http://dbd.game/killswitch
A killer mains top 5 survivor perks
These are the 5 perks that I, as a killer main, like most from survivors. My thought process is that by saying I like these, Behavior goes, "Okay, perks like this are what we should make," as opposed to ones I don't like. Yes I'm being sincere, and yes some of these Perks have serious mechanical problems, namely the first one. Also, obviously these are my opinions, so don't freak out about them.
Flashbang
Flashbang allows survivors to make a special move of sorts, such as dropping a flashbang around a corner I come to, and give them a window of opportunity to escape. I like it because it either allows for me to counterplay it (looking up to avoid it), or they have to come right up to a pallet I'm kicking and drop. If they do it at the pallet, they're super close to me, and if I predict where they are going, I can still hit them.
My only major complaint about flashbangs, is the locker flashbang tech. If you don't know, survivors will sometimes go into lockers, and have a teammate flashbang you, and it doesn't matter if you know what they are doing, you can't get them. This also kind of an issue with lockers right next to each and Head On, and it's often paired with this perk to maximize the effect. If something were done about that, great! Otherwise, I genuinely like fighting this perk. It allows for moments where I can look at the survivor and go, "Nice flashbang play," or feel cool about predicting there flashbang play and avoiding it.
Object of Obsession
Obviously the perk that tells me where you are every 30 seconds is nice for me. More so, I like how the perk isn't set up to screw with my perks. If I use Lethal pursuer, and you use distortion, that sucks for me, because now I wasted a perk slot. Meanwhile, if you bring Object, you get to know I see you, but my perk isn't removed. If Lethal Pursuer is overpowered, that's fine, but that should be solved within the perk Lethal Pursuer, not a perk that does nothing unless I bring aura reading perks.
To make this perk more valid in solo que, I would that if you're the obsession, every time you're aura is revealed to the killer, all survivors see your aura, and thus they can get the information that the killer is using lethal pursuer, and a general idea of where you are.
Desperate Measures
Desperate Measures is an all around well designed perk. It helps survivors in games they're losing, and it's neither screwed by nor screws over the opposite side. If you fight plaque whilst using desperate measures, it doesn't matter you can't heal, you can still make quick unhooks which helps in camping situations.
I also dislike camping and tunneling playstyles, and I prefer it when survivors heal up instead of gen rush. It gives me more time for chases, and when we do have chases I'm incentivized to use my power to cut through both health states instead of M1 survivors. Yay!
Invocation: Weaving Spiders
Here me out! I know I just said I like it when survivors heal instead of gen rush, but I like this perk because it has a downside that balances out it's upside. You go down faster in chase, my gens go down faster period. Plus, you spend 50 seconds in the most dangerous spot in the game. Plus, if I figure out your plan, I can head to basement, and stop you before it's complete. I really like the idea that if I know what perk you have by prediction or mind games, I can outplay it.
Dead Hard:
In it's current state, where I have to at least gained the advantage of one hook, I think dead is a good perk to fight. If you guess a survivor has it, bait it out, it feels cool, and if you guess they will bait you out, you could hit them early. I do think the nerfs to this perk were warranted as it made healing contradictory, but as of now, I would rather fight dead hard than any other exhaustion perk.
Comments
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Object of obsession is underrated.
Killers often have some kind of aura reading and it's not like stealth is an option in dbd anymore so it's actually value to see the killer often rather than not.
It's only an issue if you are the last surv/killer slugged but at that point there is a high chance you will die anyway.
I used it a lot the other day and got more value than I thought I would. I did run otr and ds most of the time but killers can tunnel you regardless of ooo. It's not something you aren't used to if you actually play surv enough.
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Dead hard = can only use 2 times or rather just 1 time so rubbish and I say so cause if the killer knows you have it once you use it its a wasted perk slot
Flashbang = not even gonna explain how worthless this got please see previous patch notes so almost no one running this perk
Object = if your not the obsession its a fair perk where if the killer has any aura reveal they see you and you see them but they won't see you evey 30 seconds. However if you are the obsession killer see you more and vs a stealth killer gg you made the game way easier for them so that makes the perk rubbish in the end.
