no way out should be disabled during end game collapse

the only way this happens is with one person left and hatch is closed your just screwed the killer gets notified and you cant do anything for a minute if stuff like ds and OTR are disabled so should NWO

Comments

  • @RaSavage42 said:

    Just my 2 cents...

    But I also agree that certain perks shouldn't work if the hatch is closed... (I know off topic but I needed to say that)

    In the terms of NWO... If the Killer got a 3k with a Gen (or 2) left then NWO shouldn't activate... the Killer did their job and doesn't need anymore help... cause the Survivors didn't complete the Gens... So why punish the Survivor player that is left

    Also... No One Left Behind only works if the Exit Gates are opened so where is the problem (and they should change that to when the Gens are done as well)

    Wording on certain perks need to be updated (Just saying)

    They finally reverted NOLB to work when the gates are powered, not only opened. Think it was back in 6.1.

  • @scenicpickle said:

    the only way this happens is with one person left and hatch is closed your just screwed the killer gets notified and you cant do anything for a minute if stuff like ds and OTR are disabled so should NWO

    Disable it in endgame collapse let them have it so the one guy at least has a chance

  • @RatbasterdJr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215842#Comment_3215842

    The problem is you’re wanting a perk that is SOLELY for endgame… to not work in the endgame. It doesn’t matter if it’s 1 survivor left, or 4. The perk is for endgame.

    The problem is you're wanting a perk that is SOLELY for tunnelling... But yet, you are losing these perks at end game. If i am not wrong, you still can camp & tunnel at end game. So why surivors are losing their perks?

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215852#Comment_3215852

    Except those comparisons actually make sense?

    NWO for the Killer does the same thing as DS and OTR would do for Survivors, where they turn an already winning position into an (almost) impossible to lose scenario. DS in endgame is a free escape, so is OTR (unless massive misplays happen ofc) and NWO in a hatch close scenario is a free 4k for the Killer (unless massive misplays happen ofc), it fills the same role as those two Perks in a very similar scenario.

    Pointing out that those two Perks were addressed and NWO was overlooked is not a "Us VS Them" discussion at all, it's a simple observation.

    OP isn't crying about how the bad, bad killers get all the good stuff and the poor, poor survivors never get anything (THAT is Us VS Them, dividing the community into two groups and acting like one is morally superior to the other), they make an actual argument.

    The proposed reworks happen for NWO and, sure, even Remember Me.

    Killers that reallllly want the 4k will just stand on Hatch instead of closing it.

    Any solutions?

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215893#Comment_3215893

    The problem is you're wanting a perk that is SOLELY for tunnelling... But yet, you are losing these perks at end game. If i am not wrong, you still can camp & tunnel at end game. So why surivors are losing their perks?

    There aren’t any generators left to patrol, gates can be done quickly and far from a hooked survivor. The killer is basically out of reasonable options in end game, but to secure that last down/hook.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215996#Comment_3215996

    There aren’t any generators left to patrol, gates can be done quickly and far from a hooked survivor. The killer is basically out of reasonable options in end game, but to secure that last down/hook.

    And for last survivor, hatch is closed. And gates blocked by NWO for a minute, now they can not do anything. This is lose - lose scenerio for survivor as well.

    I can't see any difference. And i am not even talking about DS nerfed into ground with 3 seconds stun time

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215948#Comment_3215948

    They finally reverted NOLB to work when the gates are powered, not only opened. Think it was back in 6.1.

    Really... Maybe I missed it... LOL

  • @Pulsar said:

    I...actually agree.

    There's no way for the Killer to lose unless they MASSIVELY misplay.

    Reminds of of old DS in the EGC, it's just a free win

    I mean, its easy to lose if gates are on opposite sides of the map with stuff in between. They can pretty easily get out before you do a patrol sometimes. Which is extremely bad map rng i guess

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215706#Comment_3215706

    I mean, its easy to lose if gates are on opposite sides of the map with stuff in between. They can pretty easily get out before you do a patrol sometimes. Which is extremely bad map rng i guess

    You shouldn't be losing games when the Gates are blocked for 60 seconds AND you get a noise notification of what door was touched.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216017#Comment_3216017

    You shouldn't be losing games when the Gates are blocked for 60 seconds AND you get a noise notification of what door was touched.

    Oh no i mean when it doesnt work in egc you can easily lose.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216023#Comment_3216023

    Oh no i mean when it doesnt work in egc you can easily lose.

