Surely NWO is bugged?!

New NWO buffs are great, but it now activating after hatch closure against the last survivor is incredibly unbalanced.

This has to be a bug. Surely?!

Comments

  • Hopefully, as it would trump whispers as the best perk for bullying the last survivor.

  • @WexlerWendigo said:

    Hopefully, as it would trump whispers as the best perk for bullying the last survivor.

    It basically ensures 100% that survivor cannot escape under any circumstance

    • No Way Out: After hooking a Survivor for the first time, No Way Out gains a token. Once the exit gates have been powered, No Way Out activates.
    • When a Survivor interacts with an exit gate switch, you receive a loud noise notification. The Entity then blocks both exit gate switches for 12 seconds, plus an additional 6/9/12 seconds for each token in your possession.


    Yep, that's how it works.

  • @Mr_K said:

    • No Way Out: After hooking a Survivor for the first time, No Way Out gains a token. Once the exit gates have been powered, No Way Out activates.
    • When a Survivor interacts with an exit gate switch, you receive a loud noise notification. The Entity then blocks both exit gate switches for 12 seconds, plus an additional 6/9/12 seconds for each token in your possession.

    Yep, that's how it works.

    Seems working as intended to me; the Exit Gates are powered when the hatch is closed.

  • @Mr_K said:

    • No Way Out: After hooking a Survivor for the first time, No Way Out gains a token. Once the exit gates have been powered, No Way Out activates.
    • When a Survivor interacts with an exit gate switch, you receive a loud noise notification. The Entity then blocks both exit gate switches for 12 seconds, plus an additional 6/9/12 seconds for each token in your possession.

    Yep, that's how it works.

    @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387642#Comment_2387642

    Seems working as intended to me; the Exit Gates are powered when the hatch is closed.

    Ok...

    Wow...

    Well... lets all wait and see how quickly they revert that once the survivor complaints start flooding here and other social channels.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387642#Comment_2387642

    https://forum.deadbydaylight.com/en/discussion/comment/2387648#Comment_2387648

    Ok...

    Wow...

    Well... lets all wait and see how quickly they revert that once the survivor complaints start flooding here and other social channels.

    If they change it, they change it. I'm not saying it's not OP. I'm also not saying that it is OP.

    I'm just saying that, as it is written, it's doing it's job, and is therefore not a bug.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387642#Comment_2387642

    https://forum.deadbydaylight.com/en/discussion/comment/2387648#Comment_2387648

    Ok...

    Wow...

    Well... lets all wait and see how quickly they revert that once the survivor complaints start flooding here and other social channels.

    Noed is doing just fine so who knows.

  • A little concerning to deal with, not gonna lie

  • Brace yourself. If 3 survivors are killed before 5 gens are completed and the killer found the hatch before you did. You got out played. You are not meant to escape at that point! You lost. Admit defeat and move on to the next match.

  • If they change it at all, they should change it to be more like perks like Rancor where they only activate if all 5 generators are done. You can't close the hatch and have it work.

  • A survivor can cleanse that, or prevent it activating completely though.

  • Whispers can also be considered "incredibly unbalanced" against the last survivor, yet the perk was never changed. I don't really see the problem, especially considering the survivor already had a chance to find the hatch.

  • @GrimoireWeiss said:

    Whispers can also be considered "incredibly unbalanced" against the last survivor, yet the perk was never changed. I don't really see the problem, especially considering the survivor already had a chance to find the hatch.

    Exactly,if the killer has whispers then you're 100% dead in the endgame.

    I don't see any problem with No Way Out

  • @EvilJoshy said:

    Brace yourself. If 3 survivors are killed before 5 gens are completed and the killer found the hatch before you did. You got out played. You are not meant to escape at that point! You lost. Admit defeat and move on to the next match.

    Hmm... I don’t think anything in this game should deal in “absolutes”.

    Just like a killer should have some marginal chance after 5th gen pops to stay engaged in the game rather than give up, last survivor alive after hatch closure shouldn’t be in a position due to a single perk where the survivor should just 100% give up because it’s impossible that they’ll manage to both elude the killer AND get a gate open in those 3 minutes.

    I’m not saying that last survivor left alive should be guaranteed an escape. But the opposite extreme: last survivor is guaranteed to NEVER escape due to one perk isn’t ok either.

    Quite literally once the last survivor realises NWO is being used, and the survivor knows the killer got a location notification, the survivor may as well just stand there and die. That’s not ok design.

  • @GrimoireWeiss said:

    Whispers can also be considered "incredibly unbalanced" against the last survivor, yet the perk was never changed. I don't really see the problem, especially considering the survivor already had a chance to find the hatch.

    @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2387756#Comment_2387756

    Exactly,if the killer has whispers then you're 100% dead in the endgame.

    I don't see any problem with No Way Out

    Hmm... you’ve got me there. That’s a fair point.