Innovations= Trap newb perk that only tells the killer here come tunnel me. 60 seconds that could be spent on a gen along with tool boxes and many better gen speed perks eith 0 downsides makes me wonder if someone was bored and really just say hey take this.
Desperate Measues = I dont use it but I know its a solid perk.
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Shoulder the Burden - forces 12-hooking
Deliverance - easily denying hook pressure for killer
Dead Hard - a goated perk even against S-tiers
OTR - tank hits for your teammates to correct their pathing
DS - severely underrated perk which easily forces lose-lose situations + easily forced by jumping into a locker
honorable mention:
Reassurance - one of the best perks in the entire game that is not only anticamp, but also has more absolutely good uses people are not aware abou
-3 -
Urban Evasion, Sole Survivor, Left Behind, No Mither, Clairvoyance. If you truly want the match to be fun for everyone, including the killers, make it easy for me and run bad perks like that.
-8 -
I love using Object. Playing against it is whatever. But while other people were complaining about Distortion's nerf, I was enjoying Object (which is better in almost every way). See the killer every 30 seconds, and when they see you, plus an action speed boost. Yes please.
-1 -
If Dead Hard is so bad, why do all the good survivors still run it? Flashbang is balanced now, just can't go through the killer's body/walls. I prefer to be the obsession when I run Object; it is SO not a bad perk, unless you've already lost anyway. Invocations aren't so black and white, as one is a BNP on every gen on-map, and the other is wall hacks against any nearby killer (unless there's like zero crows around), but yeah there's probably better stuff to run. And Desperate Measures, agreed that it's a strong perk, because besides the healing speed (which affects self-heals too) it also increases unhooking speed which catches killers off-guard.
-2 -
you don't get to use a perk as many times in a match as you want = bad perk, basically the logic of average player
-2 -
People use dh because most survs perks are not as good as they once were so you don't have much choice anyway.
Dh is at least on demand like dramaturgy. I was never fan of lithe for example because sometimes you want to stay at the tile after you vault.
Dh is not trash like some people say but it's far from what it once was, especially og.
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People use dh because most survs perks are not as good as they once were so you don't have much choice anyway.
sorry but survivor meta got more diverse over the time, there is plethora of strong survivor perks, DH is picked because it is good against every single tier of killers.
0 -
I liked using it with Eyes of Belmont and Scene Partner for continuous mind-game deletion. It's a pretty nice build. I would only recommend it to people who know how to loop properly as it makes you a target all game or outright makes the killer ignore you all game. 😅 I find it funny to play with in a way!
1 -
Dead Hard also dropped below Lithe and Sprint Burst. You only get two uses out of it and once you Dead Hard the first time - the killer now knows you have it and can ultimately bait out the second and you're done if not timed correctly. Dead Hard isn't as strong as it once was - yes, it can be strong in the right hands but there's a reason why SB and Lithe are used more often now.
Edit: Lithe and Sprint Burst are also more versatile and useful as they're not as finite as a Dead Hard. - the person above might prefer DH to a Lithe, but ultimately DH is much weaker compared to its original iteration. Lithe, SB, and Dramaturgy can be used multiple times over against many variety of killers - not just DH.
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Shoulder the Burden - forces 12-hooking
Doesn't do this at all, even if the killer doesn't understand the first thing about this perk (like you don't). StB telegraphs that is in play and can only be used once per survivor. If perfectly executed, and every survivor brings this perk, you get a free exposed down (half a chase) on everyone but the first, and it can only be used 4 times total. And the survivor using it screams at you that they have it.
Deliverance - easily denying hook pressure for killer
I won't deny that deliverance could be good if RNG is working in your favor. But if even one teammate doesn't know you have it (which isn't base kit) or you get hooked first, it's a dead perk slot. Survivors do not choose who is chased or hooked.
