Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Camaraderie
A niche perk that has some great anti camping potential. The downside is, it requires the person who has it to be the one being camped, so unless all 4 survivors run it, it will very rarely get used and its hard to justify a perk slot for it.
Suggestion: Currently, if you are the hooked survivor with camaraderie and another survivor enters a 16 meter range, it activates. If it were reversed, so that if another survivor is hooked, and you, the one with camaraderie, enters a 16m range, their timer is paused. Also, I'm not sure why it is limited to only the struggle phase, perhaps because it was easier to code, but I don't think it would be too terrible if it activated for both phases, as lets be honest, camping is a pretty ######### experience anyway.
Life has taught you the importance of friendship which has given you strength.
While another survivor is on the Hook, Camaraderie activates:
If you are within 16 metres of their Hook while Camaraderie is active, the Struggle Phase timer is paused for 26/30/34 seconds.
Comments
-
Honestly, I think it could probably have both effects and not be too busted. If one did have to be picked, though, I'd probably pick your suggestion over the current effect.
0 -
If you're going to make it worth the perk slot: have it notify other survivors it is in play, work for both hook states, and be on a timer that depends on the killer's radius to the hook.
3 -
Either making it work for both hook states or work on other survivors like kindred would be a nice buff
1 -
they really should make it so all the perks are shown to other survivors in lobby to help out soloq
0 -
i'd run it constantly in solo and theoretically turn one person's 1st+most of 2nd stage into literally all 4 other gens popping
but in reality they'd punt themselves to 2nd stage after 5 seconds of being stared at by killer and then miss two skillchecks
people, the absolute best thing you can do vs actual campers is make them burn every god damn second you possibly can if you're the one on the hook and genrush if you're not, kindred tells whoever has it or everyone what to do in this scenario, and even bubba can't prevent a bt trade
0 -
First off, I'm a Killer Main.
I hate camping Killers, I have sworn to never camp someone who hasn't been toxic to me first. I think a modified version of Camaraderie should be base kit for all Survivors.
"When a Survivor is on a hook and the Killer is within 16m of the hooked Survivor with no non-Dying Survivor within 16m of the hook the hooked Survivor's Sacrifice Progression is paused until the Killer moves further away than 16m or a non-Dying Survivor moves within 16m."
This would straight up prevent face-camping while not impacting proxy camping, which the devs have outright said they want to do. That is fix face-camping without hurting proxy camping. I know that there was a text done in the past where if the Killer was close to a hooked Survivor there would be no Sacrifice Progression and this just lead to people just looping around the hook all game so it got removed but that's why you add in the "non-Dying Survivor is close" bit. And you have the "non-Dying" clause to force the Killer to pick up instead of slug under hook.
You'd need to make it so Survivor's can't crawl under someone hooked if that is still in the game, I've not seen it done in a while so I don't know if that was ever changed or not.
Camaraderie can then be changed so that if you are on hook your Sacrifice Progression doesn't start if someone else is nearby AND if someone else is on the hook you do not start theirs. Both effects would share the same amount of time it can be used.
I wish more people knew this, both aspects. I see so many people kill themselves on first hook because they are getting camped, might as well just DC when the game starts. And then the other side, people hovering around the hook wanting to save with the Killer right there waiting. Just. Do. Gens. People. I've had a few games where I was the only one doing gens because one person was on hook and the other two skulked around it wanting to save but never moving in to try and trade. I just stopped doing gens in those cases because I can't do all five by myself damnit!
I will respectfully disagree with you that Bubba can't stop BT trades. With the right add-ons or even just a good position like basement and some other non-basement hooks he can very easily get double hits with an even half-way descent chainsaw sweep. I believe the speed you get with The Beast's Marks alone is more than enough to catch up with the speed boost from the first hit if you time your second and third charges right and the Survivor just holds Shift+W. If they have no windows or tight corners to use the BT hit wastes only just a few more seconds of time.
0 -
i mean in the sense of getting them off + away from the hook and threatening a ds, as opposed to just being camped to death and that's that
in most cases camp bubbas aren't all that amazing and able to clap both the unhooker and unhookee anyway but you get the idea
but often times with my kindred+open handed setup i'd be on a hook and watching someone on say 2nd floor in coal tower crouched staring at me and the killer through a wall, someone running from the entire other side of the map off a gen and someone walking around the entire map in a circle on the edges, and then they go for me after i hit 2nd stage without bt and i immediately get re-downed and killed because no ds respect in the mmr my friends drag me into
so that's eh.......... fun
0 -
The least demanding thing that could be done is simply show the perk in the corner like with Kindred when someone is on the hook and it can be activated. Show it greyed out to begin with, light it up once it becomes activated. This really should be a thing, as at least people will actually be informed that the perk is in play. As it can genuinely be pretty good when people know it's an available resource.
Would combo quite well with Kindred as well. Even solo players could see that the player closest to the hook is on the way to activate the perk, so the others know they have more time to do whatever else like gens, totems, healing or anything else that's needed.
Of course, sometimes you'll get megaminds that race eachother to the hook from the other side of the map after leaving their 70% gens vs Ruin no matter if you have camaraderie, kindred and open handed at the same time. Or people that activate the perk and then just crouch near the hook for even longer. But at least players that want to put the perk to use properly can plan around it.
0