"Survivors don't deserve free escapes"

This is a phrase I've seen used around very frequently, initially used in terms of Decisive Strike, more recently in debates around Off The Record and basekit post-unhook Endurance, and as of Project W, Reassurance. The general argument is that, during endgame, certain perks should deacitvate which hamper the killer's efforts of killing the survivor. I will try to keep my own opinions around any perks discussed here out of the conversation- feel free to look at my comment history if you're curious.

My question is, though, why should the killer get "free kills"? Because, in essence, disabling all of the anti-camp, anti-tunnel, and anti-slug tools that Survivors possess will equate to "free kills", where the Survivor team has very little they can do in terms of assisting a hooked teammate, which becomes progressively more likely as a Trial continues due to resources being consumed. Naturally, good SWF players on comms are able to bodyblock for each other and try and get their teammates to safety, but even bad SWF players or just solo queue will struggle substantially more without, say, BT or Reassurance to help with camping. And quite frankly, if you still can't get a hook after 5 gens have popped, you really don't deserve one, so the edge case of the killer having nobody on the hook nor having them been hooked the entire trial doesn't really apply.

So, why is it always that Survivors don't deserve "free escapes" and yet end-game camping/tunneling is justified because it's how the killer is able to score some last kills? Why should Survivors lose access to their tools while killers gain a massive boost to theirs (due to a lack of map resources)?

I'm genuinely curious why the argument is used so much- in my honest opinion, there are other arguments that can be used in their place which, at least to me, sound substantially less balanced.

If this post feels like a ramble and/or makes very little sense, I do apologise- I've been sat on a coach for the past 24 hours and caught an illness that's turned my brain to mush. Writing in grammatically correct sentences is about all I can manage right now, because my brain unhelpfully supplies every third word in German instead of English.

Comments

  • @Aurelle said:

    Exactly the point that I keep trying to make. The double standards are absolutely insane. Survivors can't have DS or OTR at Endgame, But killers can have perks like NOED and Rancor. One side shouldn't get free wins, killers and survivors should be held to equal standards.

    It’s stupid how Rancor’s end game function works (punishes a player just for being the obsession and the team completing the gens), but NOED is a bad example. It only activates in the end game if one dull totem is still up. Unless you plan to let it activate earlier game, like those survivor perks can?

    End game DS, OTR, and BT are 100% uncounterable from the killer’s side, if the survivor is anywhere near an exit gate. So they are free escape, because perk. As much as I hate the two killer perks you bring up, they can still be countered. Rancor less so, but the options are still there.

    I think BT should be the only exception, because it requires another survivor to run it for the hooked survivor. That leaves it with a niche OTR can’t fulfill.

  • @RedPlll said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150492#Comment_3150492

    They would be some outliers, but the majority wouldn’t be forced to tunnel anymore. Map size, gen/pallet positioning, and god loops. Has made average chases for m1 killers last up to 1-2 mins against a well organized 4 man swf at high mmr. That could mean 3 gens done within that chase if you decide to commit. This pressures most if not all killers into finding the weakest link and tunneling them out to make the team easier to deal with. Camping on the other hand is also a strategy, but has massive downsides being loosing gens in the process.

    Noone is forced to do anything in this game, this hasn't changed in OVER SIX YEARS.

    The notion of incentivizing players to not do something is made by those that have no interest in stopping the behavior in the first place.

    They're complete idiots.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150240#Comment_3150240

    You must not like the concept of hex totems then. Because guaranteeing value from a perk just because you picked it has been an unrealistic expectation in DBD for ages now.

    I don't like the concept of hex perks.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150488#Comment_3150488

    And yet they would anyway without proper tools to encourage alternative playstyles and punish those.

    Exactly. There is a certain mindset that players will just do the easiest/most efficient tactics in order to secure a win, regardless if they actually need to. This isn't a survivor or killer thing either. There is definitely a subset of survivors that will race to mash gens even if it's boring and even if they're way better than the killer. There are killers that will tunnel/proxy/hard camp even if they're already better and don't need to.

    These aren't all killers or all survivors, but it's a pretty decent chunk of the player base. So when killers say, they would stop tunneling/camping if the game was more balanced, it's pretty hilarious. There would still be plenty of games where people tunnel or camp. Just like there are now. Just like there will always be groups that slam gens regardless of gen times or killer nerfs.

  • I guess define what a free escape vs free kill means?