Dead Hard - a goated perk even against S-tiers
OTR - tank hits for your teammates to correct their pathing
Both of these are hard countered by hitting the survivor off hook. Dead hard is two uses per game, ever.
DS - severely underrated perk which easily forces lose-lose situations + easily forced by jumping into a locker
DS is one of the most easily telegraphed perks in the game. If you're picking up a survivor who isn't on gens and running at your face, that is entirely you not reading the situation. Even lockers, you can walk away and let them reconsider their life choices. DS only works for 60 seconds, and it's entirely avoidable by the killer. The only time this should ever trigger is if you're actually tunneling (which is exactly what it's for), or if you walk into it face first because you have the game sense of a fence post.
Reassurance - one of the best perks in the entire game that is not only anticamp, but also has more absolutely good uses people are not aware abou
It could be good if it actually deterred camping, but since this perk is nearly 2 years old now and was gutted from ptb before it even hit live, this perk is so rarely useful is hilarious. They've had to add anti hook grab, AFC, and even have planned an upcoming "anti camp feature" because nothing they've done (including reassurance) is meaningful against camping.
I'll also add, that "has absolutely more good uses" is purely wrong. It's only ever good if the killer is actually camping. If you're using reassurance to run up and leave someone on hook and the killer isn't nearby, you're playing it wrong. Unhooking is always the right play there, and it's why good teams will "hook bomb" to unhook as fast as possible, and keep like pressure to a minimum.
Giving the killer more pressure for free, especially when you have to be within 6m to even activate the perk is just simply a bad play.
FYFY. And if this is your take on survivor perks, I really want to see video of your solo q gameplay.
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Doesn't do this at all, even if the killer doesn't understand the first thing about this perk (like you don't). StB telegraphs that is in play and can only be used once per survivor. If perfectly executed, and every survivor brings this perk, you get a free exposed down (half a chase) on everyone but the first, and it can only be used 4 times total. And the survivor using it screams at you that they have it.
Slight correction: If the killer intends to tunnel through it, it can only be used 3 times, since the fourth survivor is the one being tunnelled, and they can't use it on themselves.
2 -
sorry but your comment as a whole is completely wrong understanding of macro and micro managing of mentioned perks.
Doesn't do this at all, even if the killer doesn't understand the first thing about this perk (like you don't). StB telegraphs that is in play and can only be used once per survivor. If perfectly executed, and every survivor brings this perk, you get a free exposed down (half a chase) on everyone but the first, and it can only be used 4 times total. And the survivor using it screams at you that they have it.
it literally does force 12-hooking because it makes early tunneling (also the only viable way of tunneling and ONLY IF there is a chain of mistakes made by survivors) completely useless. You don't need every survivor to bring the perk to get a massive value out of it, but i guess average player doesn't unserstand how to use selfless perks.
I won't deny that deliverance could be good if RNG is working in your favor. But if even one teammate doesn't know you have it (which isn't base kit) or you get hooked first, it's a dead perk slot. Survivors do not choose who is chased or hooked.
on actual high level of gameplay, if you make a mistake of being the first one chased, your teammate will take the chase in order to make you not waste Deli slot. And survivors can definitely choose who will be chased and hooked lol.
Both of these are hard countered by hitting the survivor off hook. Dead hard is two uses per game, ever.
bro OTR endurance is lost by hitting a survivor right off the hook ONLY IF survivor is unhooked in killer's face, which is absolutely the worst move you can make unless you were already greeding the hook against camping killer.
DH is two uses per game (and more with StB) and even with two uses it's very powerful lol.
DS is one of the most easily telegraphed perks in the game. If you're picking up a survivor who isn't on gens and running at your face, that is entirely you not reading the situation. Even lockers, you can walk away and let them reconsider their life choices. DS only works for 60 seconds, and it's entirely avoidable by the killer. The only time this should ever trigger is if you're actually tunneling (which is exactly what it's for), or if you walk into it face first because you have the game sense of a fence post.
