Sole Survivor and Left Behind are very bad, propositions on how to fix.

I think every survivor perk serves some kind of purpose now, but Sole Survivor is really meh at best, same goes for Left Behind. The ideas behind the perks are really cool, but in reality are not that useful.

Sole Survivor is meant to be used with Object of Obsession and only in this single case it does have sense. I would really like to see this perk useable without comboing it, but also not making it broken.

Proposition: To indicate that perk is working correctly it operates on stacks. You gain stack if any of other survivors is: dead, sacrificed, disconnected. Sole survivor trumps detection measures to a maximum range of 20/22/24 per stack.

This way this perk is actually doing something if people just disconnected (but not escaped as it would be against perks theme) and it also gives survivor good chance after hatch is closed, as it would also counter whispers... and could actually by usefull on it's own.

Speaking about hatch

Left Behind. It only works when you are the last survivor in the trial... and as much sense as it makes considering the theme, it is actually almost useless in it's current form. Cases when you need this are very rare... and when you actually need it... it doesn't work. Other survivor is dying on the hook, the animation takes so long that you might as well not have this perk and find the hatch just by listening to it once it opens. Killer is most likely there already.

Proposition: Make it a general buff perk, similiar to how it really helped with doing gen alone when you needed two gens completed for hatch to spawn. If you are last person alive receive 15%/20%/25% bonus to every action with bar (opening gates, doing gens, totems, healing, sabotaging, disarming traps, searching boxes and chest, you get the idea) and gain unstackable 5% haste effect.

This way this perk actually helps with opening gates, reaching them, cleansing noed, healing to full. Current version is just thing only useable with key in hand... and you know where the hatch is anyway most of the times. You also have maps for this.

PS: I actually am a killer main and I wouldn't mind those changes one bit, it helps to be the sole survivor, thing that is frown upon to build for, but thematically being one of better choices to try and survive. Killer won anyway if you get value of these perks anyway.

Comments

  • @HazeHound said:

    I think every survivor perk serves some kind of purpose now, but Sole Survivor is really meh at best, same goes for Left Behind. The ideas behind the perks are really cool, but in reality are not that useful.

    Sole Survivor is meant to be used with Object of Obsession and only in this single case it does have sense. I would really like to see this perk useable without comboing it, but also not making it broken.

    Proposition: To indicate that perk is working correctly it operates on stacks. You gain stack if any of other survivors is: dead, sacrificed, disconnected. Sole survivor trumps detection measures to a maximum range of 20/22/24 per stack.

    This way this perk is actually doing something if people just disconnected (but not escaped as it would be against perks theme) and it also gives survivor good chance after hatch is closed, as it would also counter whispers... and could actually by usefull on it's own.

    Speaking about hatch

    Left Behind. It only works when you are the last survivor in the trial... and as much sense as it makes considering the theme, it is actually almost useless in it's current form. Cases when you need this are very rare... and when you actually need it... it doesn't work. Other survivor is dying on the hook, the animation takes so long that you might as well not have this perk and find the hatch just by listening to it once it opens. Killer is most likely there already.

    Proposition: Make it a general buff perk, similiar to how it really helped with doing gen alone when you needed two gens completed for hatch to spawn. If you are last person alive receive 15%/20%/25% bonus to every action with bar (opening gates, doing gens, totems, healing, sabotaging, disarming traps, searching boxes and chest, you get the idea) and gain unstackable 5% haste effect.

    This way this perk actually helps with opening gates, reaching them, cleansing noed, healing to full. Current version is just thing only useable with key in hand... and you know where the hatch is anyway most of the times. You also have maps for this.

    PS: I actually am a killer main and I wouldn't mind those changes one bit, it helps to be the sole survivor, thing that is frown upon to build for, but thematically being one of better choices to try and survive. Killer won anyway if you get value of these perks anyway.

    So here's a fun fact that I learned while seeing someone trying to get adept Laurie. You can actually use OoO to sandbag your teammates and get value out of Sole Survivor. Personally, that sucks and unlike Left Behind, this perk rewards sandbagging to get value. Personally I would reduce its range and make it work like Desperate Measures. Basically :

    Your aura cannot be read by the Killer within a maximum range of 12/16/20 meters for each injured, hooked, dying, or escaped Survivor

    Increases the odds of being the Obsession.

    The Killer can only be obsessed with one Survivor at a time.

    Also for your Left Behind change, I think you should double the numbers

  • @Saltjar34 I don't relly want to make Left Behind too strong, as 40% opening increase is guaranteed escape, same goes for 10% movement speed... and this perk actiaves as well when others simply escaped... Or Maybe it should do all those things AND show the hatch like it does now? I'm not really sure with this one, but current Left Behind is bad.

    With your proposition to Sole Survivor, it would go away from the theme of being solo survivor and I think at least one perk should remain in this area. Your idea would be good for other kind of perk though, somithing from more altruisitic surivor.

    Also, it cannot change the values as this perk was literally meant to be combined with object of obsession.

  • Left behind is such a weird perk. Its a perk you take if you just expect your teammates to let you down everytime.

  • @gibblywibblywoo It is and I think perks like this should exist as in real life it's almost always better to rely on yourself instead of others.

    @Saltjar34 Actually, the more I think the more sense perk like this have. For every healthy/escaped survivor you gain some kind of bonus. It literally promotes caring for your teammates.

    Compassion

    Life taught you a lesson: stronger together. You thrive when others are safe.

    For every other healthy survivor still in game or for those who already escaped you gain stackable bonus of 2%/3%/4% to every action except repairing generators and running.


    We can't have genrushing perk, but this would help with totems, healing, vaulting, saboing ect.