    Ah, my mistake then.

    Here's the suggestion i posted earlier for when the EGC triggers via hatch closing

    "Stacks do not apply a bonus to the time the Exit Gate is blocked and No Way Out no longer notifies the Killer when it is triggered."

    You still get value but it's not impossible for the Survivor to escape.

  • I don't have much of an issue with it but it does make the nerfs to remember me and pig's endgame when they brought out EGC seem a bit incoherent.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215917#Comment_3215917

    The proposed reworks happen for NWO and, sure, even Remember Me.

    Killers that reallllly want the 4k will just stand on Hatch instead of closing it.

    Any solutions?

    Technically speaking it's to "just do the generators", as the Killer can only pressure one area at a time. They stand on hatch? Then do the remaining gens. They leave to check on gens? Now they are no longer guarding hatch and you can escape that way. They shut hatch? Now we're in the gate phase of endgame.

    That said, this is not a very elegant solution, as it takes a very long time, is very boring for everyone involved and generally the chances of the Killer winning this in the end are much greater than the Survivor standing a chance (they just gotta spot them once, shut hatch and that's a GG).

    In other words, we gotta, once again, change the way Hatch works. Honestly, why not make it work like the Cage of Atonment? Make it so if the Killer is within X meters to the Hatch for Y seconds without interacting with it, then Hatch will despawn and respawn in a different Hatch spawn location. I don't think this would harm anyone who plays normally, while also preventing exactly that problematic scenario of Hatch camping to ensue.

  • it’s okay for survivors to lose, the game doesn’t need a million contingencies to ensure they always have a way to escape and teabag the killer on their way out

  • NWO in a 1v1 is very hard to play around but it can be beaten, you just need to not waste too much time before touching a gate.

    But if anything, the perk you should be complaining about is Remember Me, which, although generally worse than NWO most of the time, has actually zero counterplay in a 1v1 unless you have a key or are the obsession.

  • @SpaghettiVase said:

    Why do you think you’re owed even a chance at escape?

    Some people just say things without thinking. Do you understand that your logic can be applied to killers as well?

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216000#Comment_3216000

    And for last survivor, hatch is closed. And gates blocked by NWO for a minute, now they can not do anything. This is lose - lose scenerio for survivor as well.

    I can't see any difference. And i am not even talking about DS nerfed into ground with 3 seconds stun time

    The difference is that the survivor already lost twice: They lost when their team all died before completing gens, and they lost again when the killer beat them to the hatch. If anything how NWO works in this situation is exactly how it should, a gate escape is counted as a win, and someone who has lost twice has clearly not won.

  • @badrepo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215618#Comment_3215618

    Some people just say things without thinking. Do you understand that your logic can be applied to killers as well?

    How? I brought the perk. This OP is saying it shouldn't matter, it should just turn the perk off because he wants to escape. That's the logic here.

  • Literally in the name of the perk... "No way out"

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216002#Comment_3216002

    The difference is that the survivor already lost twice: They lost when their team all died before completing gens, and they lost again when the killer beat them to the hatch. If anything how NWO works in this situation is exactly how it should, a gate escape is counted as a win, and someone who has lost twice has clearly not won.

    Killer lost when survivors finished gens, killer lost when survivors saved their teammate from end game camping. Survivors should keep their anti-tunnel perks, there is no reason to reward killer for their lose.


    You wellcome!

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216115#Comment_3216115

    Killer lost when survivors finished gens, killer lost when survivors saved their teammate from end game camping. Survivors should keep their anti-tunnel perks, there is no reason to reward killer for their lose.

    You wellcome!

    Thats a bit of a false equivalence, but you're welcome to think it.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216254#Comment_3216254

    Thats a bit of a false equivalence, but you're welcome to think it.

    It is not false for me, it is pretty correct for me. But you are welcome to disagree.

  • Let the killers have this niche scenario. I've almost never seen it.

  • @SpaghettiVase said:

    Why do you think you’re owed even a chance at escape?

    Yeah!

  • @TAG said:

    You know what, I actually think this is a fine change. At that point in the game, Killer has basically already won. I don't see the point in adding insult to injury for the last Survivor. Luckily, clearing that up it is as simple as changing "When the Exit Gates are powered" to "When the last Generator is completed."

    But then you're just adding insult to injury to the killer instead. They beat the survivors, closed the free escape hatch, now what? You want to give the survivors more chances to escape?