    If a killer can get a hook during EGC, i totally understand why basekit buff BT feels like a free escape when another survivor hook bombs to save them without any hook save perks equipped. If the killer doesn't have an instadown ability, they both get out. All survivors now have a free 5th perk slow which is stronger than old BT.

    The only free kill scenario which comes to mind is if a survivor afk. Even potato survivors require some time spent in chase to down than hook. NOED maybe you can argue is a free kill? but NOED still requires getting the kill and it only guarantees you the one hit down. However, NOED is dead since the update. I've only seen it once since the patch in my survivor games. And it was found immediately.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/342661/survivors-dont-deserve-free-escapes

    But the killer isn´t getting a free kill, is he? There are complete builds, that revolve around extending the endgame/killing only at late game. Why would that be a free kill? Survivors can complain, when they get camped/tunneled out early. But at the end of the match?

    Telling the killer to get his kills before that, is asking the killer to play as efficient (kill wise) as possible = Aka tunneling.

    Survivors aren´t losing their tools. OtR and DS are there to give a safety net against tunneling. Obviously, if the survivors made it till the endgame, the killer either didn´t tunnel or those perks did their job.

    Also, as far as i´m aware. Survivors are the only ones with a whole mechanic of a free escape. Even when the objective wasn´t completed. As long as there isn´t some kind of mechanic, that closes the gates once 3 survivors escaped... survivors really shouldn´t be complaining.

    Finally a sane person killers have like 2 objects 1 extend the match as much as possible and 2 kill as many survivors you can

    And when they can't extend anymore the only objective they have is kill as many survivors they can

  • @Itslat3ncy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148915#Comment_3148915

    If both sides are on equal levels in term of balance then it comes down to the better player. Either the 4 win or the killer wins. Now the hard thing is what counts as a win. A 3k for killer, a 3 man out? That's were the devs would have to come in and say what the actual win condition is.

    No, if they're all equal it comes down to 16 perks vs 4 - your idea of "balanced" is more skewed than the Leaning Tower of Piza.

  • I've always thought "free escapes" is a silly argument. I can see the arguments for disabled OTR and DS in endgame, but it's not a free escape beyond that. If a killer is in a position where survivors can set up multiple body blocks in the endgame, that killer messed up a long time ago in that trial and hasn't played the hook well. Survivors can't cleanly unhook 2 for 1 without someone going down unless you've sat back and not hit anyone for whatever reason. And if it's a 3 for 1, then again, you messed up a really long time ago in that game. Take issue with the mistakes and less of an issue with not getting the 1k.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149819#Comment_3149819

    My question was why use a horrifically flawed argument to justify removing every anti-camp and tunnel protection survivors have in endgame when there are much better arguments to use. And no, I did not answer that.

    I was referring to when you stated that a better argument would be "A much better argument for the removal of endgame OTR/DS is "There is no feasible counter play to these perks in endgame" which is a better argument than survivors don't deserve free escapes, Especially since it was the main reason for the deactivation of DS in endgame nerf to begin with.

  • @Entinaty said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149904#Comment_3149904

    I was referring to when you stated that a better argument would be "A much better argument for the removal of endgame OTR/DS is "There is no feasible counter play to these perks in endgame" which is a better argument than survivors don't deserve free escapes, Especially since it was the main reason for the deactivation of DS in endgame nerf to begin with.

    And OTR/DS is not basekit BT or Reassurance, is it?

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148752#Comment_3148752

    THIS.

    My God. Killers have so many choices to trap or thwart survivors in end game. We had old Decisive and Borrowed Time. And in Solo Q, I would usually run both pre 6.1. 90% of the time, Decisive would be used before end game. But in those super rare occasions it wasn't, maybe it allowed me out the gate a scant handful of times over zillions of games. 4 man escapes don'ts happen that much in Solo. It was never a "free" escape. I paid for it with a perk slot! I sacrificed having something else that could have helped me. This whole idea of survivor perks disabling at the end game is ridiculous because the complaints about them giving "free escapes" are dependent on so many bloody conditions. Namely, the survivor has to be running it (many didn't!) and hooked *right near the gate*. ALSO (and this will resonate with most Solos) it's dependent on your bloody team mates actually rescuing you LOL. Usually in SOlo when they do, it's a hook exchange. So even if the person with Decisive technically made it out the gate- you have Dwight the hero as a consolation. And Dwight is rarely a hero.

