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Camaraderie Problems | Upgrading The Perk from Terrible to almost Meta

Alify
Alify Member Posts: 347
edited April 2020 in Feedback and Suggestions

camaraderie is the worst perk from the stranger things chapter and one of the worst perks in the game at all

it needs to be fixed!

Before that I proposed an idea to improve the Babysitter, if you haven’t seen, I advise you to look:


The idea of Camaraderie is very interesting, but the developers did not implement it very well.


Why is this perk is very weak and useless?

  1. Condition. Why does the timer stop only in the struggle phase? It turns out that you don’t even use this Perk if the Killer has a memento mori or if you didn’t get into struggle phase during the game.
  2. This perk gives only 1 effect and it does not cost the slot for the perk. Well, if the effect was strong then it's ok, but the effect itself is so weak, so creating a full perk with a weak effect is a very strange decision.
  3. The Timer stop is shown to the Killer and this is very wrong, because of this the killer realizes that there is someone next to the hook and he will simply find them. It turns out that the perk not only gives a weak effect, but also substitutes other survivors.
  4. Perk is called a Camaraderie, but what the perk does not exactly match its name. The name of the perk is camaraderie and in the current version of the perk, only those who takes the perk benefits.
  5. One more condition. Why, in order for the perk to activate, we need another person who will be near to the hook. This condition spoils this perk very much and because of this it is not activated in some of my matches.
These seem to be all perk issues, but I'm not completely sure.


How do I suggest improving this perk?

1. remove the condition that the other survivor must be next to the hook for the perk to activate.

2. remove the condition that you should be in struggle phase and make the perk work on any phase.

3. add an additional effects so that the perk can be taken not only due to timer pausing, but also due to other useful effects that can improve the situation for the better.

4. make the perk not only useful for the survivor who took the perk, but also for the rest of the survivors.

5. make that the killer does not see that the timer is paused. (This can be implemented in different ways)


I'll try to turn this perk from terrible to almost meta

my version of camaraderie

Life has taught you the importance of friendship which has given you strength.

After performing a Safe Hook Rescue on another Survivor, camaraderie activates.

while the perk is active and you unhook a survivor, the unhooked survivor receives a boost of 150% of its normal speed for 5 seconds.

5 seconds of exhaustion is applied to the unhooked survivor, however, this exhaustion passes even while running.

While you are on the Hook and THE PERK IS ACTIVE, other survivors gain a 10/20/30% Action Speed bonus to unhooking and healing other Survivors. and the timer is paused for 30 seconds.

if you are getting unhooked, camaraderie deactivates.


Camaraderie can be activated several times per match


I decided to give such a buff to the speed of unhooking and healing, to resist the facecamping. So, if the Killer is facecaming and the survivors are injured, then they can heal faster and due to the boost to the speed of unhooking, the situation with facecamping can turn out for the better. I also decided to add to this perk an opportunity with boost to speed for unhooked survivor, which some people asked to do for the Babysitter, but I think that this perk already does a lot, especially for its rarity. Now the camaraderie can serve as an excellent tool against facecamping or just as an excellent altruistic perk.

Now, what a perk does matches its name and it is beneficial not only to the person who took the perk, but also to other survivors. However, to get this benefit, you must first activate the perk itself. Now perk brings variety to the game in the sense that now there is a benefit from the survivor, it’s true that something new.

This perk can also be combined with my proposed Babysitter, which makes it even better. If the perk was the way I introduced it here, it would be at the level of borrowed time and many would use it.

Post edited by Alify on

Comments

  • BattleCast
    BattleCast Member Posts: 698

    I REALLY like your suggestion. If this was how Camaraderie worked then it would definitely have a place in my perk builds. I also don't see anything wrong or abuse-able about your version of Camaraderie which is a nice bonus!

  • Alify
    Alify Member Posts: 347
    edited April 2020

    Thanks!

    I don’t know how to make developers see my post, but I hope they see it at least sometime

  • BattleCast
    BattleCast Member Posts: 698

    You just gotta hope they see it. Devs are likely busy and don't have time to review every post made on the forums. I hope they do see it though as you seem to have a lot of great ideas.