  • @Brhoom said:

    %100 agree.

    A perk shouldn't %100 guarantee your win during the endgame.

    Just like DS and Off The Record are disabled because they shouldn't allow ''free escapes'' NWO should not activate if only one survivor is remaining.

    The difference with No Way Out is you A: have to play without a perk for the entire game, and B: have to split pressure across the entire team for full value, which incentivizes a strategy that is more often than not suboptimal. Essentially you're handicapping yourself the entire game to help secure the endgame better, and by that point I think there's nothing wrong with it giving the free late-game win after a hatch close.

  • @Krazzik said:

    That would mean the killer dominated the game with one perk doing nothing for him. Deserved.

    I would argue if he dominated the game with only 3 perks, matchmaking handed him the win because he got paired below his skill level.

    If he deserved that after a win was handed to him might differ from your pov.

  • @cluxdx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215645#Comment_3215645

    The difference with No Way Out is you A: have to play without a perk for the entire game, and B: have to split pressure across the entire team for full value, which incentivizes a strategy that is more often than not suboptimal. Essentially you're handicapping yourself the entire game to help secure the endgame better, and by that point I think there's nothing wrong with it giving the free late-game win after a hatch close.

    With this line of thought, Decisive Strike should not be disabled in end game.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215642#Comment_3215642

    But then you're just adding insult to injury to the killer instead. They beat the survivors, closed the free escape hatch, now what? You want to give the survivors more chances to escape?

    It's more about not giving the lone single Survivor (not Survivors) zero chance at escape.

    You've already won the game, if you need No Way Out vs one Survivor I don't really know what to tell you.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216278#Comment_3216278

    With this line of thought, Decisive Strike should not be disabled in end game.

    No, because DS can work at any point throughout the match. Perks like it directly condition the way killer has to play if they don't want to get hit by it, so its mere existence is a net benefit to a survivor whether they have it or not. The fact a killer has to assume you have it makes them likely to play suboptimally (as in not tunneling) giving you a better chance to win. On the flip side, No Way Out puts you in a direct disadvantage state all game with zero potential for upside until the endgame, which inherently makes you more likely to lose.

    Bear in mind I disagree with parts of the DS nerf, like it being a 3s stun as opposed to 5s, but DS is not an apt comparison to No Way Out because they hardly do the same thing.

  • @SpaghettiVase said:

    Why do you think you’re owed even a chance at escape?

    You're wrong its more like "Why do you think you're owed a second chance to escape after losing the match?" Because they already had a chance with hatch

  • Nah, NWO sucks as the last survivor but by that point you already lost anyway. Plus I think we need more perks like NWO that encourages spreading out hooks. There's only perk I could think of that I would like to see deactivated for the last survivor but I'm not going to say which.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216272#Comment_3216272

    It's more about not giving the lone single Survivor (not Survivors) zero chance at escape.

    You've already won the game, if you need No Way Out vs one Survivor I don't really know what to tell you.

    Hmmm, going to disagree Chief. One survivor not doing gens is much harder to find, much less down, then a survivor that is trying to push gens so their team escapes. NWO provides a reward for hooking everyone that evens the odds.

  • Lets just disable all perks always.

  • @SpaghettiVase said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215646#Comment_3215646

    You mean the perk that only works at the end of the match is equivalent to the perks that are designed to punish tunneling throughout the bulk of the match?

    tunneling happens throughout entire match. Why do you think tunneling suddenly stops during the EGC? Survivor used DS for end game because it was best end-game perk for securing your escape. With its only use gone, its play-rate plummets. Even OTR is not in top 10 perks for survivor according to their stats. Borrow time is the perk that helps survivors get to next loop to prevent off-hook tunneling downs and now its base-kit so the other use of the perk resetting the chase in off-hook situations further vanishes.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215664#Comment_3215664

    tunneling happens throughout entire match. Why do you think tunneling suddenly stops during the EGC? Survivor used DS for end game because it was best end-game perk for securing your escape. With its only use gone, its play-rate plummets. Even OTR is not in top 10 perks for survivor according to their stats. Borrow time is the perk that helps survivors get to next loop to prevent off-hook tunneling downs and now its base-kit so the other use of the perk resetting the chase in off-hook situations further vanishes.

    Whether or not you think tunneling or camping in EGC, the point of the match where the killer is supposed to be put on the back-foot and make a comeback happen, is "wrong" or whatever isn't the point of this thread. OTR and DS not working in end game are bad faith arguments. It is not an equivalent comparison to No Way Out.

