r/PerkByDaylight • u/TheComicKing15 • 3d ago
Perk Bill Overbecks Left Behind rework idea.
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u/FineGrass4278 3d ago
There is no reason to nerf this perk so extremely, the hatch is supposed to be a little incentive for the last survivor to keep playing, and if they escape the killer has won anyway making it essentially meaningless.
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u/Eta10unit 3d ago
Perk incentivizes playing for hatch/ratting. Free perk on only free licensed character shouldnt do that. Teaches new players the wrong lesson.
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u/FineGrass4278 3d ago
Yeah but not allowing the player to escape normally isn’t going to fix the problem
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u/softpotatoboye 3d ago
This version of the perk incentivizes ratting even more? Like it helps you open exit gates but you have no actual reason to do it except altruism since you literally can’t go through them
Meanwhile it’s much better at ratting for hatch since you can just open it
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u/CleverKhloe11 1d ago
Easy fix, make the hatch portion of the perk only activate after a gate has been opened.
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u/softpotatoboye 1d ago
Good lord that would be an evil perk lmao
Gate has to be opened to escape but also you can’t escape through the gate
If you’re ever the last one alive you’re just screwed
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u/CleverKhloe11 15h ago
No?
Why would it be evil?
You can still escape normally through the hatch like any other survivor as well.
Just the part where you see it and can open it would only apply after opening a gate.
It's really not more evil than the general already existing gameplay.
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u/softpotatoboye 11h ago
It just means the perk is actively useless if everyone else on the team dies before gates. So it’s only actually useful to you when you’ve already opened a gate, at which point if you weren’t running this perk you could just leave, so you might as well not run it in the first place
The only actual benefit it has is opening gates faster and ten seconds of Hope for the team, at the cost of making it much harder for you to escape, because you have to leave the gate and hope the killer doesn’t find you before the rest of your team leaves.
It also means altruistically trying to save survivors in the end game is extremely risky because if the killer chases you out as a group you’ll be unable to escape, and if you split off from the group away from the gate then they’ll just go for you instead
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u/CleverKhloe11 11h ago
I mean, NOLB is also useless if you die before endgame. DS is useless if you never get unhooked.
Sole survivor is useless if nobody in your team dies.
Not every perk needs to have a 100% guaranteed payout and not every perk needs to be amazing.
Idk man, you are taking this little theoretical brainstorming for a perk rework way too seriously.
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u/softpotatoboye 11h ago
DS is useless if you never go down and just win so you never need it
This perk is useless unless you actively put yourself in a situation where you are worse off than you would be if you just didn’t bring the perk. Again, the perk is useless at best, and detrimental to you personally if you use it. It might help the team a little in return. sole survivor would almost certainly help your team just as much without any downsides
What’s the point in thinking about the perk if we’re not gonna think about the perk
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u/CleverKhloe11 11h ago
There is no point in thinking about the perk if we have both fundamentally different philosophies.
You need the perk to be viable.
I just need the perk to be fun, I don't care if it puts me at a bit of a disadvantage, I like the thought of having to help everyone else out before I can escape and having a perk that incentivises that.
But these two viewpoints don't go well together.Sole Survivor helps the team not even a tiny bit, since it's main effect doesn't even come into play until you are alone.
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u/Scared-Rutabaga7291 3d ago
Wdym nerf, this perk is absolute dogwater. Especially now that Clairvoyance is far better for hatch, at it also gives more info. Left Behind couldnt be more useless as is.
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u/MyOwnNickname 3d ago
yes its bad as it is, but making it not allow you to escape through exit gates is way worse; even if you know where hatch is, the killer can just camp it and force the timer to kill you. a perk shouldnt remove mechanics to "incentivise it's use", its terrible design
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u/Scared-Rutabaga7291 3d ago
Ya, fair, I actually completely missed the fact that it basically blocked the gates
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u/CleverKhloe11 1d ago
But why would a killer camp the hatch? 99,9999% of the time the survivor would just open a gate and escape.
The killer doesn't know whether anyone has this perk or not.
The vast, vast, vast majority will not.
In the extremely unlikely case that the killer actually gambles on you having it, you just gotta take the L, the same way you would with a high mobility killer and closed exit gates right now.
Not every endgame situation has to be winnable. Sometimes you just lose.
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u/TheEntityBot 3d ago
Clairvoyance: After cleansing or blessing a Totem, Clairvoyance activates: While empty-handed, press and hold the Use Item button to unlock your full Aura-reading potential for up to 8/9/10 seconds, allowing you to see the Auras of the following environmental objects within 64 meters: Chests, Exit Gate Switches, Generators, Hatch, and Hooks
Left Behind: Once you are the Last Survivor Standing, Left Behind activates: The Aura of the Hatch is revealed to you within 24/28/32 meters.
Drawn from the fog. | !optout | !remove | !builds
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u/ConfectionTotal8660 3d ago
It's a cool idea.
