desperate measures is a god tier perk for both swf and solo.
If an swf squad chooses to stay injured and the best looper with desperate measure, botany knowledge, built to last, self care and an emergency med kit gets chased he could heal himself in roughly 4-5 seconds meaning every pallet or two that you drop means a full heal and if your med kit runs out you can repair your med kit, and if you are running borrowed time the bonus speed to unhooking guarantees that the unhooked survivor can take a hit for you, and if that wasn't good enough if you are playing solo with a team full of potatoes desperate measures can help you hard carry your team, what do you think of this amazing perk?
Comments
-
No is trash
15 -
Lmao, that's a stretch if I've ever seen one.
The whole squad has to be injured and stay injured while you run the strongest med kit WITH botany knowledge AND self care for you situation to work out. The fact that you had to imagine all of those things happening at the same time already makes this idea laughable. Stop trying to make fetch happen
The new survivor perks are trash. all of them XD
21 -
pretty bad. It's obvious why it doesn't boost the repair speed, but boosting repair speed is the only way this perk could become niche.
0 -
Yes, this perk is definitely very intersting and can be combined with other healing perks. I hope Ayrun or somebody else will make a video to show us a new healing build.
0 -
i forgot i was talking to a bunch of rank 20 players who don't realise that people stay injured at high ranks my bad.
24 -
It's very bad. Resilience is better in every way.
Killer perks looks op tho
2 -
why doesn't anyone seem to realise that it can increase your self heal and unhook speed by 54%? are you guys just not reading what it does?
1 -
Unhook speed increase isn't the most important thing to increase. Outside of save the best for last, you can already unhook inbetween a killer's attack cooldown.
Botany which gives a flat 33% increase to healing speed also increase the efficiency of med-kits giving you extra charges. It'll take 3 dying, injured, or hook survivors to out do the bonus from Botany while Botany also offers a stronger extra effect.
7 -
It will be harsh on killers like Plague and Legion, though.
1 -
Yep Botany + Desperate Measures is gonna be great. Can’t wait to give it a try.
2 -
Unhook speed will be insane. Im main killer and i can see a lot of potential in this perks. BT + Dead hard + desperate measures will be insane at the end game, you can easily unhook anyone
2 -
Could be fun in medic meme builds, but overall doesn't give you extra chances in a chase so it won't be top tier.
Desperate Measures, Botany, We'll Make it, and Empathy or a meta perk.
1 -
The math doesn't quite check out there. If you have 4 stacks of Desperate Measures and Botany Knowledge, you'd get a total 89% speed boost.
Without the medkit, your heal rate would be:
1.89 * 0.5 = 0.945 CPS
16 / 0.945 = ~16.9 seconds to self care
With the medkit, your heal rate would be:
16 / 2.39 = ~6.7 seconds to heal
Which isn't too shabby, but keep in mind that A: Botany Knowledge with that medkit alone is a 8.75 second heal, and B: That medkit is going to run out really quick, and then your heal speed slows way down.
9 -
true! It will help a ton with getting out of sticky situations during end game like camping killers. the more people injured, the faster you unhook plus BT and dead hard... damn that's strong.
2 -
I can see it being abused by SWF, everyone heals to 99 with self care, heals to full when in chase. Permanent 40% + speed boost to unhooks and healing all game.
0 -
why cant you seem to acknowledge how situational it is. that build won't matter if you are hooked, uninjured and doing gens. this is like saying any means neccesary is a great perk because its possible to double stun a killer. you need all 9 planets perfectly aligned on a blue moon night in a leap year to pull that off consistently. instead of being in denial you can try to bounce this idea off of others and flesh it out more because calling people rank 20s when they dont agree with you is pretty lame imo
10 -
It is an insane perk. Rest assure it would be abused by swf. Funny how thano only gives 4%
4 -
Why would you want to use a perk that is only strong in SWF? Most of the time people play SoloQ, Desperate Measures isn’t gonna fit in the meta right now because of how niche and weak it is, it will probably be one of those perks that barely gets used unless in certain builds. Also don’t you want to have a perk that is consistent all game ?
1 -
Pretty much this. I have enough hours and a high enough rank to know when a suggestion is a huge stretch and would only work in very select situations. And then even if you pull it off, congrats???? You healed yourself quickly at the cost of using 3 perk slots and a whole team being one shot
2 -
That's pretty easy to fulfil though. One person takes all that stuff and once they get against some ######### like Legion this combo starts working.
Throw in something like we`ll make it and it'll be even more broken.
0 -
Seems weak compared to Botany. Maybe a triple healer build if you're feeling it but nothing relevant
1 -
It's best utilized in a snowball situation when the killer has the pressure on you can completely jerk the rug out from under them and reset everything if more than two survivors are injured or getting a quick bt save from the hook at the endgame to get everyone out , it's definitely got it's uses but it won't be a meta perk for the conditional aspect of it
0 -
can't wait to see your reaction when a swf squad uses the perk optimally, see you at rank 20
2 -
Those thread need to stop. It's a situational perk like all survivor perks. It can only be used in swf in a controlled environment. It might not even be that good either.
