A proposed buff to Remember Me

So as we all know. Remember me got demolished once endgame collapse came out.

here is my proposed buff to bring it into the meta/replace No Way Out

NO I’m not saying to increase the time to open the gate that would be a silly fix.

Keep the numbers the same BUT it also regresses gates like ruin regresses gens

If it’s too strong in testing maybe it could be at half the speed a survivor opens it. (or whatever speed would seem fair)

this will make the endgame more interesting as killer/Surviror imo.

it creates a pressure situation:

imagine you are playing as survivor, your team mate gets hooked, the last gen gets done. You run to open the exit when BAM. You see the red progression bar. This is where you decide whether to

A. Open the exit gate negating the remember me regression and starting the end game collapse.

B. Ditch the gate or potentially try to progress it a little bit.

This would make the end game a lot scarier without the need of silly perks like NOED.

This would also feel better as killer because the gates wouldn’t be 99’d when the survivors come for borrowed time saves.

This perk could certainly be countered by something like kindred. If you see your team mates then you know when one is going for the save and you could hang out by the gate.

Let me know what you guys think.

DISCUSSION TIME!

Comments

  • Alright I hope people let me know what they think. This got moved cause I forgot to put it in feedback.

  • I would say No, if we had a gate regression perk it would be so easy to hold the game hostage. Gates are fine as they are. Matches shouldnt take forever.It wouldnt make anything more interesting nore create pressure, all it would do is add more hostility to the game.

    s for the borrows time saves....in most cases that is usually the killers fault. Had plenty of matches where killers easily dealt with said borrowed time saves, so its all a matter of how you play your cards. You arent guaranteed any kills and you certainly shouldnt be getting them for free.

  • The thing is arguably this would make games go faster. Survivors would either have to open the gates causing the timer to start or allow the killer more hooks. If anything if the perk is too strong they could take away the increased time and just make it so it regresses gates.

    one whole perk slot dedicated to just regressing gates can’t be overpowered.

  • @SlickSal said:

    The thing is arguably this would make games go faster. Survivors would either have to open the gates causing the timer to start or allow the killer more hooks. If anything if the perk is too strong they could take away the increased time and just make it so it regresses gates.

    one whole perk slot dedicated to just regressing gates can’t be overpowered.

    It certainly can be considering you still need to balance this perk around other perks that affect the same action. You've also got to take into account door spawning logic which is important. If you get door spawns that are close together then you make it essentially impossible to get the door open with this. If the doors are cross on a bigger map then it isn't as useful, but paired with other endgame perks it isn't hard to see points where it would overperform in a way that would just get it reverted.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700429#Comment_2700429

    It certainly can be considering you still need to balance this perk around other perks that affect the same action. You've also got to take into account door spawning logic which is important. If you get door spawns that are close together then you make it essentially impossible to get the door open with this. If the doors are cross on a bigger map then it isn't as useful, but paired with other endgame perks it isn't hard to see points where it would overperform in a way that would just get it reverted.

    That is true I didn’t take other endgame perks synergies into consideration. Something else this makes me think about is if I run 2-3 perks for endgame then the regular game will go by faster and I won’t be as strong as if I run gen regression or chasing perks. Dedicating your build to the endgame should mean you are strong in the endgame at the least.

    although it probably won’t happen I would at least like to see this tested in the ptb.

  • As previously mentioned, this could make it really hard to get gates open if they are close together.

    I think all it really needs is making the obsession not immune to it/it takes them just as long to open the gate and getting tokens shouldn’t be restricted to basic attacks. I’d even be ok with upping it to 5 seconds per token, so opening a door takes twice as long at max power (currently it’s 36s).

  • I like your Idea, although it could be bad for EGC if you are the last person. Gates are often close to each other, so you have to do the 4s-tech. It might still be possible, but it would be a lot harder to do.

    I made a post about all the EGC perks a while ago.

    @LapisInfernalis said:

    Concerning: Remember Me, Blood Warden, NOED, Rancor, Bitter Murmur and No Way Out

    Dear people of the Fog,

    why are these perks not treated equally when the killer closes the hatch? Well actually it makes sense for some of these, namely Blood Warden (you are the last person, so it would never be activated anyway) and Bitter Murmur (no Gen is activated, so no aura, which is ok). But why does No Way Out work, while Remember Me was gutted? Why does NOED work and not Rancor?

