What are some second-chance killer perks?
Okay, so there are a lot of survivor perks that, fairly or not, get called "second-chance perks". I think that's something most people can agree on, regardless of whether or not they actually are second chance perks.
So are there any killer perks that people, specifically survivor mains, consider second chance perks? If so, why? I'm genuinely curious. Other than NOED I've never really considered any killer perk to be a second-chance perk, but maybe I just haven't thought about it enough.
And I don't care if the perk is meta or weak, overpowered and unfair or laughably difficult to activate, all I want to know is: What are the perks that you think give killers a second chance?
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There aren't any. NOED is the only perk that comes close to a second chance perk, and it doesn't even work if the survivors have half a brain cell
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At least for me the combo of Spirit Fury + Enduring very cheap way to earn a hit without effort at all
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While i too dislike Endfury, i wouldnt call it a second chance. Its just a free hit, doesnt really bring you back from a loss.
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I can sort of see it: you got stunned three times and were forced to break the pallet twice. If it's all in one chase then it's kinda a second chance combo because that is what I would otherwise call a massive loss
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Actually if you think about Spirit fury & Endure. You're likely take away 33% number of pallets. Which is pretty strong.
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NOED and Unrelenting. Unrelenting reduces the cooldown when you miss, which means you screwed up, thus making it a literal "Second chance" and lessening the penalty of missed swings.
Other ones could include Rancor (Basically SUPER NOED for one person), Bitter Murmur (Aura reveal on everyone after all gens are done. It's not as "Second chancy" as NOED but still "Rewards you for losing"), Fire Up (Rewarded with faster action speeds the more gens get finished), Cruel Limits (Once again, gen got finished, rewarded with blocked vaults) and Blood Warden (Gates are opened? Hook survivor and block them. A "Second chance" to salvage a bad match.)
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NOED, Blood Warden, Remember Me. Anything that prevents or hinders survivors escaping after they have completed gens or opened the exit gate.
Also I don't think second chance perks are inherently a bad thing. But a lot of people use the phrase as an insult.
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Killer's 2nd chance perk is strong. Such as Noed & Bloodwar. But Noed can be destroyed before it even works, Bloodwar can avoid if no injured survivor get caught in middle of the map when the Gate opened.
If you speak on Survivor. Dead hard can be activated at least 3-5 times each match. DS. Unbreakable. Andrenaline. Borrow time. Tell each of these perk extend 10sec in chase. Now think about x4 Survivors. Its roughly enough time for 2 Gen.
The most 2nd chance perks team I faced as a Killer was 9/16 perks.
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I 100% agree. Sadly for most people the Killer vs Survivor argument I would say is equal to the Oppression Olympics.
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Except that Remember Me is useless unless you do good; aka hitting the Obsession 4 times. Same with Blood Warden; getting someone down and hooking them. Thats not a second chance, thats the definition of a reward for doing good. With that in mind, we could call any single perk second chance.
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Perhaps, but it's easy to understand why given that killers have to capitalise on survivors mistakes. If a perk undoes a mistake, someone got a second chance after screwing up. That's... not a good feeling. That's why I wanted to see if there were second-chance killer perks that I overlooked, and as it turns out there are a lot
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By this logic, BT is not a second chance perk. Its just a free hit.
DS, it's not a second chance perk, it's just a quick stun.
DH, is not a second chance perk. Its just a free hit.
🙄
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I personally just dont classify it as a second chance since it doesnt correct a failed chance(again, i still think its ######### stupid, but still), while something like, say, Blood Warden or DS, gets you out of a situation where you would have outright lost in some regard. Its just my view on the definition.
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I wouldn't say hitting the same survivor 4 times is "doing good", and there are ways to make it even less restrictive with Furtive Chase. If that's doing good, then Unbreakable isn't a second chance perk because you have to not be hooked by the killer and recover all the way.
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Avoiding a palette stun is a get out of jail free card. Otherwise you would have eaten the stun, potentially had to break the palette, before you could continue your pursuit...if you could find them and they hadn't used that to get to the next palette or loopable area. I'd say that's pretty second chancey. The survivor didn't make any mistakes by paletting you.
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any perk that activated endgame, NOED, bloodwarden, and rancor. Only one of these works if survivors have a brain though and 99 the gates or cleanse totems. Meanwhile there is Dead Hard, DS, Borrowed Time, Unbreakable, Any Means Necessary, self-care, and other perks that heal you or give you something to keep going.
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By emblem definition and community standards, injuring Survivors is applying pressure AND succeeding chases, and thats part of your main objective, even though just part of it, just like hooking. Hitting a survivor or injuring several is literally doing good.
