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In defence of Steve’s perks.

TheClownIsKing
TheClownIsKing Member Posts: 6,278
edited October 2020 in General Discussions

Babysitter: I like that when I do a hook save I can know immediately whether it’s safe to heal at the hook, or immediately leg it because I can see the killer returning, so I’ll make sure I run in an OPPOSITE direction to whoever was unhooked to lead the killer away from them. Players ask “why bother using this instead of BT?!”, and I ask “Why not use both?” If the killer insists on camping, I can do a rescue that gives that survivor endurance AND no scratch marks or blood trails making it highly difficult for the killer to tunnel if there are LoS blockers near the hook. And there’s also my distracting red aura in the killers face too. 


Camaraderie: when this perk works, it’s pretty special. When a teammate tries that last second save only for the killer to suddenly block their path, it’s great to have an extra 34 seconds for someone to still attempt a rescue of me. My only complaint about this perk as a solo player is I wish it gave other survivors an indicator so they can know that even if they can’t actually unhook me due to camping, someone can at least attempt getting into range to activate the extra struggle time. 


Second Wind: I really don’t understand why this perk is shunned. When used with Babysitter it often results in a quick easy activation of Second Wind if it can be seen that the killer is NOT immediately returning to the hook. When active, to be rescued from the hook, and immediately get back to resuming gen repairs and be insta-healed 30 seconds later is a HUGE time saver. This is even MORE special in conjunction with Camaraderie. A camping killer can go from thinking confidently they’ve just secured a sacrifice due to mere seconds left on the sacrifice timer, only to have that time extended by 34 seconds, still get rescued, not manage to achieve a hit within 30 seconds and that survivor is now back to healthy. From almost sacrificed, to rescued AND healthy in less than 64 seconds.

Comments

  • Heartbound
    Heartbound Member Posts: 3,255

    They're not bad, they're just not meta.

  • TATAHARAMBE
    TATAHARAMBE Member Posts: 120

    imagine using camaraderie and babysitter in an unironically mode

  • xEa
    xEa Member Posts: 4,105

    Babysitter just dont do it for me, its a fun perk and it may help you a bit when you are in a SWF and you teammates are new to the game, but even then Borrowed time of We'll make it are better options.

    Camaraderie is normally just a waste of a perkslot, unless you are in a SWF, but even then, you almost never get value out of it. But i have to admit i ran this perk only a handful of times so far, so i should not judge.

    I actually like Second Wind and i use it from time to time with success. Its a little bit of an underrated perk in my opinion.

  • BioX
    BioX Member Posts: 1,378

    Im sorry but this...thread is just unneeded, we all understand this, we all understand the "something is better then nothing" idea and otherwise trying to make something work.

    If there was a perk that made us walk faster when wounded by 0.3% and you can have that or nothing at all, then of course we would use that, something is better then nothing.


    But in the case of Steve's perks....we have many other perk options which are all simply vastly superior, that is really the problem.

    Now imo we should nerf all perks down a bit and focus more on core gameplay, but I am seemingly quite alone in this, many seem to want perks determining the outcome of a match rather then your own skill/input, so in that light I guess Steve's perks just need to be buffed a tad.


    With Babysitter I would also give the unhooked survivor the haste status effect for a bit, this could help in clutch situations and can be very exciting while not being overpowered at all.

    Camaraderie is quite baffeling in its design, like you said, others have no clue if you run that so really its only useful (if at all) in SWF. So imo it should work the other way around, if you run it, you can extend other player's their hook time, then it would be a pretty decent anti camp perk...ish.

    Second Wind I dont mind as it is

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    babysitter = decent. not meta but decent, and has some fun and unique effects that are useful.

    Second wind = genuinely good, not meta, but i find it as useful as inner strength, expecially in a squad with heal perks.

    Commraderie = nothing will make this perk "good" its effect, yeah its strong, but it rewards bad behaviour, and doesn't actually combat what the killer is doing, "camping" isin't effected by it since the killer can just camp for longer if their insistent on you dying.

    Commraderie should make the second hook state "infinite" as its inescapable without another survivors assistance. it should also not reveal to the killer by pausing the bar except for last second. Being unable to be saved should deactivate the effect, or the killer being away from the hook for an extended period of time.