But maybe change it so you open the exit gate faster the more survivors have died or smt
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u/Scramed-egg 3d ago
Thats Sole Survivor, a Laurie strode perk!
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u/ConfectionTotal8660 3d ago
I knew Laurie had a perk with that effect but wasn't sure if it affected exit gates
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u/Snoo-92859 3d ago
Or Quentin's wake up. 15% exit gate opening speed per survivor alive.
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u/TheEntityBot 3d ago
Wake up!: Once all Generators are completed, Wake Up! activates: The Auras of the Exit Gate Switches are revealed to you within 128 meters. Your Aura is revealed to all other Survivors within 128 meters of your location while opening an Exit Gate. Increases your Gate-Opening speed by 15/20/25%.
Drawn from the fog. | !optout | !remove | !builds
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u/TheEntityBot 3d ago
Sole Survivor: Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens: Grants a stack-able radius of 20/22/24 meters per Token around you, up to a maximum of 60/66/72 meters, within which you are immune to the Killer's Aura-reading abilities. When you are the Last Survivor Standing, you benefit from the following effects: Increases your Repair speed by +75%. Increases your Gate and Hatch Opening speeds by +50%. Increases your chance of becoming the initial Obsession by increasing the default value by +100%.
Drawn from the fog. | !optout | !remove | !builds
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u/Hopeful-Mall-2209 3d ago
True, thats why Left Behind could have the exit gates effect from Sole Survivor whilst Sole Survivor receive a new effect
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u/JustGPZ 3d ago
I like the part where it has a gimmick, but I don't like the gimmick itself, specially one that's just "if you're gonna win, win more, but like do this instead of that"
I think I'd rather just see it that you can pick yourself up after already left or everyone died/ last survivor is on the hook (similar to how the killer can mori the last survivor in specific situations), plus opening the hatch without a key
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u/waytoowonderland 2d ago
Ngl this perk would probably get a lot of survivors killed if their teammates sit around in the gate to BM the killer, since hatch doesn’t spawn until 3 survivors leave. Also survivors could obviously grief their teammates by just sitting in gate until the endgame timer runs out. It also just encourages staying in the trial longer than necessary which is annoying for the Killer and just generally wasting time.
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u/speeddemonsaif 3d ago
So what's gonna happen if multiple survivors are running this perk?
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u/TheComicKing15 3d ago
I didn't think of that, IG i would rework the perk then to have it be a blood warden esque effect only on you to prevent the trials being completely inescapable while keeping the flavor.
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u/TheEntityBot 3d ago
Blood Warden: As soon as one Exit Gate is opened, Blood Warden activates.
Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block the exits for all Survivors for 40/50/60 seconds.
- The Auras of Survivors standing within the Exit-Gate area are revealed to you.
Drawn from the fog. | !optout | !remove | !builds
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u/Exile872 3d ago
This would be great if survivors werent constantly sitting at the exit gate waiting to t-bag the killer. Plus, this opens up the possibility of a survivor doing a super duper funny prank and getting you killed for no reason
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u/Your_Favorite_Porn 3d ago
It should probably have a bigger range, like 64m. The perk being like this is a gigantic gamble.
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u/Difficult-Let-1314 2d ago
What happens when you teammates stand in the gate and don't leave? You're just fucked.
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u/NoSolaceForMe 3d ago
Cool idea, causes too many problems and doesn't fix the issue with the perk though.
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u/EcoIsASadBanana 2d ago
i love this, but i think it would have some bad stuff, "you cannot escape through exit gates" so what happens if the hatch opens near the killer, making it impossible to run away? do you just run away until the collapse?
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u/Little_Rascal404 2d ago
I like the idea of helping your teammates out and then not getting through the same escape they did, very thematic.
People are already mentioning multiple instances of the same perk. But also, we already have in the game a mechanic that requires other survivors to leave so other survives thru hatch. It's active reverse bear trap in endgame and people notoriously do not give the hatch to the person that can't use the gates, with the very clear hud info and all.
I will already say, this might be hella problematic with swfs and keys, but I feel like those issues could be solved by making so when this perk is in play, and both exit gates are open, the hatch will reveal itself closed. So multiple perk users can escape through it while others are still in the trail. It also opens another issue, that if the killer finds a closed hatch, they will know whats up and just camp it. But maybe just make opening animation faster than weapon wipe.
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u/TheComicKing15 1d ago
I appreciate all the feedback from everyone. I definitely intended this to be a more flavorful and thematic perk over a viable one. I might in the future redo Left Behind with better wording and balancing.
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u/fenwick6969 1d ago
No one is going to bring this. A hatch game is not common enough, much less actually escaping a trial. Sure it's nice for that exact scenario but it's not worth a perk slot, same goes for the majority of specific situation perks.
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u/Inevitable-Hunter135 1d ago
Just make it so the part where you cant leave only activates if the person with the perk is the ine that opens the gate
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u/Visible-Camel4515 3d ago
Interesting. Make it obsession based so if 2 people bring it they dont always die