HOW WOULD YOU CHANGE: Second Wind
HOW WOULD YOU CHANGE
is a mini-thread series which I've created in order for the community to tell and explain how they would change things in the game.
Today's pick: Second Wind
Comments
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Now this could make it meta but how about just removing the whole "when your unhooked" idea so it can just be like a syptic agent perk.
And if it isn't already it would be a one use type perk.
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Simple. Just change the requirement that you must heal another survivor a complete health state to "complete a healing action"
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Simple. Make the timer ten seconds, make it easier to activate.
Inner Strength is a far better healing perk, that works far faster, for less effort.
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The problem with this perk is that the reward is not good enough. I'm fine with the healing aspect though. So just lower the time your broken for after is active. Instead of 30 seconds it could just be 15 seconds.
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Make it so simply bringing another survivor "up" one health state is enough to activate it, as opposed to filling an entire bar.
It feels pretty stupid to heal someone 99% of the way on your own, then someone else joins in on the heal for a nanosecond and you get cucked out of activating the perk.
It's a perfectly fine effect once it's activated in my opinion, just has to be easier to activate in the first place.
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Yep. The way its designed now is just anti-teamwork & counter-intuitive.
I play swf and have to tell em "dont start self care, i need my perk!"
Or someone will run up to help heal them and I'll have to tell em "no, go back to your gen"
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change it to be something like this
when you get unhooked or unhook yourself 2nd wind gives you the broken status effect
healing other survivors before 2nd wind activates decreases the broken duration proportionate to how much you healed them (1 full heal = 16 seconds off the duration aka healing 3 whole survivors and a little bit = insta healed off hook)
After a total duration of 60/55/50 seconds, Second Wind automatically heals you from Injured to the Healthy State
Second Wind deactivates once you are completely healed or if you are put into the Dying State before Second Wind successfully triggers.
You will lose the Broken Status Effect once Second Wind deactivates.
second Wind does not activate if you are already afflicted by the Broken Status Effect
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Id rather have the current version than risk being broken for a full minute with no way to heal.
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it still heals at the end of it though so as long as you don't go down its 2 free heals at around current 2nd wind speed or faster
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I believe this always work in this way. I was using Second Wind these days, I unhooked a survivor and I started healing him, after 50%, some random dude just came up and helped me healing, after the healing was completed, I had my Second Wind ready to go.
Also I don't find it fair to just "tap" on a survivor when he's almost done healing.
Another thing I don't link about this perk is because it can only be used 2 times. It should have more trigger activations.
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So key thing of note are we trying to make second wind better then bt or ds because if not then im onboard. As is consistently referenced above completing a healing action unlocks the perk no 100% heal nonesense. It is one of my favorite perks to run but I think it just gets overshadowed by perks that are way to strong.
If you actually look at the average surivour build its has to compete with bt, ds, unbreakable iron will, adrenaline etc. Second wind has helped me out a lot but you need to tune some of the strong survivour perks so it seems to be more of an option.
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does nobody use inner strength o.o
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Just forget the healing prerequisite. It should activate period unless, like it says, you get damaged before it heals you.
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Remove the reduction that co-op healing has on progress towards activating the Perk.
Make the Perk heal you through Deep Wound instead of just auto-mending you.
Pause or reset the timer when going down instead of just outright deactivating the Perk. When being picked back up or getting unhooked and then rescued again, resume the timer.
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make it so that you have BT until the second health state is recovered, but getting hit into DW cancels the health state recovery
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Cleanse a totem needs to have value for it to be worth it. Otherwise your spending an excess time doing nothing for a health state you could have gotten faster. Yes noed, yes undying,ruin but and this is important not everyone running that build. Healing an ally is way more likely to benefit the team. Granted 100% healing someone is gonna be harder then it seems wjen others come to help heal.
Lets be real here the reason no one does dull totems half of the time is because the time spent seeking them out in most modern maps is to much of a time sink. Your more likely to lose more survivours to dull totoem hunting then a noed.
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I think it should work like solidarity but with a 1 to 1 conversion rate at the cost of not being able to be healed while you havw gotten any health from second wind and with the health gaining at the normal healing speed after you finish healing the survivor, the speed it would fill is affected by other perks
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Make it work like Barmaid (IDV)'s d.o.v.a.l.i.n, after finishing 1 healing action and allow you to press the active ability button to activate the perk, when activated you'll be broken and it will take 30/28/26 seconds to fully heal 1 health state
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I would just say that if you have it and you are in the broken state and get downed it should not deactivate but allow you to get back up to wounded state once the timer runs out unless you are actually hooked, thats it
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I'd just give it a speed boost during the heal, like Blood Pact or Hope. And the heal should bypass Deep Wounds. Then it'll be worth the hassle.
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I would change three things:
- Healing yourself or others grant you the use of it. (Get up to 2 tokens or no healing requirement.)
- Stacks with other broken status perks. (As in you get healed when you are no longer broken.)
- Healing isn't cancelled when you get hit, instead its cancelled when you get picked up. (Poor man's unbreakable.)
Post edited by Jejune on0 -
Remove the fact you need to heal someone beforehand and increase the broken timer to 40 seconds, it's a free heal off hook at the penalty of your safety, and you wouldn't be able to stack it with deliverance, which would objectively be a way too overpowered combination.
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I would
- Change the requirement to a safe unhook so to get the perk to activate you have to get a safe unhook
- remove the broken affect when being unhooked so this promotes less tunneling
- reduce the time it takes to heal to 10/5/0 seconds so at tier 3 when you get unhooked you instantly heal
this would make the perk so much better and actually good
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In my opinion it should stack with all of the perks with broken status, BUT you get healed after broken status is gone.
So in deliverance example you would get healed after 60 seconds.
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I would like to see it synergize well with Deliverance, and maybe make it chase-oriented to activate as opposed to healing. Say for example, you run the killer for 80/70/60 seconds before you get hooked and it activates as opposed to healing someone up to the equivalent of one health state.
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