Reworks: Sole Survivor & Left Behind

Prologue

Okay, I just recently came up with a rework for both perks, and I'm very happy with them.

Please take some time to leave me some feedback below if you have any questions or suggestions! ๐Ÿ˜๐Ÿค—


Left Behind

You won't give up under impossible odds, you must finish what you started.

When you're the sole survivor during the Endgame Collapse, the timer is slown down by 50% and all generators remain unblocked by the Entity.

Progression made on any generator will be reduced by 100%/75%/50% when the Endgame Collapse initiates.

Completing a generator during the Endgame Collapse will respawn the hatch in a new location and in the opened state.


Sole Survivor

Being the sole survivor makes you feel lost in darkness.

When you're the sole survivor, become completely invisible to the killer's perspective when you're further than 40/32/24 meters to the killer.

When opening an Exit Gate as the sole survivor, receive a difficult skill check.

Succeeding the skill check will grant 50% bonus progression towards the Exit Gate.

This effect has a 30 second cool-down after use, and this effect cannot be used within the first 15 seconds of the Endgame Collapse.

Increases your chances of becoming the killer's Obsession.

The killer can only be obsessed with one survivor at a time.


Explaining Left Behind

Left Behind gives the last survivor a second way to escape by offering them to complete a generator during the Endgame Collapse. However, since the timer is slown by 50%, the killer will be able recognize this and know that the survivor has Left Behind.

This gives the killer counterplay because they will know the survivor can be doing a generator to respawn the hatch and escape. If the killer guards the Exit Gates too much, the sole survivor will be able to respawn the hatch by completing a generator, but if the killer is lucky, the killer can still close the hatch again.

Remember that the survivor is on a timer, and completing a full generator takes 1/3 of the Endgame Collapse to complete.


Explaining Sole Survivor

Sole Survivor is the stealthy version of Left Behind where you try to open an Exit Gate undetected.

You will fully cloak yourself when further than a set distance to the killer. This helps you approach the Exit Gates in the killer's line of sight, but keep in mind they can still see the progress lights on the Exit Gates and your scratch marks.

The killer can counterplay this by catching you in the act by patrolling or searching the area for you after they seen a progress light appear. If they waste too much of your time by searching, you will end up dying to the Endgame Collapse.

Unlike Left Behind, the Endgame Collapse isn't slown down by 50%, so the survivor has to act fast and play around their perk cool-down timer.


Epilogue

Hopefully, this will solve the problem with Left Behind and Sole Survivor. This should put them more in line with the new game mechanics, and should provide survivors with more opportunities to escape while having counterplay for the killer. ๐Ÿ˜๐Ÿค—

Please, any feedback will be greatly appreciated, I worked so hard on making these perks more fun and fair for everyone! :)

Tagged: Trusted

Comments

  • Interesting! I'll have to think about it before giving any feedback!

  • @UlvenDagoth said:

    Interesting! I'll have to think about it before giving any feedback!

    I'm really happy you didn't just say OP then leave me with unconstructive feedback! ๐Ÿค—๐Ÿ˜


    I'm only worried about Sole Survivor, I think it might be a tad bit too good. ๐Ÿค”

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/870726#Comment_870726

    I'm really happy you didn't just say OP then leave me with unconstructive feedback! ๐Ÿค—๐Ÿ˜

    I'm only worried about Sole Survivor, I think it might be a tad bit too good. ๐Ÿค”

    Anything that makes you completely invisible seems a tad much yea. Gates also always seem to be very fast in general, but maybe that's just my view on them.


    Out of the two, I like Left Behind alot.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/870731#Comment_870731

    Anything that makes you completely invisible seems a tad much yea. Gates also always seem to be very fast in general, but maybe that's just my view on them.

    Out of the two, I like Left Behind alot.

    Exit Gates take 20 seconds to open.

    Sole Survivor has a 15 second warmup period before the survivor can use their perk effect. This prevents the survivor from standing at an Exit Gate and waiting for the killer to power up the Exit Gate so they can open it in under 10 seconds, without giving the killer a chance to guard that Exit Gate.

    Invisibility can be a problem, but I don't know until it's tested. I added this because if the killer has both Exit Gates in line of sight, the survivor can still open the Exit Gates if they are far enough to gain the invisibility effect.

    This means if the killer is lazy and stands in one position, the survivor might be able to make a play whereas without the perk, that would be it for them. ๐Ÿ˜

  • Makes sense over all. It would need some intense testing.

  • I think Left Behind is fine in its current state and doesn't really need a rework, but this is interesting to consider as an alternative.

    I think the fact that you're on a timer, and that the killer will know that you have the perk is enough of a handicap, and the repair regression is unnecessarily harsh. It's a niche enough perk as it is, we want it to be good enough for people to at least consider running it in spite of that. Instead, the different tiers of the perk could slow down the EGC timer by different amounts (maybe 50/60/70% or 30/40/50% if that's too much).

