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The perk second Wind need a buff.
The second Wind perk, Steve Harrington, is considered for me one of the least used perks, all the games I play it is difficult to see someone using it, I think that when I speak for myself I speak for everyone that waiting 30 seconds is a long time, for the perk heal you, I think the minimum should be 10 seconds at level 3, at level 2 it should be 15 and at level 1 20 seconds. Because it would be a good option, to avoid tunneling, an option more than the DS.
PS: It is not crying, but an opinion, give your opinions about the perk.
Comments
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Here's the thing about bad perks. Don't use them ever. If they buff it eventually then use it. But for now just never use that useless waste of a perk slot ass perk.
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It's a worse version of borrowed time IMO and not as good than inner strength as a healing perk perspective.
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Exactly, this perk is useless, I also think that the camaraderie perk should give more time on the hook for the other survivors, example a Meg is on the hook and you have the perk, when you get a few meters close to her she would have more time on the hook according to the perk.
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But at least it would be better than 30 seconds, you don't agree, and what's more, this perk can only be used 2 times.
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I mean..I like it, even if it isn't that good always, but when it works it's a good perk. For inner strength you have to go out of your way, cleansing one totem, then getting into a locker..., but with Second Wind if you just bring Empathy or Bond, you can get it to work just fine 2 times. And I am sure everyone can loop the killer these days at least 30 seconds. It's not the best perk in the game, but it is surely underrated imo.
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Like a weird, delayed, even-more-garbage version of Solidarity
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Yes, it is sometimes possible to loop the killer, but when it is that tunneling and camper killer, it is difficult, "but it is not impossible", to keep yourself alive for 30 seconds before the killer puts you on the ground.
I like this perk too, but it's to hard to use.
* Thanks for your nice comment to know that there are still people who like this perk* XD
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of course mate. have a good one :)
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Ok so basically, this perk had the same niche as Solidarity.
Specifically, if you are the healer on your team then it's the perk you run so the players without healing perks aren't wasting time healing you. If you are not running a healing build then you shouldn't be running the healing build synergy perks. (Blood pact, Solidarity, Second Wind, Empathy ect)
So that said, if you ARE running a healing build then the comparison point is between this perk and Solidarity.
Solidarity:
- Only works while injured
- 1 heal charge on others = 0.5 heal charge on self
- Unlimited uses
- Gives heal immediately
Second Wind:
- Works at any time
- 1 heal charge on others = 1 heal charge on self
- 2 uses
- Gives heal 30 seconds after an unhook
Both perks also have a limit of 1 health state per use with Solidarity requiring you to get injured again to keep using it, and Second Wind requiring you to be unhooked.
Second Wind has the advantage of not needing you to be the first person caught, but if you ARE the first person caught the perk straight up doesn't work. This means Second Wind is more valuable if you are good at stealth while Solidarity doesn't particularly care about stealth.
There are other differences. But again, ONLY RUN ONE OF THESE PERKS IF YOU ARE ALREADY RUNNING A HEALING BUILD.
Don't run a healing build specifically for these perks, you do it the other way around. If you find yourself healing people often then run healing perks and if you run healing perks then you run healing synergy perks. Your playstyle should always inform your build rather than your build informing your playstyle.
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It is true that the solidarity perk is very similar to the second Wind, but with some advantages. The said strategy works, but don't you think the second wind should be buffed? And in fact the solidarity you who should receive a buff too?
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Just make solidarity work with a medkit this perk already is too situational to be op SMH
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Instead of heal an entire health state, i would change the condition in : safe unhook or complete an altruistic action (like aftercare)
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Change "second wind deactivates if you are put into a dying state" to "second wind deactivates if you are put on a hook"
If that change was made it'd be a very solid anti-tunnel perk.
And rather than it specifically stating that it heals from injured to healthy, have it say it heals one health state.
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