do Killers have second chances?
I’m still debating between of killers have second chances, because I’ve had games and just had a game where I’ve got “ gen rushed “ aka survivors completing objectives fast. And I was able to win them but at what cost? I notice in all of those games that I’m able to come back from I had to do 1 of 2 things, start slugging or start focusing on on survivor to get them out of the game. But it’s also safe to say that theses second chances were given to me as they were completely based on what I could do to the survivors and if they were good enough my strat wouldn’t work rendering my second chance worthless. I use a lot of infectious fright and I think it gives me a second chance to snow ball sometimes, but in the end I think killer second chances depend on if the survivors play dumb enough or poorly enough to give the killer a second chance.
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no. if you're an experienced killer you will easily notice when a missed hatchet hit, or a ds, or a dead hard, or unbreakable, or auto aim, has costed you the match. One mistake and you're out.
while survivors can mess up, doing sloppy loops but be still safe with dead hard or bending other perks over their thought use.
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Noed is about it and survivors are hell bent on getting it nerfed
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Did Charles Manson get a 2nd chance?
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Yes, killers have a second chance: get in queue and try again in next match. :D
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Only if you play as Nurse or Spirit, however, you have to act quickly and be perfect with the second attempt or it is lost for the rest of the trial.
As for Billy, in my experience, sometimes but almost certainly not easily able to fix mistakes, all dependent on RNG for him.
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Noed and blood warden are second chance perks for example.
If Dead Hard is a 2nd chance perk, the killer has it baseline (Lunge)
Dedicated servers are more or less a second chance for the killer in a strange waya. He can always rely on that survivors will get dedicated. Hello Deadhard, hallo windows, hallo pallets ;)
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Totally depends on what you consider second chance perks. It's not something that's actually defined in the game, so it winds up being horribly subjective and nobody can agree on what does and doesn't count as a second chance perk. You could make a case for anything that lets you get a hit or down that you otherwise wouldn't have without that perk being a second chance perk, but there's no single right answer.
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A 2nd chance perk for killer would give survivors a new gen to finish once all of them are finished
But guess thats unfair for survivors but 16 2nd chance perks against a kill are fair
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Rancor is up there. You can literally loop or hide from the killer for the entire game, get a lousy door spawn and if you don't have someone else to open them for you; get 1 shotted and mori'd.
Spirit fury is pretty bad too but at least that takes your whole build to really use well.
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Second Chance Perks are just Survivors versions of Slowdown perks. They're all about buying time.
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I mean by second chance as a opportunity that can help you turn the tide and win the match
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Noed and thats about it. Rancor? Well the obsession can see the killer aura each time a gen is completed so if the survivor has little bit of perk experience he will know the killer is using rancor. Blood Warden? Almost every survivor now just 99s the gen to avoid it and most killers don't use because of the 99 gate open.
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Right, which would still be very subjective. You could say that Spirit Fury gives you a down/hit that you wouldn't have gotten, as with NOED. If you really wanted, you could make a case for PGTW being a second chance since it knocks a ton of progress off of a gen that otherwise would be done the second you turn your back.
I wouldn't expect a consensus on it, everyone's going to have different reasons for why something should or shouldn't count.
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How about just mindlessly swinging through a pallet and the survivor getting punished for making a good play? Many times I get hit with spirit fury the killer had built it up on someone else, and I was doing my job extending the chase as long as possible instead of just camping the pallets.
And if it's a one shot killer that might end up being the end of the game for you, as the rest of your team goes down at the same time and you get 1 hooked after being one shotted after a spirit fury pallet.
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Manson didn't kill anyone
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Rancor, Noed, not to mention the ridiculous hit boxes where you can get hit 15 feet away from the killer.
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Not on record... 🤠
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True that!
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I would say the endgame perks. Noed, remember me, bloodwarden etc. Not that "second chance perks" are intrinsically bad, the difference is the killer versions are mostly a lot weaker and you don't see them as often, especially stacked together. Whereas a combo like DS/BT/DH/adrenaline is the norm.
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That would be a game changer and not a second chance. And thats exactly what shouldnt appear in the game.
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Hex build is a second chance. All hex perks are really strong and you can easily force one to stay long.
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A second chance perk gives you another chance of downing someone or evading a hit from a killer. NOED is really the only second chance perk, spirit fury is only a second chance perk if you run enduring with it. Both of these skills pale in comparison to dead hard, NOED is more like adrenaline. Spirit fury and enduring are more like dead hard, but dead hard is much more versatile, and also it requires 2 perks instead of 1.
Just imagine if there was a killer perk that tripled their lunge distance every 40 seconds. It would turn every killer almost into a billy. Dead hard is just as strong. Combine it with another exhaustion perk and 2 other strong perks like DS / BT / Iron will and it's stupid strong.
A comparison would be like running this triple lunge perk, enduring, spirit fury, and NOED. That would be a build that is on par with survivor builds.