"even lockers, you can walk away"...dude that is the point, you get indirect value off DS by making killer leave you, you literally forced them into a lose-lose situation by making them have to either leave you or take the stun.
DS literally works very well even at high skill levels because even if you down a DS carrier bodyblocking for their teammate, they will usually have UB or another perk to pick themselves up (or teammate can do it) which means you literally got value out of it.
Can we stop acting like only value of DS is when you actually stun the killer picks you up? Because that's a pure proof of bad understanding of the perk.
It could be good if it actually deterred camping, but since this perk is nearly 2 years old now and was gutted from ptb before it even hit live, this perk is so rarely useful is hilarious. They've had to add anti hook grab, AFC, and even have planned an upcoming "anti camp feature" because nothing they've done (including reassurance) is meaningful against camping.
lol? They added hook grabs removal for other reasons, anti-facecamp meter for...facecamping and they planned another anticamp feature because they care more about further buffing surv role and giving more power to it overall by making skill of average player just deteriorate even further.
And saying Reassurance is overall bad? One thing, first of all +10s to hook timer is one of the great ways you could see how it is powerful, not only against campers, but in many other scenarios too, because hook greeding is not only powerful in case of camping killers. It just takes a bit of deeper intensity of game knowledge to understand the massive power this perk holds lol.
-7 -
So I'm going to respond, but every time I talk to you you get insanely condescending when I point out, demonstrably, that you don't understand how something works. The lack of self reflection is astounding, and this is now for other people, since I don't expect you to learn anything at this point:
it literally does force 12-hooking because it makes early tunneling (also the only viable way of tunneling and ONLY IF there is a chain of mistakes made by survivors) completely useless. You don't need every survivor to bring the perk to get a massive value out of it, but i guess average player doesn't unserstand how to use selfless perks.
No. Nothing "forces you to 12 hook". If it even came close to that, it would be like old BT, and be required to bring in every build.
It moves one hook, and works once. So even if everyone brings it, and plays it perfectly you can kill someone, at the absolute latest, on hook 6. If you understand how the perk works, you can chase the person screaming at you, who now has a hook state. I personally don't think that keeping track of hook states is that hard, barring extreme circumstances, and StB is not extreme (even if people fail to understand how it works).
on actual high level of gameplay, if you make a mistake of being the first one chased, your teammate will take the chase in order to make you not waste Deli slot. And survivors can definitely choose who will be chased and hooked lol.
Survivors do not choose who is chased. If the survivors are convincing the killer to change targets, that killer is absolutely not "high level". In any scenario, including real life, if you're doing what your opponent wants you to do, you should switch to doing just about anything else. That is tactics 101.
bro OTR endurance is lost by hitting a survivor right off the hook ONLY IF survivor is unhooked in killer's face, which is absolutely the worst move you can make unless you were already greeding the hook against camping killer.
Deep wounds shuts off all endurance. Interestingly, you claim earlier that tunneling is the only way to win (in different words) and yet here you seem to imply that you never tunnel. Which is it?
And, in actual high level play, there's something called "hook bombing" where you unhook immediately to reduce killer pressure to have no one on hook.
Both OTR and DH are hard countered by tunneling and shut off by hitting off hook. If you aren't tunneling, and have someone chasing you for a protection hit, I consider that to be a much better use of time for the killer than having someone doing gens. Doing nothing is kinda what I want them to do.
you get indirect value off DS by making killer leave you, you literally forced them into a lose-lose situation by making them have to either leave you or take the stun.
At this point I don't think you understand pressure. You realize that leaving them slugged to reconsider their life choices means they're not on gens, right?
That's pressure. And if you have a decent mental clock, you can go back and hook them once the 60 seconds is up.
You seem to be complaining that survivors are doing anything at all that interacts with the killer, and I assume you have a problem with gens, which boils down to "outrage that survivors are doing anything".
They added hook grabs removal for other reasons, anti-facecamp meter for...facecamping and they planned another anticamp feature because they care more about further buffing surv role and giving more power to it overall by making skill of average player just deteriorate even further.
