Someone Please Explain the Point of Comraderie to Me
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I am disappointed that I did not think that before. The solution is elegant and terribly effective.
It seems to me that the devs had rejected the idea of blocking the progress of the Entity if the killer is near the hook because survivors could abuse it. Here, no abuse is possible since the Entity also progresses when a survivor and the killer are near the hook, it is blocked only when there is only the killer near the hook.
This is a Camaraderie that properly would do what we ask. This will not totally solve these bad behaviors, but facecamping will be useless. At worst, the killer will wait 16.01m from the hook. Enjoy this.
This offers a few seconds of Entity time if there are no survivors within 16m, the time for respectable killers to move away from the hook. So the perk is not totally useless if the killer does not camp. And this perk serves twice, not once.
The other survivors will know that the killer camps, seeing that the Entity does not progress? Certainly, but the purpose of the perk is precisely to punish the camper.
Just get away from my comrade, bad killer.
Fighting for a perk that ensures normal and fun games, it's deeply depressing.
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The issue to me is this.
Regardless of the intention, it's not something reliable enough, nor gamechanging enough, to justify a perk slot over even perks we consider "mediocre" already.
Even when it triggers it may do nothing at all.
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I can see this.
It's basically on the same level as Left Behind and No One Left Behind. You can't rely on it activating and it may not even help if it activates.
If it were either unreliable or weak it could be fine, but since it's both there's no real point to using it. Especially since Kindred is a thing.
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Meant to help vs camping, but I think it should be the killer within 16m and not in a chase as opposed to another survivor within 16m. If you are being face camped by LF, it won't matter, but still.
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"Niche" and "useless" aren't synonymous. As someone with a Kate profile picture, you should know what useless perks look like considering 2/3 of Kate's perks are worthless and the other 1/3 is what we would consider "niche"
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Not a bad idea but he won't happen because devs have done something like that in the past and SwF were exploiting it.
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I personally don't want to run a perk for the chances I get camped. I think it would be better if it also added 14 seconds to other survivors hooked time if you enter the 16m radius. It cannot stack to help balance it.
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I had written a long eulogistic comment about @Thaznar 's proposal but unfortunately, it was devoured by the Entity after editing, again... Being French trying to translate me correctly with arguments... I will not inflict myself this sentence again.
His proposal is excellent in many ways. His perk solves the fears of some imagined abuses... His perk is also a useful minimum even when the killer does not camp.
I see no reason to refuse what he proposes. It's excellent. For me, it is more relevant than what is officially proposed to us now.
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What is the reward for leaving the hook as far as emblems?
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There's nothing to discuss here, just another UNDERWHELMING set of perks, including this one. BT beats this perk in every single way possible.
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You lose points toward Chaser if you are near a hooked Survivor without an unhooked Survivor nearby.
It's not that much really; thankfully since you seem to get docked points for camping while the gates are open.
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I asked what the reward is for leaving the hook, not what the punishment is for camping.
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Kindred honestly outclasses this perk. It helps Survivors coordinate a save and tells them if the Killer is nearby. Not only is it stronger, it's more reliable in that it doesn't have any additional requirements besides you being on a hook.
Unless you're super afraid of running out of struggle time while on the hook when someone gets within 16 meters there's no reason to run this perk over Kindred.
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There is no emblem 'reward' for leaving the hook. You just don't lose points if you leave the hook.
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Fair enough. I was just making sure I hadn't missed something.
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Nope; you're good.
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We might see how he work in-game once PTB is live.
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That's not a reward for leaving the hook; that's a reward for playing the game. If Survivors come to me while camping and let me repeatedly hook them while they repeatedly unhook, I am getting the reward for supposedly leaving the hook without actually leaving the hook.
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The devs have already said camping is a strategy. And besides they tested something similar to that before and it didn't work.
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Then the killer can just hang out just outside the radius and step in when a Survivor comes close.
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"Figure out your eye color" 😂😂😂 thats the best thing i have ever herd of lol
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Every time someone hits struggle phase, one person runs in and pauses the timer. It's an extra 56 seconds total of stalling time for the Survivors. Solo's wont run it as much, but SWF will run it like no tomorrow to get an easy 1 extra minute on Gens.
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Exactly 14 seconds are pretty useless .. It should've been a Timer .. When the Killer is 8 / 12 / meters away from the Hook the Sacrifice Process takes extra 2 minutes .
That'll buy Survivors time to finish the Gens and escape while the Killer face camping the Lucky dude.
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How is it good if the Killer is just outside the radius so the hook meter goes down but still hanging by to make sure no one ever saves the Survivor? Unless I am missing something?
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There are people who can measure 16 meters in-game, to be fair. Plus, wouldn't the Killer just be able to see when the meter is going down?
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I feel like we are not on the same page here. What are you referring to?
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Have you ever almost died on hook and when the survivor is literally infront of you ya die?
This will help it not happen
Also you can use it so 2 survivors can gen rush the camping killer while the other gets extra time to think on how to unhook you
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4 people running, a whole minute more to the struggle . It is to help against campers.
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That doesn't seem like a good idea. Let's look at a scenario:
You just hooked a survivor, and you now see survivors on the other side of the map because of BBQ and begin walking to them. As you are walking away, you see scratch marks leading to the survivor so you go back to stop the unhook. For no reason whatsoever you are now moving and attacking slower.
This doesn't sound very fun.
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Agreed.
I really hope they add or change *something* to make it either stronger or more versatile before release. Because in it's current state it doesn't seem useful enough to ever warrant using.
Also agreed. IMO, struggle state needs a rework for a number of reasons.
But that's another topic for another thread.
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Okay, I see what you mean. I mean, with the current perk, it makes sense that the Killer can't really tell when the timer is paused when the clock doesn't go down since it only stays paused for 14 seconds. If the timer were to stay paused as long as the Killer was within range and no one else, it would eventually be obvious that something is amiss with the timer.
Also, personally, I feel like being "forced" 17 meters away doesn't really accomplish much when they can simply step in when they see another Survivor coming in from the distance, but that's just me.
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And it's worth burning a perk slot IN CASE that situation happens, over something that is guaranteed to help every match?
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Happens almost every match for me
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Thaznar's suggestion is just a bit clunky. A simple solution to making this a viable perk is to slow down the struggle phase timer by 50% if the killer is within 16m of the hook. To increase its effectiveness, you can pair it with Kindred and Open Handed to punish the killer even further. Also like someone suggested earlier, give a 100% bonus bloodpoints to the survival category as its pretty difficult to get bp on survival and survivors really need more perks that give extra bp.
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