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Second Wind is another perk criminally underrated

I feel like this is the best second Anti tunneling perk out there. Old DS was miles better but with the new one it’s much closer. And Second Wind only takes a short 20 seconds to activate enough time to reach a loop before the killer can get you. Eliminating their chance for easy pressure. Additionally counters perk around slowing heals. And allows you to immediately get back on a gen while being safe unlike New DS. And encourages good teamwork. Also perk works twice. So I feel the two perks are extremely close and paired with DS is a great combo. But, unfortunately like many of the perks devs improved great still isn’t seen as much as it should. Anyone else run this it’s now part of my build and it’s great.

Comments

  • HaunterofShadows
    HaunterofShadows Member Posts: 4,092

    Been a while since I've seen you

  • GannTM
    GannTM Member Posts: 10,894

    I love Second Wind. I love having variety in my builds and SW is one of those perks I’ll equip just because it deserves love.

  • Phasmamain
    Phasmamain Member Posts: 11,534

    It’s decent but the fact that it might not activate makes DS the better call imo

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Second wind is amazing but it suffers what most survivor perk suffer from and that's being completly overshadowed by the meta perks.

    Why take Second Wind and have a chance of not being able to use it cause you couldn't heal anyone when you can use DS that always activates.

    Why take something that requires you to jump through a hoop when you can get it effortlessly

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    It really is not. Second Wind is like survivor version of gearhead. It requires you to heal other survivors in order to heal yourself than you need fail a chase and get hooked to heal yourself and than you need get saved safely without the killer downing you.

    Million conditions, not worth while reward. I think the perk would be underrated if it did not require complete heal and just healed you automatically every time you get hooked. I have almost never seen this perk get used when playing killer. not a single time.

  • RenRen
    RenRen Member Posts: 1,443

    I love second wind though I kinda wish it was better. honestly I think shorting the recover time would make it really good.

  • Irisora
    Irisora Member Posts: 1,442
    edited August 2021

    Thats why perks like DH needs to be changed. Its makes all other exhaustation perks look bad.

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    Can someone explain what Second Wind is? I've read the perk description but it still makes no sense to me.

  • CheeseAnton
    CheeseAnton Member Posts: 882

    to put it simply, Heal a survivor before getting hooked so you can get healed fast after being unhooked.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    You heal a full health state then after you’re unhooked in 20 seconds you have the broken status affect but after that you reach full health of injured

  • pwncxkes
    pwncxkes Member Posts: 235

    I use it because it is one of Steve's perks and i simp for steve lol

  • th3
    th3 Member Posts: 1,846

    It’s not even “healing fast” it takes longer than having your teammate heal you.


    Thats why it is trash. DS will always be the better choice.

  • lauraa
    lauraa Member Posts: 3,195

    Second Wind suffers from Deliverance syndrome otherwise it's not bad

  • Predated
    Predated Member Posts: 2,976


    I've had more success with Second Wind than DS. Killers are either afraid of DS and leave you on the floor for 1 minute, or they dont tunnel at all, making DS quite useless in that sense. Second Wind, while it might not always work twice in a game, it has very good chances of working at least once in a game. Let alone that tunnelers who are afraid of DS will still leave you on the floor for 1 minute regardless if you actually carry it.

    It's the same for Deliverance. It might seem much better than Slippery Meat, but in the long term? You have to go out of your way to make sure you activate Deliverance first, meaning you need to either screw over your teammate, or screw over yourself. If you're just running it, it averagely has a lower chance of actually getting use than Slippery Meat.

    Second Wind and Slippery Meat are both more consistent across the board. You survive tunnelers and campers more often with those perks, than if you were to run Deliverance and DS. The biggest reasons they are not, is because most times, Slippery Meat doesnt work because you're saved before you even get all 6 tries. Most of the times Second Wind doesnt work more than once because either you're being chased because the killer doesnt camp or tunnel, OR your teammates refuse to be healed in the first place.

    Essentially, it's not about how easy it is to use, it's about consistency without having to adapt your normal playstyle.