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As far as emblems are concerned, you also LOSE points for people HEALING after being injured, the same exact amount as if you had injured them. This makes it more neutral instead of "doing good" or "doing bad". You only get to keep those points once they're on the hook. I'd argue that injuring a survivor is probably the equivalent of hitting a skillcheck, or completing half of a generator, something that also gives extra progress, but that progress can also be taken away(hitting someone before the progress is complete, kicking a gen and it regressing said progress). Speaking of which, DS has a skillcheck. Does that make it not a second chance perk?
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No-one actually thinks injuring people is pressure, otherwise Legion would be the best killer in the game
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Doesnt matter if its minor progress or part of the "neutral zone". It is still progress on your objective in your favour that you spent time doing. Am I a bad Survivor for doing a gen all the way to 90%, the Killer hooking someone and PGTWing my gen? No. I was still contributing to my objective.
I get that you are saying that you only make progress in your objective if you reach "milestones" from which progress cant be erased (hook states, generators completed, etc), however thats not true. Progress is still progress even if you dont reach them. Those perks reward you for making said progress, therefore they arent second chances. They are just regular perks like other normal ones.
Following your logic, just because progress can be erased by the other side, then Devour Hope is a second chance for failing to protect hooked Survivors. Or Sloppy Butcher is a second chance because they have to heal back up but slower. Or Autodidact is a second chance because your teammate shouldnt have been hit in the first place. Maybe healing as a whole is a second chance perk but without perk slots. (/s)
As for your comparison with DS, getting downed and hitting that skillcheck isnt directly contributing to the objective, so your example isnt good.
Injuring is part of applying pressure, thats the point. Legion has tons of problems, but Legion isnt a second chance perk, its a character with a power and therefore a completely different can of worms.
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There really aren't but that's mostly because of how different survivor and killer play. Moris could be considered a second chance item for killers but most killer perks suck anyways.
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I wouldn't say hitting a survivor 4 times means you're doing well. If those were your only 4 hits because you tunneled and allowed the other survivors to power through gens, for instance. Now you have a second chance because the exit gate will take forever. Combine that with NOED or map RNG that favors the killer and you could easily use those 16 extra seconds to secure kills that you had no chance of getting without RM.
If the only reason you got another hook or kill is because the exit gate took nearly twice as long, it means you got a second chance.
But, like I said, being a second chance perk isn't inherently a bad thing.
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Noed, Devour hope, Blood warden.
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Injuring is not a "part" of applying pressure, pressuring survivors means they are forced off gens. Injuring survivors doesn't really do that. In fact, injuring survivors doesn't get you anything unless you also down them. A survivor who is injured cannot tank a hit, but... Well, they don't need to in the first place. The only time an injure is pressure is if the survivor goes and self-cares in a corner, but that's not you pressuring the survivor team, that's the survivor team having a terrible teammate. And I don't really get these survivors except as teammates, they seem to be replaced as opponents by Iron Will/Resilience users.
I was using the Legion as an example of why injures are not, in fact, the same as pressuring the survivors. Being 1-shot is scary, yes... Unless you are an okay player.
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Yeah it's really annoying when everyone in the match is running those perks and it takes way more hits to down people because of it :/
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You don't make progress unless you hook them. Hooking them is progress. Just because you finished half a gen, doesn't mean you progressed because that gen can go back down to 0 if you let it. Progress is when a gen is finished. If you progress a generator to 50%, and then it REGRESSES to 0%, your progress is erased. You could make the argument "Well I still progressed it to that point", but it doesn't matter, because that point didn't do anything for you. It's like saying "I made it to X boss in X game, but then I forgot to save". Does it matter? You still have to do it all over again.
Your take on my logic also doesn't make sense. A hook IS progress, it can't be erased. If someone was hooked, they're still down a hook state, and the emblem score you got FROM that is not erased. You made progress. If someone was injured and then gets healed before you hook them, you didn't gain any progress because they weren't hooked, your emblem score from that hit was also erased(which is one reason why I said that in the first place, because you suggested that hitting survivors raises your emblem score, thus counting as progress). That rules out Devour Hope by "my logic". As for Sloppy Butcher, it's more of a neutral perk. It doesn't technically reward you, it's just a perk, like many other perks, that benefits you for doing things you're already doing. It doesn't bail you out of anything. Well actually, I guess it could, since they got away and then you're technically given more time despite that to down them. Maybe Sloppy Butcher IS a second chance perk.
If, by your logic, hitting a survivor is progress, then healing yourself is also progress, making Unbreakable not a second chance perk, as you healed yourself back up into the injured state.
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Why is spirit fury and enduring considered second chance? You can pre drop pallets and avoid stunning the killer, many survivors that I've played against when they find out I have spirit fury/enduring combo pre drop pallets that way I waste another perk.
To the OP, I'm not really sure about a second chance perk, but mori's and killer sided maps are the only thing that I think are second chance items
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You need to break two pallets. That's not 'without effort.'
NOED is the only second chance perk.
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what even is a 2nd chance perk? Help you get kills after all gens done? Or help you hit a survivor immediately after you miss the hit?
