Left Behind is quite literally the most worthless perk in the game.

Unless the killer is a nice guy or a farmer, that perk belongs in the dumpster. There is literally no use for it anymore.

It could be cool though if all or some of the following occurred:

  1. It included a buff to exit gate opening - although this requires a significant buff for wake up as well
  2. 25% bp bonus increase per dead survivor, 100% survival increase on being the last one standing
  3. Immunity to one hit downs as the last one.
  4. Your trials as the last survivor has left you with a curious chance to find keys in chests.

Comments

  • 5. Something about stealth

  • @NuclearBurrito said:

    5. Something about stealth

    Far better idea than all the other 4. (Though I do agree Wake Up should get some love as well)

  • I think maybe turning Left Behind into like a Pharmacy type perk where it will 100% grant you a chance to find a Dull Key in a chest once the EGC has started, but once a key is found you're put into the Exposed status, cause y'no balance.

  • Have you met monsteriois shrine or territorial or fire up killers have bad ones to

  • @Killermain6116 said:

    Have you met monsteriois shrine or territorial or fire up killers have bad ones to

    They’re not completely useless like Left Behind though.

  • left behind should just be all solo actions when your the last one left

  • @[Deleted User] said:

    No Mither would like to have a word with you.

    Left Behind may be useless, but at least it's not a literal liability that you'd be better off not having it equipped 9 times out of 10.

    There's plenty of ways to rework Left Behind to make it not useless.

    Have it make it so you leave no scratch marks if you're the last survivor for a duration.

    Or let it give you a auditory warning when looking in the direction of the hatch, much like Small Game does, if you're the last survivor.

    Or you can see the aura of the killer within 32 meters of you if you're the last survivor.

    Etc.

    Pretty much anything else than what it currently does is better. The bar is pretty low to improve the perk in some manner.

    No mither has the ability to get you up from the ground anytime you get slugged. It also scares people into not slugging you.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/606303#Comment_606303

    Hence why it's no good. Because anybody that knows what No Mither does, will not slug you.

    But that can be the key to someone else getting the hatch.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/606310#Comment_606310

    So can Unbreakable.

    Or just hitting the "leave match" button.

    And if the match is that close, then chances are you would have won the match if you didn't run No Mither and were not twice as easy to down than usual in the first place.

    No mither can ruin a snowball more than once a match.

  • It was useless before, after EGC is just a forgotten piece of code like alot of other stuff.

    It's DbD, not a real mainstream game, enjoy what you have.

  • It should just let the survivor open the hatch and give bloodpoints.

  • @WickedMilk03 said:

    It should just let the survivor open the hatch and give bloodpoints.

    A free key? That isn’t a good idea.

  • The suggestions here are fine balance-wise but complete design fails

    Left Behind refers to a specific moment and that should be reflected in the perk

    Therefore: While repairing the last generator, press the special action button (Dead Hard button) to sacrifice yourself (EGC spike) and give the generator 25%/50%/75% repair progress.

    If that turns out to be too strong it can easily be tweaked: can only be used if 4 survivors are alive, only if less than 4 are alive, only if you haven't been hooked, increases repair speed by 300% instead but as soon as you stop repairing (because it's finished or the killer attacks you) you are instantly sacrificed

    This achieves the intended flavor of the perk and also makes it not completely worthless

  • What if it removed generator blockers, and if it made so that repairing an extra gen reopens hatch?

    Or something like that.

  • *Monstrous Shrine feels offended*

  • They also need to update that "finish all remaining gens and escape through the exit gate" achievement with EGC out. Left behind and that achievement had their place before. Now they're just pointless due to being impossible to actually use.

  • I think inevitably this is the price around making so many perks based around an objective and then changing the objective/updating how it works without updating the perk to match...

  • Explain to me how monsteriois Shrine not worse then left behind

  • is this thread about left behind or no mither?

  • What about this?

    • For each dead survivor gain 1 token: all actions speeds are increased by 3%(rapairing, healing, vaulting, and Sabotaging) times the number of tokens you have.
    • When all other survivors are dead the hatch aura is revealed to you when you are within a 10/12/14 meter radius.
  • I agree Left Behind is kind of out of date. It needs a rework, as in a good one, not a "rework killer" rework.

  • Left behind should be like a reverse NOED. A perk to turn things around when the end is near.


    When you are the last survivor, all gates (including hatch) are open and revealed to you. The next time you get hit by the killer, you ignore that and instead stun the killer for 12 seconds. You are immune to all killer devices, traps and power.

  • I think it should be like this: If you are the last survivor, and the killer closes the hatch, there will be one gen at 90 percent still available to you furthest from the doors. Finishing this gen will cause the gates to automatically open, and it's a race to the finish.

    @ColgateAdvancedWhite said:

    Left behind should be like a reverse NOED. A perk to turn things around when the end is near.

    When you are the last survivor, all gates (including hatch) are open and revealed to you. The next time you get hit by the killer, you ignore that and instead stun the killer for 12 seconds. You are immune to all killer devices, traps and power.

    Immune to traps and killer powers? That's gamebreakingly powerful. That means that if a billy chainsaws you, you IGNORE IT.

    It doesn't make sense for the killer to be stunned either.