  • The hatch isn't a win, it's at best, a pity escape so you don't cry that you had "no chance" when the rest of your team dies at 5 gens. I don't see the point in feeling you are owed an escape when you failed your objective. And I don't understand why people treat a hatch escape or escape without all 5 gens finished, a "win." It isn't even one, going by what we know of stats.


    I don't see why we need to nerf perks so you have an easier way of an escape-loss

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216264#Comment_3216264

    It is not false for me, it is pretty correct for me. But you are welcome to disagree.

    Thats not how false equivalencies work, and I was trying to be polite.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216269#Comment_3216269

    Thats not how false equivalencies work, and I was trying to be polite.

    Thanks but i was doing same thing for you. But my opinion did not change, i doubt you can change it. So let's just stop here, thanks for discussion.

  • @SpaghettiVase said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216347#Comment_3216347

    Whether or not you think tunneling or camping in EGC, the point of the match where the killer is supposed to be put on the back-foot and make a comeback happen, is "wrong" or whatever isn't the point of this thread. OTR and DS not working in end game are bad faith arguments. It is not an equivalent comparison to No Way Out.

    second chance perks for survivor are anti-comeback perks for killer. The end game perks are comeback perks for killer. they counter-act each other. they're almost same thing with a coin flip.

  • @SunsetSherbet said:

    The hatch isn't a win, it's at best, a pity escape so you don't cry that you had "no chance" when the rest of your team dies at 5 gens. I don't see the point in feeling you are owed an escape when you failed your objective. And I don't understand why people treat a hatch escape or escape without all 5 gens finished, a "win." It isn't even one, going by what we know of stats.

    I don't see why we need to nerf perks so you have an easier way of an escape-loss

    Points.

    I want the points.

  • @SpaghettiVase said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216101#Comment_3216101

    How? I brought the perk. This OP is saying it shouldn't matter, it should just turn the perk off because he wants to escape. That's the logic here.

    Survivors brought DS and OTR, why should their perk turn off in endgame? ESPECIALLY when they haven’t used it all game.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216115#Comment_3216115

    Killer lost when survivors finished gens, killer lost when survivors saved their teammate from end game camping. Survivors should keep their anti-tunnel perks, there is no reason to reward killer for their lose.

    You wellcome!

    killer loses when survivors pass through the Gate, actually. Because the killer loses the ability to kill at that point. Unless there should be a cinematic mori that starts when all 5 generators complete where the Survivors call up the Sweater Girl and Tommy Jarvis from F13 to wack the killer like a party Pinata

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216356#Comment_3216356

    second chance perks for survivor are anti-comeback perks for killer. The end game perks are comeback perks for killer. they counter-act each other. they're almost same thing with a coin flip.

    No, second chance perks are second chance perks. Anti-comeback would imply you are winning and the killer is losing and the perks further increase that gap. Otr and ds arent anti comeback perks as the killer already succeeded in hooking you, if they continue to go for you after being unhooked then they are “punished” by those perks.

  • @badrepo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216116#Comment_3216116

    Survivors brought DS and OTR, why should their perk turn off in endgame? ESPECIALLY when they haven’t used it all game.

    If they got 0 use of OTR or DS then the killer was either incredibly bad or they literally were playing max immersion and jumping in a locker the second they heard a half a second of the TR. If its the second one, or most likely a mixture of the two, then they surely would be able to escape even if NWO was in play.

  • Agreed on this considering there no point of it anymore.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215642#Comment_3215642

    But then you're just adding insult to injury to the killer instead. They beat the survivors, closed the free escape hatch, now what? You want to give the survivors more chances to escape?

    That's not really what "insult to injury" means. It means taking a crappy situation (everyone else is dead and your team has lost) and making it worse (you can't even touch an Exit Gate lever without alerting the Killer). Making this change is more just not making an already winning situation for the Killer easier.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215758#Comment_3215758

    And NWO supposed to work after all gens finished, not after hatch closed. If killer killed 3 survivors and closed hatch, this perk should not give them free kill. This perk is makes escape imposible for the last survivor. But i think you are asking for free kills and you are okey with it?

    It’s very easy to find hatch before the killer, use clairvoyance.

    NWO activates once the gates are powered closing the hatch or repairing the gens, the same way Adrenaline works.

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