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I would say Rancor too, it's either a 3v1 instead of a 4v1 or a free kill
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Rancor gives the obsession vision of the killer, and in order to get full benefit from it, you have to avoid your obsession all match. There's quite a few conditions you have to fulfill to get the full value of it.
things like DH and DS need just the killer to be playing the game and hurting you / hooking you. You don't need to wait til the end of the game, you don't need to fulfill specific conditions.
also not to mention the killer 'second chance' perks that i've brought up can be countered quite easily, DH and DS aren't able to be completely countered, they give survivors a grace period where they are essentially invulnerable, nothing the killer can do. Spirit fury is rendered 100% useless if the survivor throws the pallet early. NOED is countered just by farming more points by doing totems.
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They do but all of them are quite a bit weaker and less swingy then ones that survivors have. Perks are designed to be useful (at least that is the idea even when reality isn't there most of the time) so any perk with good effect for both sides is kind of a second chance you otherwise wouldn't have.
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Spirit fury!
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Spirit fury!
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Except that Spirit Fury tends to require Enduring to ensure it is a 'second chance perk' aka two perk slots for perhaps one, two, or if you're lucky three proc's per match.
NOED requires totems to not be cleansed during a match and for the RNG to be in your favour when the lucky set of bones gets picked.
Perks such as DS, Borrowed Time, Dead Hard, Unbreakable, and probably a few others I am forgetting do not have many prerequisites, and tend not to be used for their intended purpose (because you know, people will bend mechanics to their devious plans when given the chance.)
I understand a couple of the perks I said aren't strong on their own, but the problem comes when paired up with other perks. Whilst to get a 'second chance' as killer often requires weakening yourself in many other areas, survivors typically get stronger by incorporating multiple perks for their desired playstyle.
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Well, if you treat it like that, every perk is a second chance perk. Even deerstalker that helps you find someone slugged that you might have missed otherwise, allowing to be healed up. In my opinion, second chance is only really DS and Unbreakable. I wouldn't even count every exhaustion perk as second chance, they just give you more options for gameplay or to outplay your opponent.
Second chance perks is in my opinion just another buzzword like crutchperk to express how much antipathy exists towards that perk, nothing else. Same like tunneling. That wasn't always a thing, But once camping was officialy defined as legit strategy and not bannable, somehow "tunneling" came up as no killers felt offended by being called camper too much. I can remember pretty exactly when that became common and I thought "if you can't find any other common insult because I played good and fair, you just call me tunneler, alright"
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And enduring lets you swing through every pallet to collect your free dedicated server hits you might otherwise miss, and then with spirit fury you are ignoring every third pallet entirely?
With brutal added on as well you basically ignore pallets and cannot be looped, and I think those three combined are one of the best builds in the game you can run right now. Toss on corrupt or pop too so your game lasts more than 3-4 minutes.
It works especially well if you are on a killer who one shots, gets totally free damage states (plague, legion) or already stops looping to begin with (clown).
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I respectfully disagree that is one of the best builds, and putting them all on is gearing yourself up to be hindered in your other areas that you have to think about when playing killer (pressure, information, and other enhancements.)
In comparison putting on DS, BT, Unbreakable and Adrenaline allows you to play around poor mechanics ('tunnelling' being determined purely by time and no other variables, DS proc'ing by jumping into lockers, Unbreakable forcing DS to be used, and Adrenaline allowing all that time wasted to accumulate into you getting healed up.
The problem I feel is not that killers do or don't have second chances, it's that their 'second chances' come at a big cost in other areas of their gameplay, whereas survivors get a nice bump around the board - especially when they cheese game mechanics when they 'play optimal'
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Not every third. If you are lucky and have no SWF, you can at most get every survivor once, then they will drop pallets early. Also before, you might need to kick more pallets before you finally manage to eat one
Edit: wasted on Clown for same reason you mentioned, wasted on Plague as it cancels her power, and only works on Legion well if you combine it with the pallet breaking ultra rare addon. Other builds are simply stronger. It is only really a viable combo on M1 killers, preferably insta down killers, reducing it to GF and Myers. Chainsaws and Demo also excluded, as they can break pallets anyway, so two perk slots wasted for a minor speedboost
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A 2nd chance perk works as follows: You mess up, but the perk saves you from getting punished for messing up.
Unrelenting is a 2nd chance perk for killers: You miss a hit, but the recovery is so quick that you might still catch the survivor before they reach the next window or pallet. (But the weak effect of Unrelenting is so situational that nobody is using the perk.)
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Spirit fury is pretty much the best killer perk there is for chasing down competent survivors. They will be running the loops so tight you will have no other option except to be eating pallets. If they drop pallets early you have brutal strength. Even if they drop it on your head with no spirit fury, brutal + enduring shreds it so fast you lose minimal distance during the chase. That means they are much less likely to get into a good position at the next loop, forcing the next pallet drop even earlier. Add in some mindgames, zoning them into bad directions, etc, and you will be downing people very fast.
Using it on someone like clown means they will be burning pallets at an unsustainable rate for them to survive the game in many cases, if you know to protect gens in the areas you have carved out dead zones in.
Plague never gets to use her power, so just having everyone as a 1 shot all game with the build is super strong. That's basically the same idea with legion, if you see someone, you collect your free hits then run them down with the build.
