being the last standing (while still fitting the theme of the perk).

  • ChaosWam
    ChaosWam Member Posts: 1,257
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    Agreed, and it's also tough to buff or change.

    You could have it work somewhat like Leader, except as teammates die you receive their buffs. But that would make Leader useless. You could have it give bonuses for each dead teammate, but that's still selfish and works too closely to Sole Survivor.

    Really it's tough to try and think how it could be a better perk overall because of it's thematic application.

  • Akumakaji
    Akumakaji Member Posts: 4,937
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    Here is a big idea:

    the perk powers up by finishing gens or at least working at gens. For example it gets a token for each 50% of gens you repair and each token gives you 12m of hatch wallhacks. As a Bonus, at 6 tokens you get a key capable to open the hatch. This way you had an awesome fallback plan, but only if you engage in actually playing the game and helping your teammates. Dayum, this perk would be lit with this changes!

  • ChaosWam
    ChaosWam Member Posts: 1,257
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    Honestly? Not a bad idea.

    It's not like hatch is entirely relevant at endgame anyway. Wouldn't matter too much if they got hatch or gate once the gens are done. I like this idea.