    And again, this is all situational. Usually, that hooked survivor at end game is nowhere near the Exit gate. And Killers have shown time after time that will tunnel through old BT + DS during game. They will tunnel through new OTR.

    So I'm really disappointed that Devs expect survivors to waste perk slots (and let's face it, anti-camp/tunnel perks have been necessary) only to have them deactivate during crunch time.

    @Nun_So_Vile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148752#Comment_3148752

    https://forum.deadbydaylight.com/en/discussion/comment/3149434#Comment_3149434

    Exactly. No one should have their perks disabled during crunch time when there is still game left to play. Nerfing/buffing is one thing, but straight-up disabling perks EGC? What's even worse is how we have a handful now and people want to advocate for even more perks to be disabled during EGC (Praying for your well-being Reassurance), and I'm sure you can guess which side the majority, if not all, those perks belong to. Guess that's the new way since the balancing is aimed towards the lowest common denominator. Absolutely mind boggling to me.

    @Ayodam said:

    NOED, Blood Warden, No Way Out, Remember Me, Devour Hope, Terminus…

    Combined with faster hit recovery, obtaining Bloodlust sooner, basekit Save the Best for Last.

    Killers have counterplay for survivors who make it to EGC. It’s unsettling that survivor perks are disabling during endgame while killer perks are not. Personally, I think if four survivors make it to EGC in this meta, they’ve outplayed the killer who, if proficient, would not have allowed them to make it to EGC.

    What a nice apple and oranges comparison.

    Perks that activate only after the last gen is popped or even only EGC: Noed, blood warden, no way out, remember me, terminus...

    Perks that can be and are most often swiftly deactivated: Noed, devour hope, other hex perks...

    Perks that help the whole game over and now only deactivate after the gate are OPENED not powered: The perks mentioned in this topic

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149434#Comment_3149434

    https://forum.deadbydaylight.com/en/discussion/comment/3149860#Comment_3149860

    https://forum.deadbydaylight.com/en/discussion/comment/3148752#Comment_3148752

    What a nice apple and oranges comparison.

    Perks that activate only after the last gen is popped or even only EGC: Noed, blood warden, no way out, remember me, terminus...

    Perks that can be and are most often swiftly deactivated: Noed, devour hope, other hex perks...

    Perks that help the whole game over and now only deactivate after the gate are OPENED not powered: The perks mentioned in this topic

    lol nice try. The only perk that helped in end game that would be useful the entire game is BT. Killers have proven time after time they are more than willing and capable of tunneling through it.

    Decisive was a ONE USE perk. You use it, you lose it. Same with Unbreakabill. Same with Deliverence. They are incredibly situation dependent, and would be used in the majority of cases long before end game. Then they're gone.

    It's not apples and oranges. In fact, they are more similar than anything else.

    Killers CHOOSE an endgame build, or to have endgame clutch perks. They use a perk slot and hope to get value out of it. Survivors chose perks like Decisive Strike, or UB, knowing it had a "one and you're done" usage, hoping to get value out of them. Knowing you might go through a few matches without using them at all (a wasted perk slot). But most of the time, we ran them because they were necessary due to camping/tunneling. As I stated in my post, Decisive was already used 90% of the time before end game anyways.

    No perks should be deactivating entirely at end game at crunch time if you used a perk slot for them. If Killers can create an endgame clutch build, survivors should also have some tools to help themselves as well.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149434#Comment_3149434

    https://forum.deadbydaylight.com/en/discussion/comment/3149860#Comment_3149860

    https://forum.deadbydaylight.com/en/discussion/comment/3148752#Comment_3148752

    What a nice apple and oranges comparison.

    Perks that activate only after the last gen is popped or even only EGC: Noed, blood warden, no way out, remember me, terminus...

    Perks that can be and are most often swiftly deactivated: Noed, devour hope, other hex perks...

    Perks that help the whole game over and now only deactivate after the gate are OPENED not powered: The perks mentioned in this topic

    Except Decisive Strike and OTR both deactivates once the Exit Gates are powered which does NOT mean opened. It literally says so in the perk description. It's the exact same wording in the sentence as in Adrenaline's description, so its definitely when the last gen pops. Lmao. It took you 2 days of mental gymnastics for this disingenuous reply? I thought Burter boasted he was the fastest in the universe, not the slowest.

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