We both agree that these are anti camping measures, and somehow camping is still a meta strategy. So those features, while impacting some aspects of it, are there to deter camping. It might be very specific (like AFC) or reducing the reward for camping (hook grabs), but camping is alive and well. There are currently no mechanics that make camping impossible. Unlike, say, gen tapping, which doesn't exist anymore.
And saying Reassurance is overall bad?
That's not what I said, I said it's perfectly fine if the killer is camping. You seem to be under the impression that this perk existing somehow kills camping, and it doesn't.
There's no reason to talk about "greeding" in this situation. Greeding means you're not near the hook and can't use the perk, and if the killer isn't camping, you can greed without the perk at all. Greeding is completely separate from reassurance. Although most players will only be able to greed if the killer is wasting their time at a hook and not pressuring people off of gens.
It's always in the best interest of the survivors to get people off hook as soon as possible to reduce killer pressure.
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You might as well give up. If people can't understand how locker DS is a lose-lose, or how STB isn't a guaranteed down and does (maybe not force 12-hooking but) make tunneling not work (because you're hooking 1 person 4+ times), there's no point in wasting breath.
-8 -
Yeah, 90+ second hook states absolutely destroy you. The game operates on the assumption of 60-second hook states, which we don't even have anymore. They can literally greed gens for so long, and then still get the save. And it benefits especially SWF, because they all know to capitalize on it to the max.
-3 -
I don't understand Shoulder The Burden in regards to 12 hooking or to help mitigate tunneling. -> this is like comparing it to Second Wind (helps being tunneled if you can outlast the broken status) - I've seen you or @NarkoTri1er complain about this perk.
Same for For The People, I can unhook someone, see the killer coming, and transfer my health state to them - same concept.
You already get told that someone StB, it shows a permanent hook tally on the person, and the person is exposed? Why not return back to hook, down the exposed person (sure, they might use Vigil to reduce the exposed lol) - why not take the free down and get the StB person on hook? They're death hook now, why so fixated on the recent unhooked injured person? StB is a high risk, high reward perk and having the idea that because you've downed someone, I get to tunnel, it doesn't mean you should get a free down and easier game.
@danielmaster87 / my edit : - 90 second hook timers became a thing when they increased gen times, but for some reason Behavior took a long time to do this change. It's ten extra seconds, if you would prefer we can go back to the regular gen and hook stage time limits, but I assure you that you do not want that — do not be disingenuous.
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The game also operates on an assumption that a survivor isn't going to spend 60+ seconds on the hook, but that ship sailed a long time ago as well.
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I don't understand Shoulder The Burden in regards to 12 hooking or to help mitigate tunneling. -> this is like comparing it to Second Wind (helps being tunneled if you can outlast the broken status) - I've seen you or @NarkoTri1er complain about this perk.
since tunneling is a strategy that can basically give results only if it's applied earlier into the match as a way to take advantage of survivors making mistake in early game, this perk mitigates this by a wide margin.
Also, this perk mitigates heavy amount of pressure applied to a survivor due to them finishing on 2nd hook, because two survivors on 1 hook state is eons better than having one survivor on death hook, but many people who don't understand using altruism in it's proper form will fail to understand this.
Not to mention that Exposed timer for StB is not that long at all and in most cases it will run out way before you get hit.
You already get told that someone StB, it shows a permanent hook tally on the person, and the person is exposed? Why not return back to hook, down the exposed person (sure, they might use Vigil to reduce the exposed lol) - why not take the free down and get the StB person on hook? They're death hook now, why so fixated on the recent unhooked injured person? StB is a high risk, high reward perk and having the idea that because you've downed someone, I get to tunnel, it doesn't mean you should get a free down and easier game.
umm...first of all no smart player will unhook right after killer leaves the hook (and a lot of players who complain about tunneling are the ones doing this), especially if hook is in the resource deadzone. Unhooking right after killer leaves the hook and is still close by is not the flaw of perk and 40s exposed timer, it's exclusively fault of survivor unhooking who is not taking advantage of hook timer and is too impatient to go for an unhook.
