Can we try Second Wind WITHOUT the healing requirement to activate it?
The perk is practically useless with the healing requirement. Who designs these perks? Why are they designed to be ALMOST useful, but then hit with some requirement that makes them unviable?
Let's critically examine the perk:
1.) Most survivors will self-heal or use other healing methods (syringe, med-kit, inner strength, getting healed by some other teammate) rather than sit around and let you heal their entire health state.
Implications: We aren't going to be using Second Wind very often, especially as a solo player. There are better, more reliable methods of healing oneself.
2.) Because of the draconian healing requirement, Second Wind is hardly ever used, except for meme builds or "just to see if it actually works/what it does."
Implications: No real new content has been added to the game as all we will continue to see are more efficient healing perks and methods.
3.) Removing the requirement would actually encourage different builds and maybe even be fun.
Why does it seem BHVR is afraid to add new strong perks?
Comments
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Yeah would love to see that, all this perks with condition are pretty annoying. Maybe this change would make Second Wind actually useful
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I feel like it needs some kind of activation requirement, otherwise it would be too strong, on a level with old MoM. Without the activation requirement, it's just a free heal off hook as long as the killer doesn't tunnel.
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I absolutely agree with this. The average game plays out of survivors getting chased, hit twice, and hooked. They typically heal up right after, and then their next two encounters max end the same way. Unconditional free healing after a hook would make it so survivors don't need to spend time healing at all and can just rely on Second Wind to do it for them.
If it were to be unconditional, it'd have to be once per match and it'd have to be a decision you make while on the hook - maybe "activate" it, so you could save it for second hook instead. Although, that conflicts with struggling on hook second phase as well as it expects you to be able to press the button.
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Well, it already has its downsides. It requires you being hooked while also giving you a broken effect for nearly 2 minutes. Meaning you have 2 uses out of it at best and 0 out of it at worst if unconditional.
But yeah, I think it should follow the Deliverance perk, being technically single use. Perhaps even being an instant heal if you happen to unhook yourself. Which, ofcourse, in combination with Deliverance means that it's a 60 second broken effect instead before being healed up, being half that of the original unhook. I mean, the current activation of Second Wind will be easier with the future For The People, but you'd only be adding a Broken status upon a Broken status. So unless there ends up being a medkit addon or a perk that ends up reducing the time that people spend being broken, I think a single use second wind with the addition of an insta heal if you unhook yourself would be better.
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Well, I personally wouldn't, but if you're better at finding people to heal than you are at finding totems, that might be one reason. Wanting to spend the heal time doing something productive instead of sitting in a locker might be another.
Just to be clear, I'm just playing devil's advocate here to answer your question. I wouldn't personally use Second Wind over Inner Strength unless I were running a healing build, and my argument was never that Second Wind is a strong perk or that it couldn't use a small buff. I just think that removing the activation condition altogether is overkill.
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