    Numbers:

    No Way out (4 tokens, Tier 3) - 60s blocked + 20s gate = 80s total AND the killer gets a notification

    Remember Me (4 tokens) - 16s + 20s gate = 36s total, NO notification (only for non Obsessions)

    Rancor - Obsession Exposed & Mori (+ aura/location if a Gen is completed; not in effect here)

    NOED - all Exposed+4% more MS until Totem cleansed

    A little bit of history: When the EGC was implemented, they nerfed Remember Me from 30s to 16s so that Survivors were still able to get the gate open, but No Way Out is allowed these numbers? (Seriously, buff Remember Me)

    NOED's speed boost can be a huge advantage if the gates are close to each other and if the Totem is cleansed it gives the Killer a notification. Whereas Rancor only effects the Obsession.

    What I propose:

    Either disable all of these perks if the killer closes the hatch (description key word "after all gens are completed") or enable all of them and tweak No Way Out's numbers (if Remember Me had to be nerfed to the ground this would be just).

    I would prefer if either

    A) NONE of these perks would activate after closing the hatch

    OR

    B) they ALL activate. In this case No Way Out, Remember Me and NOED should have 2 different versions. One weaker for when the hatch was closed and a stronger one for regular EGC. This would include some number tweaking. For example the old pre nerf Remember Me for the regular EGC and the live version for after the hatch has been closed. No Way Out should either not have the notification or shorter activation time and NOED should not have the speed boost. Rancor only effects one person, who my not even be the last person alive. I think it is OK as it is.

    Important edit: Same goes for similar Survivor perks as well (looking at you, Adrenaline!).

    Another idea I had is in my post where I propose a buff to all underused perks

    @LapisInfernalis said:

    Dear people of the Fog,

    many perks on both sides are underwhealming. This is how I would buff them to make them more useful while keeping their core. I do not aim to create new meta perks with this nor do I think of broken perk combinations. These are just ideas. All values are for tier 3 and additionally to the existing effects unless stated otherwise.

    SURVIVOR:

    • Lightweight: Make the scratchmarks fainter and not as bright (= harder to see).
    • This Is Not Happening: Get 50% more time after the skillcheck notification.
    • Calm Spirit: All normal grunts or noises are silent. So no sqeaky noises when doing totems/ chests, when falling down (yes yes) etc.
    • Streetwise: Make it global
    • Sole Survivor: Make it more functional with new Object (which is global!), tweak the distance so you are kinda save from BBQ on most maps when the second to last survivor dies. (48m with 2 tokens on tier 3 is just not enough and sometimes there is just no locker or the killer has Iron Maiden.) Reimplement that the perk lights up, whenever it blocks an aura and give a noise notification (like Premonition)
    • Object of Obsession: Let the player use it when they like, but keep the 30s cooldown. Edit: Since a DS can completely rob you of this perk if the killer has no aura reading, give it to non-Obsessions but with 60s cooldown.
    • Up the Ante: Buff the numbers, but (like Open Handed) only once per team.
    • Left Behind: Obsolete since you can find hatch by walking over it.
    • No Mither: 100% Noise reduction, you leave NO BLOOD 4 ONI; You start the trial HEALTHY and hide that broken status from the killer (no more getting tunneled). You can never be healed, recovering speed reduced by 35% (only if broken status is hidden!).
    • Wake Up!: You wake up from Freddy's Dream World, sprint for 5s at 150% and get 5% action speed to vaulting, cleansing, sabotage and healing (also Jigsaw Boxes!) for 60s. Causes 60s exhaustion. (together with an Adrenaline nerf: no more sprint boost. Only heal one health state. Still causes exhaustion!)
    • Vigil: Make it global and buff the numbers to 30%, but only once per team.
    • Pharmacy: Maybe put random add-ons on it (green rarity max.)
    • Boil Over: Buff it to 20m
    • The Pebble Diversion: Lower the activation timer to 20s
    • Autodidact: More skillchecks so you get tokens faster (it is such a pain to get to 5) OR get 20% (instead of 15) which are applied instantly in both cases (like STBFL; right now, you only get the bonus for the next skillcheck), give the other survivor a notification (like Prove Thyself) if they are in a 4m radius, so the other person knows you have the perk.
    • Distortion: 5 tokens Edit: OR (as Rework) the Killer can never see your aura, but you are Oblivious the whole match (could be a Boon: perk? Maybe?)
    • Buckle-up: Make it visible for the whole team
    • Mettle of Man: Make it counter any insta down even if you are healthy and make it usable while being already in Deep Wound Status, remove the downsides and reduce necessary protection hits to 2 OR keep the downsides and let safe hook rescues and pallet/FL saves count as well.
    • Better Together: Make it global
    • Fixated: Let you see other Survivor's scratch marks as well.
    • Babysitter: Reduce injured noises by 100% for 8s
    • Cameraderie: Activates on both hook phases. Health bar does not flash for the killer so they're not alearted that another survivor is near
    • Second Wind: Hide the broken status from the killer! Edit: add a token system (max 2 tokens) so that if you happen to heal 2 people before getting hooked, you have both auto-heals ready. Also don't let it consume a token if the killer tunnels you and downs you before you get the heal.
    • Red Herring: I seriously have no idea....
    • Visionary: Remove the cooldown.
    • Smash Hit: Let stuns count where the killer breaks the pallet simultaneously (more viable vs Bubba, Billy etc.)
    • Counterforce: Totems cleansed by others count too and show the totem that was the furthest away from that position.
    • Bite the Bullet: Include other healing teammates.