StB is not a high risk perk if you understand when you should go for an unhook.
my edit : - 90 second hook timers became a thing when they increased gen times, but for some reason Behavior took a long time to do this change. It's ten extra seconds, if you would prefer we can go back to the regular gen and hook stage time limits, but I assure you that you do not want that — do not be disingenuous.
+10s to hook timer was extremely unnecessary for 90s gen timers, it was fine previously even though it could be abused to gain advantage. Survivor on the hook is technically invulnerable, and that's why you should be careful about when you are going for an unhook.
-2 -
I'm aware that tunneling is a strategy that a killer employs, however, my point is that StB simply transfers the hook stage (permanent tally mark, so it's not a surprise at all) that's a huge downside as it notifies and gives the killer permanent information on hook stages.
You can say any anti-tunneling perks mitigate tunneling - the ones I listed prior ^ can do the exact same without transferring the hook stage. You can combine Borrowed Time + Babysitter and mitigate tunneling that way. StB keeps it simple by putting yourself at risk, it makes the hook stage transfer to you, and StB puts you at risk for being exposed.
The exposed status effect does take a while to get off of you and if a killer is dead set on tunneling - they normally hover the hook in anticipation of the person being unhooked due to the anti-camp mechanic.
So, you have a killer wanting to tunnel -- they'll tunnel regardless, StB is by definition a high risk, high reward perk - you could have the killer hover ^ like I said in the above scenario or simply be in chase and completely leave chase to solidify the confirmed tunnel out.
Using StB in the second scenario is stronger, as the killer takes time to come back to hook - sure, but that's on the killer to either hover or leave chase and go back to hook. You have the core concept of tunneling, go back to hook, and find the StB user or you can choose to continue focusing on the injured person knowing that the next hook stage will be their first hook.
Acting as if you should be guaranteed that hook stage because the survivor made mistakes to go on the hook is a little asinine and thinking that because you put them on the hook that they should be easy prey for you to focus on is absurd. If that's the case, you would be against any anti-tunneling, which again, as I've pointed out - you or @danielmaster87 do not like Second Wind for the same reasons and think it's too strong.
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My initial response did not mention unhooking right in front of the killer. 🤦🏾♀️ I mentioned, as I said prior - you can return to hook or complete the down on the StB user by hovering. That's typically the behavior of a tunneling killer, they either hover or take chase to prevent the unhook and when the unhook is successful they return to tunnel. You are given two options: focus on the StB user or go for the injured person — that doesn't change what I said and I never mentioned unhooking right away, you have the time to down an exposed player, especially if they're caught out of position or the person hooked is in a deadzone.
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No, it was not fine the way it was prior. Like I said, if you want to go down this route - we can return to 80 seconds gens and the normal hook timer. It was ridiculous that Behavior allowed 90 second gens and didn't compensate hook timers. Luckily, they did and it was a good change as a killer had more time for gens to get done, but the same time to solidify a person dying on hook - it was not a good change prior without the compensation required.
4 -
Shoulder The Burden obviously mitigates tunneling by giving an extra hook state to the person you were trying to tunnel. You realize that tunneling with 3 hooks is barely viable, especially since people can come in for body blocks or are free to rush gens unpressured at any time. I know tunneling is still too much for casuals (because they're not playing competitively, let alone doing gens or playing smart), but against good survivors, that's how matches go. Now imagine what they could do with 4 hook states. And that takes away a hook states from 1 person to do, but does that really hurt the survivors? No, because you need another hook to kill the person you were tunneling (1 more use of OTR/DH), or if you want to go for the unhooker instead, now you're spreading hooks which isn't viable. I forget that STB even has the Exposed negative to the survivor, because it always happens across the map, and the timer is so short you'll never get to them in time. Survivors know how to play safe or hide when they're Exposed; you don't simply go back to hook after they use the perk and get a free down. I disagree with NarkoTri1er on it forcing 12-hooking, but not on it forcing hook spreading. And of course, the STB hook mark means little when individual survivor hooks are intentionally hidden from killer players, forcing people like me to count hooks with coins irl (which is sad).