I don't see what else to use as a killer. I always run corrupt. Anti-heal builds, Infectious fright, save the best, pop, etc assume you will be getting lots of easy hits; and against really good survivors that's not going to happen unless you are playing an OP killer like hag or spirit.
Adrenaline is actually terrible. It assumes your team is good enough to get to the lategame in the first place, and even if you do, you have to be injured in which case just healing is mediocre and something like botany knowledge probably would have gotten you way more value all game long.
It's only good if you are directly being chased by the killer when the last gen pops, and in theory that's probably only going to be 1/4 or 1/3 of the times because there's going to be other people who could be gettting chased; or the killer might not even be in a chase at all. I never use it because I never get consistent value from it. It's nice when it works, but that's a very small percentage of the time.
DS/BT/Unbreakable can be abused but proxy camping, slugging, and tunneling are one of the strongest strategies a killer can employ, with little counterplay on the survivors end if your team is not extremely good or running those perks. (Less so for slugging, if survivors are getting chain slugged that is usually their own fault)
But sometimes your team gets you killed as well, and those perks are about the only thing protecting you from getting farmed or situations like getting caught out by infectious fright when the meg camping the pallet at the jungle gym you are at goes down while still wasting it and now you are stuck in a total dead zone with your location revealed.
Sitting in a locker for DS is also the best way to deal with a tunnel mori, the most BS thing in the game, especially if you get unhooked in a dead zone.
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The long answer is: No, really none at all.
The short answer: No.
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Heres the problem is that the second chance perks on killers are mainly controlled by survivor, NOED ill give but bloodwarden and rememberme? Those arent second chance perks really cause they dont give an extra opportunity. Itd be more akin to a perk that increases gen repair speed for completed gens. The biggest thing is that survivor second chance perks, killers dont have an interaction with unless you are being hit by it. NOED is taken down if survivors do bones but for things like borrowed time or decisive strike, the killer onky interacts with them if they are being hit by it, or begrudgingly having to leave the survivor on the griund or completly alone while a clock ticks doen
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The only second chance perk a killer has is NOED, other than that there isn't anything that gives a killer a chance to come back from a mistake or the survivors winning.
As for the survivors.. they have a lot of second chance perks, which some are unfair whilst others are fine.
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As i said before - there is nothing to give killers chance for
Killers can't be stoped, but can be slowed down. Unlike survivors, who can be downed, hooked and ofcorse killed
Killer never put anything on table- then again... if you play killer - your "proggres" sometimes gets SOOOO Slowed down, that survivors don't even need seccond chance perks
What killer perks do then? Accelerate progress, makes efforts of slowing you down less effective and slow down survivos progress (even stop)...
That's what i think obout game - no need to think the same like me, it's just how i see the way of this game
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not really. NOED is basically the closest thing. Meanwhile survivors can use a combo of DS, unbreakable, DH, BT and Deliverance as up to 5th chance perks per character.
I suppose you could argue Rancor is a a second chance perk, but it doesnt really stack with NOED, in fact it's redundant with NOED, while the survivor perks I listed all stack.
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NOED? Rancor? Devour Hope? Haunted Ground? Blood Warden? Iron Maiden? Make your Choice? Not to mention killers have the ability to face camp and mori?
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NOED
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Even in the posts in this very forum, the consensus between killers and survivors is that NOED is easily counterable and doesn't need to be removed.
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I wouldn't say killers have second chance perks like Dead hard, Unbreakabill, DS or BT... But they do have a category called slow down perks... Basically a second chance perk is a perk in which buys the survivor more time... A slow down perk is a perk that buys the killer more time.
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Second chance perk is pretty much everything that gives you second wind after you messed up while not limiting to being abused.
If I take one loop too much, dead hard give me that extra edge when I made a mistake - a second chance.
I just got unhooked and killer decided to go after me and I jump in a locker. He pulls me out and gets ds'ed - a second chance.
3 survivors are being slugged while last one is being chased. I pick myself up from the ground using Unbreakable - a second chance.
All 4 survivors are hooked at the same time, I unhook myself - a second chance ( only fair one IMO)
Killer gets a few noed downs during the end game - a second chance for the killer - can be disabled without activation.
Is it really that hard to define? Come on.
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A second chance perk, at its core, allows you to
potentially
recover from a mistake. 😄Misjudged thinking you can get another loop in? Dead Hard allows you to make a full recovery and reach the pallet.
You couldn't pressure survivors well enough to prevent the 5th generator from being powered? No One Escapes Death allows you to get a few stragglers.
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Well, I guess we simply just disagree due to different experiences. Neither as killer nor as survivor I have a lot of games where noone cleanses against Plague, there's always that one person cleansing which forces all to cleanse and hide for some time.
And I think the 20% max bonus doesn't really help that much on keeping the chase short, you need already dead zones to profit from that. There are way more maps that are full of loops and pallets that every pallet kick gives survivors enough time to get to the next loop. You need suboptimal survivors that first run and then look where they need to go to make use of that difference
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if they drop pallet early kilers with ability to destroy pallets on the run only benefit from that.
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