  • Luigifan64
    Luigifan64 Member Posts: 1,124

    Here's a much simpler idea, you can use it on both hook states (you still need a survivor to come near you), but it also has a secondary ability. If you go to save someone, THEIR hook timer will also be paused for half of the time your perk tier is (so at tier 3 they'd get a 17-second delay). This way you could prevent going second state (or death) for both you AND your team. Personally I would run this perk a lot if it got changed like that, because the amount of times I go barely go second phase is aggravating (or the amount of times people run the killer around you, killing you in the process).


    For reference here's how the perk would read:

    Life has taught you the importance of friendship which has given you strength.

    While you are on the hook or nearby a hooked survivor Camaraderie activates.

    If another Survivor is within 16 meters of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds. If you are within 16 meters of a hooked survivor, their Struggle Phase timer is paused for 13/15/17 seconds.

    "So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning." — Steve Harrington

  • BattleCast
    BattleCast Member Posts: 698

    eh, the main issue with Camaraderie is that pausing the hook timer is a weak effect. Personally I think that Camaraderie needs a complete overhaul.

    Pausing the hook timer is cool in theory, but in game it's just bad and weak.

  • Luigifan64
    Luigifan64 Member Posts: 1,124

    Well it's bad and weak because you can only do it once, if you could use it twice AND give other survivors that effect, it'd be way better. It'd be something that'd actually be helpful and useful and would pair really well with BT as you can be more risky trying to save someone

  • Alify
    Alify Member Posts: 347
    edited April 2020

    Actually, I don't think so. Because if the perk was what you suggested it, then it would be useful only if the killer is facecamping (well, or if other surviving are potatoes and do not go to save you). So, this makes the Perk very situational (such as it is now). I tried to make it useful not only for anti facecamping, but also in terms of an additional effect so that the perk was less situational. As a result, the Perk become very useful and unique

  • Luigifan64
    Luigifan64 Member Posts: 1,124

    But it wouldn't only have that functionality, it could be used to save yourself or another survivor from second phase or death if you or another survivor just barely made it to the hook. Also if a survivor decides to run around you while hooked (where the killer isn't camping) then it can buy you and the survivor time to reposition and actually get the save.

  • Alify
    Alify Member Posts: 347

    About the last part: If the killer is not camping, then the other survivors will immediately unhook you and will not wait (if they're not potatoes, which is hapenning very rare), as this is not profitable (I hope I understand you correctly). Yes, your version of the perk is kind of good, especially in terms of having time to save the survivor before moving on to the next phase. This is a very minor improvement. However, I'm not sure what it costs perk slot. Anyway this is only a theory, in practice these are isolated cases, which makes the perk very situational, and its potential will not be revealed in more than half of the matches. Why so trifle? You can make it much stronger and more unique to make it more interesting to play, and for the players to find many possible uses of the perk, they compose different builds with it. I tried to improve this perk so that it became almost meta and that both beginners and professionals took it to their matches. Many will agree that this perk needs exactly the major improvement that I tried to give. Btw thank you for discussing this topic with me.

  • boogameow
    boogameow Member Posts: 5

    thankfully someone FINALLY addressed this perk. this has always been in the back of my mind as a really fun perk, but hardly used. I really do hope the devs see this as I would enjoy it.

  • PlantCollector
    PlantCollector Member Posts: 344

    Your idea has like 3 different effects/perks in one and i think less is more in that case. Also the unhook condition is something that im pretty sure many people won't enjoy too much. I really like camaraderie as it is and a good buff would be, as @Luigifan64 mentioned, to get the effect in both hook states. The perk was introduced, because the community wanted to have a perk with the struggle timer paused in the game and i really like that they implemented that. Just putting more effects into the perk isn't something i would enjoy for a perk to be buffed, but that's just my opinion. I like the perk as what it is and what it does and even though it might only work 1 out of 10 times i still enjoy playing it.