    KILLER:

    • Monstrous Shrine: No self-unhook possible (without Deliverance), after 2 escape attempts you go in "Phase 2" (you will get a little debuff-icon after you did one attempt), Hook progression is accelerated by 15%. OR make it a Hex: (seriously, no-one likes basement campers) but let it affect all hooks (maybe....) Edit: OR make a Scourge Hook: out of it if affecting all hooks would be too bad.
    • Unnerving Presence: Let it effect EVERYTHING or make it global so more killers could benefit from it. (Experienced players won't care either way.)
    • Predator: Make the scratch marks brighter and more vibrant. Remove the rest.
    • Stridor: Return to old state (together with a) Iron Will nerf: If you are injured you do not groan in pain, but breath normally; b) Spirit Nerf: No injured sounds audible while phasing, injured survivors are treated like the have Iron WIll)
    • Dying Light: 5% per token; include Obsession into debuff; keep tokens after Obsession dies (like STBFL).
    • Hex: Third Seal: Include hook bubbles and other notification bubbles. (including utility aras like Jigsaw Boxes would make it too strong, but I would be interested in a test nontheless)
    • Overwhealming Presence: Make it global.
    • Overcharge: Make it 10% but remove the effect after the gen stopped regressing.
    • Territorial Imperative: If at least 32m away from a hooked survivor, if another survivor gets 8m or closer to that hook get a notification and show the aura for 5s. Remove the basement part.
    • Fire Up: Buff it to 5% (25% total) and give a 5% MS bonus for 10s every time a gen is completed ORgive a stackable 1% MS bonus for every completed gen for the rest of the trial (=5% after all gens are done)
    • Remember Me: Return it to the pre EGC state and buff the numbers to a total of 60s gate opening time (40s from the perk itself). Show the location of the Obsession when all gens are done for 5s. It was gutted back then and not buffed again after the issue with the EGC was resolved. For any issues regarding the EGC after hatch is closed see my other post:

    https://forum.deadbydaylight.com/en/discussion/280137/why-are-anti-exit-gate-egc-perks-treated-differently

    • Surveillance: Remove the yellow aura notification if the gen goes empty. It is so confusing....
    • Rancor: After all gens are completed, highlight the Obsession's Location OR show their aura for 4s.
    • Furtive Chase: Make the TR smaller fot the whole time (not just in chase). Keep tokens when the Obsession dies.
    • Cruel Limits: Don't block the windows around the gen, but the killer.
    • Dead Man's Switch: Worked kinda before PGTW numbers were nerfed. Therefore this is actually a nerf... or maybe not? Reduce it to 35s but "kick off" survivors working on the gen with the most progress (like Surge/Eruption). Does not work on other gens.
    • Forced Penance: No idea.
    • Deathbound: No idea.
    • Dragon's Grip: Reduce cooldown to 60s. (If MYC can activate for 60s every 60s, then this is fair.)
    • Hex: Blood Favour: 24m and remove the Hex: OR the cooldown (since Hex perks should be so strong that they justify being able to be removed)
    • Coup de Grâce: Add another button I have to press (SHIFT would fit), so I don't waste it.