    If the hatch is a problem, since I know a lot of people have serious issues with it, an alternative could be that completing a generator will open the gates (this option would also synergise well with the Left For Dead achievement).

    Regarding Sole Survivor: The cloaking mechanic is interesting, but I'm not sure it would really do much. Most killers will make a beeline for a door if they can see any of the red lights on, so it wouldn't help to buy time when trying to open a gate at all. Not to mention, having the Exit Gates spawn in a position where it's possible for the killer to stand in one place and see both at once is quite a rare occurrence.

    An alternative could be that the red lights could be delayed by 3/4/5% for each sacrificed survivor. This would mean that as the last survivor left with the perk at tier 3, you would be able to get the gate almost halfway done before any indication that you have worked on it is shown to the killer. I don't think this would be too strong, as being the last survivor alive during the EGC is the only time this would really be of use, and that's a rare enough situation that most people wouldn't bother to use it in a loadout. Any weaker and no one would.

  • Everything looks good to me. :)

  • @Fibijean said:

    I think Left Behind is fine in its current state and doesn't really need a rework, but this is interesting to consider as an alternative.

    I think the fact that you're on a timer, and that the killer will know that you have the perk is enough of a handicap, and the repair regression is unnecessarily harsh. It's a niche enough perk as it is, we want it to be good enough for people to at least consider running it in spite of that. Instead, the different tiers of the perk could slow down the EGC timer by different amounts (maybe 50/60/70% or 30/40/50% if that's too much).

    If the hatch is a problem, since I know a lot of people have serious issues with it, an alternative could be that completing a generator will open the gates (this option would also synergise well with the Left For Dead achievement).

    Regarding Sole Survivor: The cloaking mechanic is interesting, but I'm not sure it would really do much. Most killers will make a beeline for a door if they can see any of the red lights on, so it wouldn't help to buy time when trying to open a gate at all. Not to mention, having the Exit Gates spawn in a position where it's possible for the killer to stand in one place and see both at once is quite a rare occurrence.

    An alternative could be that the red lights could be delayed by 3/4/5% for each sacrificed survivor. This would mean that as the last survivor left with the perk at tier 3, you would be able to get the gate almost halfway done before any indication that you have worked on it is shown to the killer. I don't think this would be too strong, as being the last survivor alive during the EGC is the only time this would really be of use, and that's a rare enough situation that most people wouldn't bother to use it in a loadout. Any weaker and no one would.

    Regarding Left Behind

    About Left Behind's regression penalty, it's there because I didn't want the last survivor to 99% a generator then immediately pop it once they lost the hatch search party.

    I want the survivor to at least do a good portion of the generator, so they felt like they earned the power to respawn the hatch instead of finding a loophole.


    Regarding Sole Survivor

    I like the idea, but it's not going to do much if the killer can see you opening the Exit Gates. That's why I added the invisibility effect to the survivor when they are further than a certain range to the killer, but the killer can still see the Exit Gate progression lights.

    The survivor also gets a skill check when they attempt to open the Exit Gates that automatically grants them 10 seconds worth of progress on the Exit Gates.

    This would encourage a stealth like element to the EGC because the killer knows they can't do things the easy way. That's my goal for this perk, make the killer work more when the Exit Gates spawn unfairly.

  • Re. Left Behind, I assumed that was why you did it, but honestly I think with how niche the activation conditions are, putting even more restrictions in place is unnecessary for balance purposes. Left Behind, in its current state, is meant to give survivors the advantage during the hatch hunt where they wouldn't otherwise have it. Allowing them to set themselves up for success with this version of the perk (and it's not like they're necessarily free to do so, with the killer hooking their friend or slugging for the 4k) is perfectly fine in my opinion. It's not going to break the game or make the perk overly strong.

    Re. Sole Survivor, the lights can be seen from much further away than anyone on the gate can. The lights are what the killer primarily looks for to tell if someone is or has been working on the gate, not the actual presence of a survivor. So if the goal is to make the killer work harder at guarding the gates, I really think that making adjustments to the lights instead of the survivor's appearance is the more effective way to do that.

  • Left Behind is already a strong perk with its effect being what it is. Just because it's requirement is so steep doesn't mean it need a rework. It's a perk that's meant to be played and built around, instead of a free hatch escape. Plus, I highly doubt the devs would ever allow a perk to completely circumvent game mechanics like the entity blocking off generators in the EGC.

    I agree Sole survivor needs a rework, but this is basically just a free escape for survivors in the end game and has too many effects to help the survivor. Sure, it can't be used for 15 seconds when the EGC starts, but then the survivor basically wins after that 15 seconds because the "difficult" skill check (which probably won't be that difficult because any survivor can hit a skill check with enough practice) can have a door open in half the time AND the survivor is invisible if the killer is across the map. It's just too much.

