http://dbd.game/killswitch
Idea For Camaraderie Rework
I was doing Adept Steve today and it got me thinking about Camaraderie, and how it's not used at all (from my experience at Red Ranks with ~650hrs in game). The idea behind it is a good one, but its too niche imo. Here's the current effect:
Life has taught you the importance of friendship which has given you strength.
While you are on the Hook in the Struggle Phase, Camaraderie activates.
If another Survivor is within 16 metres of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds.
It only works for one hook state, for the Survivor who has it equipped alone. If another Survivor comes within 16m and doesn't immediately save the hooked person, then one of two things is happening- the Killer is camping, or is being looped right next to the hook. I think it's in need of a buff. Here's what I propose:
While you or another Survivor is on the Hook, Camaraderie activates.
If another Survivor is within 16 metres of your Hook, or if you are within 16 metres of the hooked Survivor while Camaraderie is activated, the Entity's progression is paused for 12/16/20 seconds.
Hooked Survivors can only be affected by one Camaraderie effect while they are on the Hook.
In terms of activation, I think this perk should be like Kindred- only working if you or another Survivor is hooked. It would make the perk more usable and helpful for solo survivors, as they can use it both for alturism and survival. It also applies to both first and second states of hook sacrifice, so the perk becomes even more usable- however, this perk cannot be abused, else it be too powerful.
Only one Camaraderie effect can affect a Hooked Survivor at a time: to prevent a full team from running it and making each Hook State an entire minute longer.
Only one Camaraderie effect can affect a Hooked Survivor while they are on the Hook: If Camaraderie is used to pause the first hook state, it will not pause the second hook state if the Hooked Survivor is still on the hook when they progress.
Finally, a nerf to the pause timer- if the perk becomes more usable, the timer should be nerfed. I settled on 12/16/20 seconds, but this could be increased depending on balance. Alternatively, the timer could be nerfed slightly and the range could also be slightly shortened to 14 or 12m.
What do y'all think? I appreciate any feedback!
Comments
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Would certainly make it a heck of a lot better.
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Suggestions need to have a vote mechanic, similar to the bugs session so that we can support suggestions that we'd like to see in the game.
It's too bad that this is a generally well thought out post and there isn't much to add or argue about and it'll be lost to the sands of time.
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I like this idea a lot. Camaraderie needs some love in the form of buffs to make it more useful. As it stands now it’s not worth using a perk slot for.
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I think it's a great idea, the perk is way too niche & ultimately useless. I tried using it and it was effective in one very specific circumstances but the planets need to be aligned to get any real use out of it. It was a face camping Leatherface and I was in the basement and there was a generator upstairs that someone was working on and everyone else got to escape. It was cool to see that happen but how often are you in that circumstance? Not enough to commit a perk to.
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