    If we're talking normal games, there is a 25% chance you're not the first one being hooked, then there is a 66% chance of you not being the person who unhooks the first person on hook AND a 33% chance of you being the person who is the second one on the hook. Then if you're not the second one on the hook, that is when Deliverance chances start increasing. So if you're not the first, nor the second one on the hook AND have the ability to unhook someone safely, without forcing the perk to activate at a detrimental cost to someone on your team, AND you being hooked later in the match(so no 0 hook escapes, not being 1 hooked as the last survivor) AND not being unhooked before you can finish your animation, that is when Deliverance starts working. Which, on the long run, tends to be about 10% of your games where you unhook yourself(I didnt do the exact calculations, but if we're talking the average game, it tends to drop towards 0 quite fast). So in most scenario's, Deliverance tends to be at some detriment to someone in your team, most likely yourself. Slippery meat? 22% chance of your games that you unhook yourself without ever needing to put someone at detriment. That makes Deliverance a waste of a perk slot in 90%-ish of your games, where Slippery Meat "only" is a waste in 78% of your games. Let alone that Slippery Meat gets better exponentially. A 1% luck offering? 26% 9% luck(up the ante and everyone alive)? 57% of unhooking yourself. A 3% luck offering(aka, the best non-perk slot)? 35%.

    Slippery Meat with a luck offering is the best use of your offerings that arent map or bloodpoint offerings.

    As for the max amount for the entire team(4 Up The Ante's, 4 Vigo's and basekit 4%) gives you 52% chance of unhooking yourself PER ATTEMPT, aka 89% chance of unhooking yourself basekit, 99% chance of unhooking yourself with Slippery Meat.

    If you're going for long term builds that you want to consistently rely on, meta perks arent really the perks to run. Meta perks are really danm strong when they need to be, but they arent always needed.

  • CheeseAnton
    CheeseAnton Member Posts: 882

    I guess it's faster efficiently. Instead of having a teammate heal you for 16 seconds both of you can work on a gen for 20 seconds and you'd still get healed, effectively saving 40 seconds. Alternatively you could get a scared teammate who REFUSES to heal at hook and requires you to follow them to the ends of outer space to heal you, Second Wind would be a faster heal. If the killer has Sloppy Buttcher it'd only be 0.8 seconds slower (assuming I did math right) but Second Wind could be faster if the teammate hesitates to heal you.

    I still think it's a bad perk, I'm just trying to play Devil's Advocate.

  • NMCKE
    NMCKE Member Posts: 8,243

    Second Wind should be an altruistic perk, here's how it would look like in Perk Format:


    Second Wind

    Upon unhooking a survivor, they become broken for 60/46/32 seconds.

    Once the survivor is no longer broken and not in the dying state, they are healed to the healthy state. Otherwise, the perk does not heal them to the healthy state.

  • Snowbawlzzz
    Snowbawlzzz Member Posts: 1,419

    It's a main part of my medic build. Auto-healing while I work on a generator? Yes please.

  • Reinami
    Reinami Member Posts: 5,645

    The problem with second wind is that you have to heal someone 100% of the way. If they start healing and then you walk up on them and finish it, it won't activate, if they have resurgence, you only get half. It should be changed so that all you have to do is "finish healing a survivor for 1 health state" and make it work with for the people.

  • Bwsted
    Bwsted Member Posts: 3,452

    I don't think it's underrated, let alone criminally so.

    It's a mediocre perk at best and objectively a worse version of Inner Strength for the discussed purpose, which funnily enough comes in the same DLC.

    It has a finnicky activation condition that is in the hands of the teammates and the killer.

    It just mends you if you get put in deep wound and if you escape the chase you have to heal through other means, possibly de-activating DS.

    You lose it completely if you get downed before the auto heal is completed and you need to re-activate it again and then be unhooked again (this one is really rough).

    Anti-synergy with altruistic healing perks like We'll Make It and with Deliverance too iirc.

    Inner Strength is better or equal in basically every checkbox.

  • ukenicky
    ukenicky Member Posts: 1,352

    If someone unhooks you with BT can you tank a hit with that Endurance and then still be healed by Second Wind?

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    I have to disagree. The activation conditions are too specific for it to be good. If they change it to finish healing another survivor then it would be decent.

  • landromat
    landromat Member Posts: 2,193

    Jill'sperk is just better. It works always and you can be healed very fast with green medkit 2 times