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Left Behind

I believe this is the right perk (the one where you're the last remaining survivor so you get a boost to finishing remaining gens.)

Anyway, so as it seems less use than ever, I was thinking maybe something which could make it a perk worth using would be this: IF the killer slugs/hooks the 3rd survivor (last remaining other than yourself) then the perk activates at that point, so as the 4th/last remaining survivor in a position to actually do gens then they get the boost at that point which then allows them the chance to not only get gens done to enable the exit gates to be powered but ALSO gives the slugged survivor the chance of getting Adrenaline to get back up or to be given a decent chance if unhooked.

I don't feel this would be in any way unfair on the killer - once a killer slugs that 3rd survivor it currently leaves the remaining survivor with very little chance of escape, especially if the gates are within reach of each other.

I have to say, I'm very much NOT a fan of Adrenaline (boosted af), but the hatch mechanic in it's current state really rewards a slugging killer too much imo, especially when there may only be 3 gens done at that point, and seriously, when is the perk (Left Behind) EVER going to be getting ANY use now anyway? It's not like the stand-off is a thing any more, the hatch opens as soon as the 3rd surv is out of the game, killer closes it and it's EGC time, no gens able to be done.


  • ElusivePukkaElusivePukka Member Posts: 1,599

    Absolutely agreed.

    The only way this perk still has use is if both Killer and Survivor are ridiculously bad at their respective jobs, which isn't something they should balance for.

  • MisterTIBSMisterTIBS Member Posts: 75

    Alternatively, if the killer closes the hatch then make the gens available again - if the survivor gets a gen done, hatch re-opens. This way, killer patrolling the gates only leaves himself open to said gen being done and hatch escape a possibility (without need for a key.)

  • AStupidMonkeyyAStupidMonkeyy Member Posts: 718

    @MisterTIBS No. If you got beaten that bad, and the killer wants the 4-man after his hard work, he has earned it. You can hide stealthily, hide in lockers, heal your teammate, search for hatch or camp near door if you know the killer is about to get it. You failed your objective, the killer shouldn't be punished because of it. They even made it so hatch spawns even if no gens are done. EGC prevents you taking the game hostage after the killer closes the hatch. They can change the perk to something else but this is unacceptable.

  • LastShoeLastShoe Member Posts: 1,183

    Just give it an effect like: When killer closes the hatch and you are the last survivor alive, the killer's aura is revealed to you for 5 seconds.

  • Dr_TrautsDr_Trauts Member Posts: 704
  • MiloMilo Member Posts: 7,018

    @Dr_Trauts Yep. But i guess Dark Sense doesn't work when hatch is closed sooo left behind having this additional effect wouldnt be that bad?

  • Dr_TrautsDr_Trauts Member Posts: 704

    yeah i suppose. i just feel with the addition of the end game collapse some perks, such as left behind, should have almost a full rework.

    Because its primary function from before EGC has been made redundant as when they are the last survivor, im pretty sure every survivor would rather look for the hatch than do a generator

  • Kind_LemonKind_Lemon Member Posts: 2,559

    This is obviously what the egc after hatch closing should be. idk why it's not.

  • MisterTIBSMisterTIBS Member Posts: 75

    You're missing the point - the EGC is about stopping the game going on forever when all you want is for it to be done with (both sides) but in it's current state killers are the ones holding the game up (more often than not) by slugging the 3rd survivor so the EGC never starts - either you finish the gens (unlikely) OR keep getting the 3rd survivor back up at the risk of the killer 'baiting' you (which is obviously the intention) but it becomes a baf game at that point, not to mention if you DO get that surv up and then it's rinse and repeat anyway.

    So yes, EGC prevents taking the game hostage, the point you miss is that the killer is taking the game hostage (effectively) by NOT allowing the EGC to start anyway. So what should be a 5 minute game sometimes is now dragged out to 20+ mins of killer slugging cos they want that 4k, hence my suggestion for making Left Behind activate if that 3rd is slugged and you have the option to not only make it less boring but also get to EGC by your own making, not relying on a killer not being baf for 15 mins before the inevitable.

  • starpilotsixstarpilotsix Member Posts: 203
    edited June 2019

    Killers slugging the 2nd last survivor so the hatch doesn't appear has always been a thing and in my experience it's gotten far LESS common with the EGC, because the killers know that they have the advantage.

    Pre-EGC, even if you knew where the hatch was, you had to find and down the survivor before they reached it, otherwise, best case scenario, you both wait around until one of you gets bored or makes a mistake, more likely the survivor escapes.

    With EGC, if the killer makes it to the hatch first, the hatch closes. Killer has advantage in making it to the hatch first, because they move faster and they don't have to move with any stealth (if they see the survivor first on the way, they also probably win, whereas if the survivor runs past the killer, the survivor probably loses). Once the hatch is closed, the killer also has the advantage, only needing to patrol two exit gates. Sometimes the gates are far enough away that the survivor has the advantage, but if the killer's got high mobility or can do something like trap one of the switches, or even get to a place on the map where they can easily see which gate the survivor's working on (and can thus get there before the survivor can complete it), it's basically game over.

    So, most killers, IMHO, who might have slugged before, are comfortable NOT slugging so they can get these advantages. It still happens occasionally, but far less often.

    Left Behind DOES need a rework, and maybe this is even a decent enough idea for it, but to claim that it's needed because of killers holding the game hostage is just daft.

    I still say the best option is this:

    Left Behind: If you're the last survivor (everyone else dead, not just escaped), you complete gens faster (as now, I'm not going to remember or go and cut and paste stats). If the End Game Collapse has also started at this point, looting a chest has 100% chance of producing a (purple) key.

    Thus, if the killer closes the hatch, you know you can still escape through it... but only if a chest has also been Left Behind by the other survivors.

    Post edited by starpilotsix on
  • GcarraraGcarrara Member, Mod Posts: 2,072

    Interesting ideas, and i agree Left Behind is in a weird place, especially now with EGC.

  • HazeHoundHazeHound Member Posts: 814

    Its literally useless now, please devs do anything with the perk. If you needed 2 gens for hatch to spawn it made perfect sense, but now?

    How about this:

    20/30/40% to action speed. Healing, doing gens, sabotaging, opening gates, doing totems ect.


    3/4/5% boost to everything (running, vaulting, repairing, wiggling free ect, you get the idea)

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