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Second Wind Rework | Upgrading to Meta
Before that I wrote a post about improving the Perk. Now I will write about how I will rework the Second Wind.
I was expecting a very cool perks from Steve, and when I found out about them, I was disappointed that ALL THEY are weak. However, The Second Wind will be stronger than the other two, but it is also not strong. The current version of the perk has a bunch of problems that I mentioned earlier. Now I will make candy out of this perk.
second wind meta version
You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves.
When you have healed other Survivors for the equivalent of one Health State, Second Wind activates. (The same condition that we have at the moment).
While Second Wind is activated, Press the Active Ability button while Injured and standing still.
You become affected by the Broken Status Effect for 45/40/35(?) seconds.
The Broken Status Effect Timer only decreases when you run.
As soon as the timer becomes 0%, Second Wind automatically heals you from Injured to the Healthy State.
Second Wind deactivates once you are completely healed.
You will lose the Broken Status Effect once Second Wind deactivates or you're Hooked.
Second Wind does not activate if you are already afflicted by the Broken Status Effect.
Second Wind can be activated a maximum of 2/3/4(?) times per match.
additional perk features:
If you was put into a Dying state while you had a timer, it pauses. If you are in the Injured State again and have not been hooked, the timer resumes.
If you are hooked while you had a timer, Second Wind resets and you can use it again as soon as you being unhooked.
(?) - means that I have not finally decided what to do better.
Nowadays, the perk could only be used 2 times max per match. With my version it can be used many times per match. My idea was to improve the perk to the meta level.
What do you think? is my idea to this perk is too strong or weak? how would you suggest balancing my idea? write in the comments please. If you agree with my idea, then click on the "vote up" button.
Comments
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I actually really like this idea. However, I would put it so the tiers are 60/50/40 because being able to heal that fast in a chase is game-changing. Also, it should be limited so it can usually only be used once per chase (maybe 60 seconds starting at the time you press the active button). Also, it would be nice if it involved tokens, so if you heal 2 people early on, you have 2 tokens ready to use. I like the idea of only working when running though. Overall, good perk idea!
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Thanks! Actually, I think you're right about increasing the Broken Status Effect Timer. I tried to create a Perk, as a good alternative to Self-Care (I know that there is already a worthy alternative - Inner Strength, but no one forbade to come up with another one). And yes, I think it would be logical to limit my idea in terms of maximum use per match. For example: 3 times the maximum per match? Also I'm convinced that if the Perk was with tokens, it would be too OP, since the perk could be used in chases several times, which will break the game. I’ll also think about how to balance my idea. Anyway thanks for the support!
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