No Way Out doesn't work when you close the hatch?
So if someone uses a key and I'm forced to close the hatch I'm punished? Kind of an odd choice.
I get that it would be a lot harder for the last survivor to escape otherwise.. but it wouldn't be impossible. If you bring a perk specifically for end game that DOES NOTHING all trial long and you go out of your way to hook all 4 survivors only for that perk to be invalidated because you played just a little too well doesn't make sense to me.
If they want to keep it this way it really needs some kind of benefit during the trial. Even if it's just extra BP or something.
Edit: or maybe during the trial and while the exit switches are blocked you see the auras of any survivor within 6m of a switch. Not a big deal, but something lol
Comments
I was a bit frustrated with this design choice as well, as its happened to me many times.
I'd much rather the EGC does not begin immediately, and I'm given some time to search for signs of survivors before they can work on gates.
I'd assume it's because if it's a survivor versus killer scenario — the perk guarantees that the killer wins because the perk removes what little the survivor has to potentially win.
It leaves the survivor 1 minute and 18 seconds to open a gate. Depending on the killer and gate spawns it may be very difficult but there's definitely no guarantee just with this perk.
If they bring Remember Me or Whispers too they're using 3 perks for an end game build, 2 of which do nothing until the end and they still got at least a 3k.
If someone uses a key the hatch closes on its own after 30 seconds or 10 seconds after the mid chapter update releases. End game collapse does not trigger if you close the hatch in this way. Once mid chapter relases camp hatch for 10 seconds and let it close on its own, only close it yourself if someone comes and tries to jump in.
Makes since because rancor is also tied to gens being completed
Hmm ok. That is helpful, thanks!
I think that's more powerful though when it does pay off. Plus you get information the whole game, with NWO you get nothing.
It gives the killer up to 48 seconds to find a sweet spot to keep both gates in line of sight AND it removes a common strategy to rush the gate furthest from the hatch. Given how already difficult it is to escape during the EGC alone, we shouldn't need a perk that seals the deal. 🤷♂️
One perk is more than enough for a good killer.
It's the old difference by two seperate conditions that exist in the game, that in MOST cases mean the same but not always.
"When the exit gates are powered" vs "When the last generator is completed". No Way Out uses the latter condition unlike perks like Adrenaline or NOED, which use the former condition.
EDIT: got the former and latter wrong there, lol.