Second Wind, I only complain about because it's another off-the-hook activated thing and is a pseudo- instaheal. I don't place it as a meta perk or anything. But if (not when) the survivor meta ever gets nerfed, and they're complaining about none of their new meta options being good, there's a good perk for them.
I disagree with the devs on increasing the hook timer just because the gen times were increased. They were both increased by the same amount of seconds, but that doesn't mean equal, because they're 2 different things and their starting total was different as well. Everybody knew that gen speeds were out of control before the +10 seconds change, because they STILL are out of control. So all the +10 seconds on hook does is give more time for survivors to rush gens before having to save a teammate. Before the change, they could hook trade at the last second, repeatedly, and that would be a net positive for them compared to what the killer was getting. You got a free hook trade. So what? They can keep doing that, and they're never gonna send in the death hook person to do it, so you're giving them a free ≤8-hook game where none of the survivors die.
And it's not being disingenuous. BHVR took a long time to do the change, because they were indecisive, because they knew they shouldn't do it. And they still have you duped, thinking that balance is just a matter of keeping those 10+ seconds changes in line with one another or not at all. No, balance is stopping SWF from being a game breaking tool, because you can't balance for them and solos at the same time, currently. And if touching base times/balance leads to disaster every time, then the last solution to be ruled out (which hasn't been done once in this game's history) is nerfing SWF directly, through decreased gen efficiency or something. It's the only reasonable solution that we haven't tried yet.
-1 -
If you're going for the unhooker with StB, doesn't that mean you AREN'T spreading hooks, because the hook states are now concentrated on the person who got the unhook?
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I would say weaving spiders isnt exactly balanced. While it may shave off 9 seconds of all gens, saving about 50 seconds over the entire game worth in gen progress at MOST, it also requires you to sit there for 60 seconds. The average chase from full health to downed takes about 60 seconds on average. So assuming you trigger it at the start, it would be a 10 second loss as a whole. Not even talking about how the first chase can take 10 seconds depending on how close the killer is to basement.
I do think the broken status effect is warrented, but to call it a prime example of a fair perk is not warrented as its a perk you will NEVER see in tournaments due to the net-negative effect. Its the same reason why you rarely see Dying Light despite it genuinely being a good perk overall. It's just a net-negative because you cannot kill or hook the obsession, while survivors will definitely use that information to avoid non-obsessions being hooked.0 -
I think you deeply underestimate the exposed timer when it comes to StB - I've used StB and have been downed by the exposed timer putting me on second hook because like I said... If a killer wants to tunnel, they hover or drop chase to come back.
That's typically the behavior of a tunneling killer, too far and away are they too far to "secure" a tunnel target. If someone wants to tunnel, they always are at a distance to return to the hook. It's why I don't heal at hook unless I have something that speeds up the process of healing, since at least in my own MMR -- this is how killers operate and play like.
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Are you seriously complaining about Second Wind giving you an extra health state because you out lasted the broken status? Do you think you are entitled enough to believe that because survivor goes on hook, you are free to put them back on the hook? If anything, you need to either find someone to heal or heal off the hook to get Second Wind value. It's not something where you instantly get value because you slap the perk on by any stretch of the imagination and you are not guaranteed a tunnel target or a survivor being back on the hook — which is what these perks do. They are perks, just like the killer has perks that affects healing, aura reading, or gen progression. Survivors have tools to prevent being tunneled (bandaid perks), healing, aura preventing, and gen progression. They are all tools a survivor and killer utilized and like I said, you work for Second Wind anyways.
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So, do you want to go back to the old gen times. Yes or no? If you want to revert the hook times, do you want to go back to 80 second gens?
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