  • @gaydavidking said:

    Left Behind is already a strong perk with its effect being what it is. Just because it's requirement is so steep doesn't mean it need a rework. It's a perk that's meant to be played and built around, instead of a free hatch escape. Plus, I highly doubt the devs would ever allow a perk to completely circumvent game mechanics like the entity blocking off generators in the EGC.

    I agree Sole survivor needs a rework, but this is basically just a free escape for survivors in the end game and has too many effects to help the survivor. Sure, it can't be used for 15 seconds when the EGC starts, but then the survivor basically wins after that 15 seconds because the "difficult" skill check (which probably won't be that difficult because any survivor can hit a skill check with enough practice) can have a door open in half the time AND the survivor is invisible if the killer is across the map. It's just too much.

    Yeah, but keep in mind the survivor was down a perk slot the entire game so they can have a strong endgame. Even then, they can still lose because the perks have requirements and need planning to use. ๐Ÿ˜


    Also, Left Behind is not interactive at all, you just see the hatch and that's it. I would rather have a perk that fits its name and has new elements to it! ๐Ÿ˜๐Ÿค—

  • Hmmm, i like Left Behind more as it currently is.

    As for Sole Survivor, i'm not happy with how it is now, but this suggestion concerns me, in capable hands, it might just be a slower version of a "free Hatch".

  • @Boss said:

    Hmmm, i like Left Behind more as it currently is.

    As for Sole Survivor, i'm not happy with how it is now, but this suggestion concerns me, in capable hands, it might just be a slower version of a "free Hatch".

    Left Behind is good currently, but I feel like it could be more interactive than just having an aura reading effect slapped on to the perk. Furthermore, the perk name makes sense with what it does now, you will finish the job by completing generators. ๐Ÿ˜๐Ÿค—

    About Sole Survivor, that's exactly my goal, a slower version of "Free Hatch" if you play your cards right and the killer is being lazy (I.E. Standing in one area with both Exit Gates in line of sight).

  • @NMCKE said:

    Prologue

    Okay, I just recently came up with a rework for both perks, and I'm very happy with them.

    Please take some time to leave me some feedback below if you have any questions or suggestions! ๐Ÿ˜๐Ÿค—

    Left Behind

    You won't give up under impossible odds, you must finish what you started.

    When you're the sole survivor during the Endgame Collapse, the timer is slown down by 50% and all generators remain unblocked by the Entity.

    Progression made on any generator will be reduced by 100%/75%/50% when the Endgame Collapse initiates.

    Completing a generator during the Endgame Collapse will respawn the hatch in a new location and in the opened state.

    Sole Survivor

    Being the sole survivor makes you feel lost in darkness.

    When you're the sole survivor, become completely invisible to the killer's perspective when you're further than 40/32/24 meters to the killer.

    When opening an Exit Gate as the sole survivor, receive a difficult skill check.

    Succeeding the skill check will grant 50% bonus progression towards the Exit Gate.

    This effect has a 30 second cool-down after use, and this effect cannot be used within the first 15 seconds of the Endgame Collapse.

    Increases your chances of becoming the killer's Obsession.

    The killer can only be obsessed with one survivor at a time.

    Explaining Left Behind

    Left Behind gives the last survivor a second way to escape by offering them to complete a generator during the Endgame Collapse. However, since the timer is slown by 50%, the killer will be able recognize this and know that the survivor has Left Behind.

    This gives the killer counterplay because they will know the survivor can be doing a generator to respawn the hatch and escape. If the killer guards the Exit Gates too much, the sole survivor will be able to respawn the hatch by completing a generator, but if the killer is lucky, the killer can still close the hatch again.

    Remember that the survivor is on a timer, and completing a full generator takes 1/3 of the Endgame Collapse to complete.

    Explaining Sole Survivor

    Sole Survivor is the stealthy version of Left Behind where you try to open an Exit Gate undetected.

    You will fully cloak yourself when further than a set distance to the killer. This helps you approach the Exit Gates in the killer's line of sight, but keep in mind they can still see the progress lights on the Exit Gates and your scratch marks.

    The killer can counterplay this by catching you in the act by patrolling or searching the area for you after they seen a progress light appear. If they waste too much of your time by searching, you will end up dying to the Endgame Collapse.

    Unlike Left Behind, the Endgame Collapse isn't slown down by 50%, so the survivor has to act fast and play around their perk cool-down timer.

    Epilogue

    Hopefully, this will solve the problem with Left Behind and Sole Survivor. This should put them more in line with the new game mechanics, and should provide survivors with more opportunities to escape while having counterplay for the killer. ๐Ÿ˜๐Ÿค—

    Please, any feedback will be greatly appreciated, I worked so hard on making these perks more fun and fair for everyone! :)

    That is awesome.