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Did this man really just say Blood Warden and Remember Me are second chance perks? KEKW
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Well, it all depends on your point of view, I believe Spirit Fury are second chance perks for killer. I mean, you didn't loop correctly and I got the stun, which means I "win" the loop. But no... it turns out you have a perk that destroys pallets and you actually won the loop.
It's the same concept as, for instance, Dead Hard, which is considered a second chance perk, the survivor lost the loop, but "Press E to survive" and magically he makes it to the pallet when he shouldn't have.
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Being able to make a comeback when you wouldn't normally do so, with little effort. DS, for instance. You were downed, hooked, escaped, downed again. Normally, you'd go back on the hook, but DS saves you.
NOED is the same. Five gens pop, survivors have a higher chance to escape. Killer then bypasses two chases, shrinks it to one, and gets a hook.
Basically, what gets you out of a situation you wouldn't normally be able to do so. In this case, NOED is the only real example killers have of that.
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Again only if the survivor is stupid and plays like a bot. Anyone who has an iQ over 20 realizes that the killer has the combo and drops pallets early. That’s why it’s so rarely used. Nemesis with play with your food is better.
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What it it for survivors? Perks that deletes your dumb ass mistakes and keeps you alive for long enough even if you’re a potato thus making you boosted by allowing you to win (pip) more oftan than not. For killer it’s something that gives you a potential combeback and is reliable. In orher words NoED only.
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Noed is the only real second chance perk. Nothing else really exists that can turn the tide of a game. Although I dont use it for a second chance. When I run noed I run it for insurance in case survivors get a good map for them and just focus on gens. It's frustrating because killers are pressured by survivors to not tunnel, camp. Blahnik blahnik blahnik but then they just wanna rush gens
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Fantastic rebuttal!
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Um, second chance perks allow the player to ignore a mistake that was made, remember me works if the obsession is killed so.i couldnt call that "second chance" Bloodwarden also isnt second chance perk because it doesnt undo a mistake that was made. Decisive strike is a second chance perk because when a survivor gets picked up, they can boop the killer, stun him and get away, that is a "second chance" currently killers have no second chance perks though the closest thing we have is NOED but it can be deactivated.
What a killer second chance perk would do would be like hitting a button and turn a miss that was withing x meters of a survivor into a hit.
Edit :commenting to the post. Spirit fury also requires you to take 2 pallet stuns before it breaks the third pallet amd you still get stunned by the third pallet. I wouldnt really call it second chance since it doesnt undo the stun, just breaks one pallet for you.
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Rancor.
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How is Devour hope second chance? You have to work for it. It doesnt activate if the Killer ,,fails" with anything.
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True. It has the potential to win the game but you are right.
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there are none
blood warden comes close to it
but other then that there are no perks that give killers a 2nd chance
giving killers a 2nd chance would be making a fixed generator broken again
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Except Nemesis/PWYF requires skill and practice to use on most killers, whereas Spirit Fury/Enduring is the definition of brute-forcing a hit, which is usually heavily punished by getting repeatedly pallet stunned
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I mean at some point ur gonna break some pallets it's no like it takes a lot of effort to press space 2 times and u get a free hit for holding W in a loop
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There is no real second chance killer perk. I see people mentioning endgame perks here, but those aren't really. A second chance killer perk would be something that undo your mistakes the same way survivor perks do. It would be like...
Missing a hit and still getting a down.
A gen being completed but suddenly returning to 50% or less.
The closest thing to it would be the Spirit Fury + Enduring combo, but you have to work for it, since it can be easily countered by dropping the pallet early, it's a 2 perk combo (and not just one perk), and there are places where it just won't work because there is another pallet really close to the one that broke. Not to mention it can counter god pallets: That's not a second chance, it's gaining the oportunity for a hit where there wasn't a real one (if the survivor didn't make a huge mistake, at least. Those pallets can't be mindgamed like the unsafe ones).
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I was thinking unrelenting. The perk only has an effect if you mess up.
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Still doesn't undo the mistake, tho. Only gives you a little bit more of time. Doesn't allow you to ignore anything.
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Can say the same about alot of survivor "second chances" though. Deliverance for example doesnt give you back a hook state, only acts to minimize the effect of being hooked in that your teammates arnt hindered by you being hooked.
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I love you, this post makes me smile :D
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Well, I've never seen Deliverance really as a second chance perk, and I only find it annoying when it comes with Decisive Strike.
When people say "second chance perks", I usually think about DS, Dead Hard, Borrowed Time, Mettle of Man (wich is nearly useless now, but still a second chance perk regardless), Unbreakable and possibly Adrenaline, wich can make a survivor get up and run away right after or before being downed, but that's situational.
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So how is Dead hard, a perk that might help you recover from a fck up, not similar to unrelenting...a perk that might help you recover from a fck up
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