2 -
Why does a perk have to be good when in a SWF? Most of the player base plays in SoloQ. Why do I have to rely on what others are doing to get my perk working? We need consistent perks, but if a perk does something it should do it well. Thus making your “iT wIlL bE gOOd iN SWF, seE yOU iN rAnK 20” argument completely irrelevant. I will admit when it works it can work good, but that’s not all the time.
1 -
Paulie Esther stream they managed to do a heal on someone in 2.5 seconds. 😂
2 -
combine that with someone running leader your gonna be unhooking people fast
0 -
This perk also seems like a good counter to thanatophobia
0 -
I think people are vastly underestimating how good this perk is.
4 -
DS, adrenaline, unbreakabill, soul guard. All of those are often run and none of them are consistent.
As far as swf, most if not all perks are balanced in solo q. SWF consistently breaks things. This perk will be one of those things. Rarely useful for solo but in a coordinated group, it will be awesome.
1 -
Care to explain? Unless 3-4 Survivors are injured, Botany is better. And healing speed only matters on good survivors and if you face good ones, then second chance perks are way stronger.
1 -
DS can be consistent based on your playstyle. Unbreakable synergize with ds, adrenaline is pretty consistent if you are a good player because you are either the last one down or you win the game and it give you a free heal at 5 gen. Soul guard isn't used that much it's too situational.
0 -
It is because when used correctly it can change the tides of a game. And because the power of the perk is entirely up to the survivor using the perk.
It could be great but I just don’t see it as a god tier perk at all.
0 -
I never said it was better than second chance perks. Second chance perks are way overtuned and overshadow everything as they have for years.
Botany is only better with 2 or less. This perk also includes dead and hooked, not just injured. The likelyhood of have 3 or more injured, hooked, or dead is quite high. It's kind of an anti slug perk as well.
If you're running anything outside of the full second chance meta, it's on par.
1 -
It's a good anti Legion perk at least.
1 -
Its kinda average overall. You sounded a bit like the perk was broken strong or new meta for SWFs, but that sounds about right. Its usable, but like botany, its a niche build.
1 -
Agreed. I don't think it's God tier by any means. But I do think it looks pretty strong.
2 -
They aren't overtuned the rest is just trash. I wish we could have a sabotage build that could work at least 75% of the time. but it never work right now it's in the meme build category, there's too many hooks on the map. Survivor perks in general are way undertuned and situational. That's why people run second chance perk. Because there's a guarantee it will get used and it will be useful.
1 -
It's actually nuts.
1 -
While I do think at least 75% of the survivor perks are way undertuned, so are 75% of the killer perks as well. Also, even though the majority of their perks are undertuned doesn't mean those second chance perks aren't overtuned, they are.
People don't take the second chance perks just because most the other perks are bad, they also take them because they are too strong.
1 -
This doesn't happen nearly as often as it used to.
0 -
If this counted dead survivors too it could actually have some interesting niche appeal. Like, imagine a build with No One Left Behind, Borrowed Time, and Mettle of Man, or something. You'd be the endgame master. As is it's pretty weak though.
0 -
Speaking of Legion. Did you see the new killer perk that is pretty much Iron Maiden on crack, only it applies to actual objectives, instead of people who hang out in lockers all game? Iron Maiden lasts for 15 seconds, but this one lasts for a full minute.
0 -
So I'm just curious, OP... Do you think any of the killer perks are just a bit OP? Blocking pallets for 16 seconds from any hit, near unlimited totem monitoring, followed by an immediate transfer of some of the most toxic hexes in game, upon actually managing to break the hex, and of course, survivors actually doing their objectives causing exposed for a full minute, with only a 20 second cooldown between?
1 -
My main concern about this single perk is that.
One Single perk that one of four survivors can use (if not all of them) can counter two hell even three perks that a killer can run COMPLETELY nullifying its effects and still gaining the advantage
Sloppy butcher slows healing down by 20%
Thano slows at max 16%
Combined that's 36%
but yet one perk at max does 56%
There is 1 killer
There is 4 survivors
4 perks for the killer
16 for the survivor
But your gonna give one perk the power to nullify 2 perks the killer can have.... Okay dev's
0 -
Op you must be trolling. This perk is garbage like the rest of the survivor perks in this chapter.
2 -
So you've tried it and don't like it?
0 -
Eh, kind of but not really. Legion can so easily and reliably get people injured that you’re still better off just playing injured most of the time. A 10 second heal is better than a 16 second heal but both of those are still worse options than just doing a gen.
1 -
If they do I'll congrat them because they used 3 perks for fast healing. not like all of them benefit from the perk because it gets worse the more people are healthy. its a niche perk that you would barely notice an impact for.
Grow up and learn how to take criticism for your ideas. if you cant handle another persons opinion then hop off the internet for a while
0 -
i doubt itll be that good, you can only get 3 fast heals max with addons, it hardly helps if you get tunneled or camped , its bad, really bad, in fact the only interesting effect is the unhooking and trust me, nobody needs faster unhooks , ever.
unless someone uses pwyf, so... never
0