  • I like how many responses are "Umm, that would make a killer perk that would make some situations bad for the survivor."

    Yeah, that's kind of the point. The perk is never run, EVER, because its effect is so abysmal it isn't worth it, and can accidentally be avoided altogether if the wrong person opens the gate. Regressing exit gates would actually be an interesting moment in the game because survivors would be forced to open the gates or play more risky games, because as of now every single game has gates 99ed until everyone is safe, healed and ready to bodyblock for each other to get out.

    Also if "it could be bad when you're the last survivor and the hatch is shut so you're on your second-second-chance of free powered gates" were a concern, then No Way Out wouldn't exist.

  • @anarchy753 said:

    I like how many responses are "Umm, that would make a killer perk that would make some situations bad for the survivor."

    Yeah, that's kind of the point. The perk is never run, EVER, because its effect is so abysmal it isn't worth it, and can accidentally be avoided altogether if the wrong person opens the gate. Regressing exit gates would actually be an interesting moment in the game because survivors would be forced to open the gates or play more risky games, because as of now every single game has gates 99ed until everyone is safe, healed and ready to bodyblock for each other to get out.

    Also if "it could be bad when you're the last survivor and the hatch is shut so you're on your second-second-chance of free powered gates" were a concern, then No Way Out wouldn't exist.

    Exactly. Honestly even of this change were to be in place it probably wouldn’t even be as strong as NWO.

  • Remember is ok in principle but the delay is probably a bit short, and it’s not obvious why it doesn’t affect the Obsession. Just for comparison

    • Remember me makes opening doors take up to 16 seconds longer, but the Obsession doesn’t get this penalty
    • No Way Out blocks the doors for up to 60 seconds, and even tells you which door someone tried to open

    No Way Out is just clearly objectively better at stalling the doors. If you had to choose between the two I can’t imagine anybody ever picking Remember Me over No Way Out.

    I’d be perfectly ok with Remember Me getting a buff and maybe even No Way Out getting a slight time nerf to bring them more in lone with each other.

    The good news for killers looking to just play a long Exit stage game is these two do stack, so if you use both you’ll get an extra 76 seconds worth of time at the end of the game (unless it’s the Obsession opening the door in which case it’s only 60 seconds). But yeah, Remember Me could probably use a buff to make it even longer.

  • @ReikoMori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700429#Comment_2700429

    It certainly can be considering you still need to balance this perk around other perks that affect the same action. You've also got to take into account door spawning logic which is important. If you get door spawns that are close together then you make it essentially impossible to get the door open with this. If the doors are cross on a bigger map then it isn't as useful, but paired with other endgame perks it isn't hard to see points where it would overperform in a way that would just get it reverted.

    I would say let it regress to the half way point and it would be fine. If you are the last survivor and the gates spawn next to each other you already lost.

  • Some interesting opinions here. I do like the idea of maybe letting it regress to the halfway point. That is if it is deemed too strong.

  • @Grimzy said:

    I would say No, if we had a gate regression perk it would be so easy to hold the game hostage. Gates are fine as they are. Matches shouldnt take forever.It wouldnt make anything more interesting nore create pressure, all it would do is add more hostility to the game.

    s for the borrows time saves....in most cases that is usually the killers fault. Had plenty of matches where killers easily dealt with said borrowed time saves, so its all a matter of how you play your cards. You arent guaranteed any kills and you certainly shouldnt be getting them for free.

    But it's not for free it's for running a perk all game that only helps in endgame. And sometimes it feels like they survs get the escape for free cause they 99 the gate and run with two or three at the hook and have bt no chance to hinder them doing it and that even works in soloq if you don't play with totally stipud guys

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2700423#Comment_2700423

    But it's not for free it's for running a perk all game that only helps in endgame. And sometimes it feels like they survs get the escape for free cause they 99 the gate and run with two or three at the hook and have bt no chance to hinder them doing it and that even works in soloq if you don't play with totally stipud guys

    There are plenty of perks survivors can use that also only work at end game, so it not being"for free" is not an argument. Free or not the problem is it could be unbelievably abused and used to hold games hostage. and i dont know about you but i have no desire to run around playing tag you're it for 30 minutes just to open an exit gate.

    Not to mention sometimes the gates spawn so close to eachother that opening them would be nearly impossible with high mobility killers.

    99 gates is not an issue. BT saves at the gates is not an issue.