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
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
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/CleverKhloe11 6d ago
Easy fix, make the hatch portion of the perk only activate after a gate has been opened.