Any reason Racnor doesn't trigger with EGC?
NOED, Adrenaline, Hope, most all perks that trigger when either gens are finished or gates powered (same thing really) also trigger when EGC is started by closing the hatch. But for some reason Rancor doesn't.
Got a Mori daily on Freddy and as he is only level 15 I didn't have a Mori offering at the time. So I thought Id use Rancor for the daily. 3 gens done, 3rd person on hook, 4th (obsession) downed, and Im waiting at the hatch to trigger EGC. But Rancor never triggered. I stood there over my obsession and could do nothing even after moving her away from the hatch/rocks thinking the action was blocked. But there was nothing, no kill option at all.
A Mori daily is bad enough. No need to make them even more tedious to earn by being unable to use an end game perk in the End Game Collapse.
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If you want to do a mori daily with Rancor, just let them do gens.
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Because the condition for that part of it is "when all generators are completed", just like Bitter Murmur. Meanwhile Adrenaline and NOED has the condition "when the gates are powered". Really no reason beyond that.
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Rancor shouldn't even exist.
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It's a gift for the DS user. :) But I agree that it's a bit mean for the surv who doesn't run an Obsession perk and just gets randomly chosen.
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@NoShinyPony Agreed. You can play perfectly fine during the match and just get instantly downed and mori from a perk. Atleast Noed is able to be removed
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@ASAPTurtle Yup. If you run an Obsession perk, then you chose the risk. Otherwise it's not so cool. Just like other Obsession perks like Remember Me or Dying Light.
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Decisive is literally nerfed to the ground right now
You only need to slug the tunneled survivor for 60 seconds and you simply don't get stunned, while doing this you search for other survivors (or camp the slugged survivor that they are trying to heal)
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@066 I wonder why 2-3 survivors per match run a perk that is "nerfed to the ground"...
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This here! :)
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I don't see a reason why Rancor doesn't activate since it's literally just like NOED, and it's not like Bitter Murur where it shows you where the last survivor is at.
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Also when the hatch is closed and the killer finds you before you managed to open the door, it's usually gg anyway. Doesn't matter if there is a one-hit or not.
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Possibly an oversight; possibly because the devs didn't want the aura reading to be used to make a free win out of which perk is used when the hatch is closed.
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Pretty sure it's due to the fact that the activation is when each generator is finished, rather than when the gates are powered. NOED, adrenaline and hope are all activated from the gates being powered, which is why they kick in from closing the hatch. This WASNT an oversight, this was on purpose.
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at 1st rancor and bitter murmur as LordGlint said are activating during game (unlike noed or adrenaline) after finishing gen so its normal conditions gen = activate, gen = activate, gen = activate, gen = activate, 5th gen = activate, , not 5th gen? nah gate empowered xddd
at 2nd and most crucial both bitter murmur and rancor are showing(pinging) you location of surv i know dear killer mains would love to get donated free kill but during EGC surv is pretty much screwed anyway (unless killer missplay)
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What if, on activation of egc, it didn't provide the aura read but retained the one shot and mori?
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Rancor should work during the EGC since it doesn't show you where the last survivor is at. :)
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Of course, you are right. Imagine the killer would see the location of the last survivor when he closes the hatch... The devs would have to remove that part of the effect for the hatch closing and probably don't want to do it.
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Except, you can figure out early on if its rancor, and hide before the last gen pops...
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Sounds fair to me because it's only supposed to show auras and locations "when a generator is completed" :)
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Maybe because some killers still can't figure out how to counter it?
And yes, this perk is nerfed to the ground and you can't tell me that is useful when Killers can slug you for 60 seconds
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Someone makes a hook save in your face, be it by not giving you a chance to walk away or leading you right back to the hook mid chase, and you down that same guy instantly. Instead of being able to punish that by rehooking the Survivor and maybe killing them. The Killer must now just walk away and leave them for a full 60 seconds. Losing any pressure that hook had, in fact that 60 seconds of slugging can even take what pressure the Killer has AWAY from him! It takes 5 minutes to bleed out, more than enough time to force the Killer to down you, force him to wait out your DS, then maybe get hooked if you can't be saved or healed in that time. Add in Borrowed Time and it only gets worse.
