DS Endurance deactivates when EGC starts, but OTR doesn't?

How on earth does it make sense that OTR endurance stays active when EGC starts, but DS endurance doesn't?

Tagged: BHVR

Comments

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030154#Comment_3030154

    I would argue that with BT or even the new base kit changes to unhooking, the scenarios where you can't make the escape with DS mostly boil down to player error a majority of the time.

    No. It boils down to Random Number Generator.

    Something that is just as equally devastating for a killer.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030166#Comment_3030166

    No. It boils down to Random Number Generator.

    Something that is just as equally devastating for a killer.

    I don't believethat the RNG presents enough scenarios where DS won't enable the escape, barring the aforementioned player error.

  • Some killers will be capable of countering this like Legion or Pinhead with original pain add-on. Aside from that BHVR have stated that feedback on this will be considered and action will be taking based on how it goes.

  • @oporopolist said:

    How on earth does it make sense that OTR endurance stays active when EGC starts, but DS endurance doesn't?

    OTR is like a busted ds,killer literally cant do anything to you,this will make camping even worse

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030175#Comment_3030175

    I don't believethat the RNG presents enough scenarios where DS won't enable the escape, barring the aforementioned player error.

    Uh- ok. I mean that's more opinion. Seeing as how many of us bring DS and sometimes still die with DS.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030181#Comment_3030181

    Uh- ok. I mean that's more opinion. Seeing as how many of us bring DS and sometimes still die with DS.

    Sure, but that doesn't say much about how effective it is in the endgame specifically. Gonna need something a bit more specific than that.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/331263/ds-endurance-deactivates-when-egc-starts-but-otr-doesnt

    OTR is like a busted ds,killer literally cant do anything to you,this will make camping even worse

    If all of these new Endurance mechanics are so busted then getting someone away from a camping killer has to be easier.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030278#Comment_3030278

    Sure, but that doesn't say much about how effective it is in the endgame specifically. Gonna need something a bit more specific than that.

    I already told you. If the gates are too far from the hook, how is that "Player Error"?

    In what world is that any of their control?

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3030294#Comment_3030294

    I already told you. If the gates are too far from the hook, how is that "Player Error"?

    In what world is that any of their control?

    I did say "a majority of the time" as opposed to "every time," and I stand by that.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029799#Comment_3029799

    Yes, the game does not end at this point.

    Yet people want Perks to stop working at this point. Why should a Perk which is not limited by any duration (like Corrupt Intervention or Lethal Pursuer) or occurrence (like Hexes or Boons) suddenly stop working? Because the Killer is annoyed?

    As Killer you will have even more time now to kill all 4 Survivors before Endgame. If this does not work out, you might have lost. Accept it. And dont think that you deserve some Endgame-Kills, just because you play the Killer Role and deserve some belly rubs.

    You said “perks which are not effected by a duration” and then listed 2 perks that literally turn off permanently after a timer?? The only reason why a perk should turn off in the endgame is that it creates a situation that simply does not have counterplay (DS in exit gate). It’s not “because the killer is annoyed” (this is a very survivor main comment btw) it’s because it is bad game design players to be completely helpless in a situation due to a perk.


    You still didn’t respond to my point about endgame perks, either. Sometimes it’s even efficient to let the last gen go to pressure a specific part of the map, or set up some sort of trap with your power, or use an endgame perk.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029843#Comment_3029843

    You can cleanse totem at endgame? accelerate cleansing so it doesn't take that much of a time? play with friends?

    And if killer pressured survivors with 3 perks before endgame to the point they can't afford to break totems, that is certainly a skillful play.

    Also considering that killer needs to find, chase, land the attack, calling that "skillless" is just wrong.

    Facecamping the first survivor downed puts enough pressure to prevent cleansing all the totems. Survivors have to pound out gens asap or it becomes a 3v1 and most likely a loss. Hardly a "skillful play" and will be even less so with this update buffing camping.

  • @Aven_Fallen said:

    Why do you think you deserve a Kill in Endgame as Killer? Yes, you have to tunnel and camp at this point. But this does not mean that you should get the Kill.

    You most likely failed during the match if you really need to rely on camping and tunneling in Endgame to get one Kill.

    But how it makes sense? It doesnt. The goal is just to say "We changed the Meta, people are running other Perks now". So you just have to nuke DS to achieve it and make another Perk which will replace it.

    No one asks for free kills, but good play should be rewarded. A lose-lose situation offers no win for playing well.

    And the killer is severely at a disadvantage in the EGC against multiple survivors. Even against 2 survivors the chance of defending all attacks on the hook are already abysmal, unless you are running NOED or an instadown killer, I would recon the chance of getting the survivor on hook out are at 85+%, and perks like 15s BT, DS activating or the new OTR will shift this even more in the survivors favor.

    So, giving the question back: why are you entitled to a 4E? Why should you deserve being rescued from the hook with anything better then a 50/50? Were it a 50/50, then I would be happy, but hook defending during the EGC is one of the most dismal and dissatisfactory experience the game has to offer. But maybe you are one of this casual killer players that have an "easy time defenting the hook" and "driving them off everytime".

    Letting someone to die during the EGC is far from the norm, its the big exeption. Like no survivor group ever said "you know what? The killer didn`t tunnel and played fair. Lets leave him that kill".

  • NOED =/= free kills. I don't use it ever, but you still need to find and hit a surv. It makes that easier, sure, but it's not as if all the survs just drop when NOED procs. I've been a part of a multitude of 4Es where NOED was in play.

    Being essentially invulnerable for over a minute in the EGC? Yeah, that's pretty much a free out. If the killer running NOED sucks, you still have a good chance of escape. If the surv with endurance sucks, you're screwed anyway.

    I'm not losing any sleep over any of it, but saying NOED = New OTR in the endgame is a flat out false equivalency.

    Also, saying that the slowdown meta hasn't been changed is not accurate, either. SH:PR hasn't been killed, but its synchronicity with DMS was a massive part of its appeal. I think it's a good nerf, but it is significant. And Ruin is essentially dead, and PGTW has been cut down a lot.

    Sure, Overcharge will step in an fill the gaps created, but you can say the same of the surv perks that have been heavily nerfed.

    How would I deal with the end game problem? Not sure. I don't like the perks flat out deactivating when the gates are powered, but also don't think survs should just be able to waltz through the gate with impunity. Deactivate all these effects within a certain radius of a powered gate maybe?

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