It quickly becomes impossible for the Killer to punish what should be a horrible play. Saving someone off a hook in his face. That's the problem with second chance perks. You can't punish someone for making bad plays all because they are running a perk.
If you leave the unhooked and go for the other guy. The Killer still can't punish a bad hook save as he just started another possibly long chase. Leaving the unhooked free to do what ever he wants. Doesn't even need to think of healing either for that 60 seconds giving even more time to work gens. It gets even worse as the Killer is now spreading hooks between players. And spreading hooks is just a BAD idea the vast majority of the time as it means you can't fully kill anyone before the game is over.
And say if they did manage to make a safe unhook. That's still 60 seconds of safety if the Killer happens to find them again. People abuse the hell out of that all the time knowing the Killer can't do a damned thing about it.
It isn't just 60 seconds either. That's 60 seconds for BOTH of their unhooks and for EACH Survivor running the perk. Hell, they don't even need to be running DS either. Just there being an obsession makes Killers think twice about punishing any bad unhooks or poor stealth. All while the other 2-3 Survivors are free to work gens to end the game in mere minutes and likely all have the same safety nets as the first guy.
The minutes it takes to properly kill a single Survivor between second chance perks, instant heals, pallet loops, and their skilled gameplay. You can play almost literally multiple games in totality. That's the problem as I said before.
The Killer can't counter nor punish Survivor mistakes all thanks to DS. Not without risking the entire game doing so.
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Rancor is a perfect example of how something can be absolute BS without necessarily being "OP". Because the perk is such BS when it triggers on a random survivor not running any obsession perks. It should be a DS/OoO punisher instead it's usually just a middle finger to one random survivor for existing.
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I wonder why rancor has a different condition than most other EGC perks? Because i pretty much had the same experience where I just thought it was bugged before goin game back and carefully reading the perks description.
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It's the "for each gen finished" trigger. Same as Bitter Murmur, Fire Up, and any other perk that works per gen finished.
As those perks work by having each gen being finished proper, skipping gens just doesn't trigger it. The game doesn't see those remaining gens as being finished, just locked by the Entity and thus doesn't trip the perks trigger.
NOED, Hope, or other end game perks. Real end game perks, trigger when the gates are powered and aren't linked to gens at all. So they all activate when EGC starts as that also powers the gates.
Devil in the details and game logic being, not that logical at times. Understandable that per gen perks don't trigger in EGC, but there isn't really a good reason they don't either. The game is already over when EGC starts. So there isn't any real point to not have per gens perk activate as they likely wont do much anyway.
Bitter Murmur could be overpowered though. But who runs Bitter Murmur?
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That is a very good explanation for it thank you!
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lmao
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You just don't lose any pressure because one survivor is downed so 1 less person doing gens and then you leave them in dying state without grabbing them, then if you are not that bad by camping the tunneled survivor on the ground you search somebody else
so 2/3 people (depending how many they works on the gen you are going) are not able to repair so you got more pressure than before
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Because as survivors we don't have good perks anymore that can punish killers for playing poorly
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You’re lucky it’s 2 cause it used to be all 4 😂
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But you're not dead right? Either the killer gets hit by DS and has to spend more time chasing you, or they leave you on the ground for a minute (which is more than enough time for a teammate to heal you) costing them a potential kill and meaning they'll have to waste more time chasing another survivor eventually. It's not nerfed to the ground, it's just the people who are bad without it being like it originally was, love complaining about it.
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With 1-shots :)
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None of them should trigger though.
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Because the game is saturated with tunneling killer players. If tunneling wasn't a rampant issue then you would hardly see anyone use it.
I fully understood killers hatred for the old DS. Used to piss me off when I played killer too. It was a get out of jail free card for simply being found and caught. The new DS however is in a good spot. If any players are constantly being hit by it then they are always tunneling people off hook. And as long as tunneling is a rampant issue, DS will be popular.
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honestly, if it did activate with EGC, there would be no difference...
once you're found after the hatch has been shut, you're dead anyway.
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If you're reason for dismissing the OP is because of the wording of the perk then surely that is means to look at the perk again if there's no real reason why it shouldn't activate at EGC.
It'll detract from everyone using those perks which do activate at end game.
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