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Reworking Kinship to be a better anti-camp perk

Kinship: When a Generator is completed while you are on a hook, the Sacrifice Process is slowed by 50% until you are unhooked. This perk deactivates once the Exit Gates are powered.

The intent of this is to punish a killer for camping instead of pressuring the other survivors on generators. If the killer just sits there doing nothing, other survivors doing generators would keep the killer waiting for a much longer time. This can also give survivors more time to rescue the camped survivor. The best strategy against camping is to just do gens, and this rework would reward that.

For killers who do not camp and instead leave the hook to chase other survivors, this should hopefully not affect them at all. And it deactivates in the endgame so as to not waste time since at that point in the match killers have no objective but to secure kills on survivors.

Comments

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    For people saying that kinship is fine.

    The only buff kinship needs is to take it out and put reassurance or Deliverance instead in your builds.

    The perk doesn't even has the decency to show that it's active to everyone.

  • Feneroe
    Feneroe Member Posts: 268

    Your version of Kinship would 100% affect non-camping survivors. Generators are going to get complete while someone is on a hook. It's inevitable as no killer is going to be able to keep the three others survivors off every generator until the one hooked is rescued if the survivors are any good. If you want your version to be anti-camp, it needs to only work if the killer is within close range of the hooked survivor when the generator goes off and there's a grace period of a few seconds after the survivor is hooked that it won't go into effect if the killer walks away.

  • Steakdabait
    Steakdabait Member Posts: 1,280
    edited August 2023

    Kinship is 16 meters and it not revealing that it's active is as much as an upside as it is a downside(only a downside in soloq) You will almost always take a hit trying to reassurance a survivor and depending on where the hook is sometimes outright can't get it off without getting backrev'd.

    also you can't reassurance yourself

  • Venusa
    Venusa Member Posts: 1,489

    Kinship isn't "very strong" or "underrated". Anyone who says that is just scared of the idea of it getting a buff. Tbh the idea Kinship has is kinda in the right direction but there isn't a reason why it doesn't work also during 1st phase of the hook instead of just 2nd.

  • Steakdabait
    Steakdabait Member Posts: 1,280

    it seems to have a bug rn where if you're in kinship range as a survivor goes to 2nd the game won't actually count them as being on deathhook for the survivor hud even tho they have to hit skill checks. No kinda if it's just a hud bug or if kinship actually stops you from going to second if you're in the range as you go into the struggle phase

  • Gandor
    Gandor Member Posts: 4,261

    The perk gets any usage only in competitive plays and that's only because of no perk repeat rule they self-impose. The perk is just outclassed by every parameter possible by other perks. Also, the perk is barely OK in your average SWF pub games - anyone saying it's good must have never played it as survivor in standard pubs (and definitely didn't play it in soloQ).

    As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.

    To circumvent that, you would need flat number of freeze seconds while on hook (say 20s and allow the perk to activate multiple times and during both stages) - also considering you can't do gens in endgame, the condition to deactivate the perk there makes little sense (it just ensures your teammates won't be able to get to you in time until you fall into next stage).

    This would still leave reassurance a better option as you get extra time for 3 survivors instead of 1 for single perk, but this might be possibly better for mid-to-high-MMR soloQ

  • Caiman
    Caiman Member Posts: 2,898

    Your version of Kinship would 100% affect non-camping survivors. Generators are going to get complete while someone is on a hook. It's inevitable as no killer is going to be able to keep the three others survivors off every generator until the one hooked is rescued if the survivors are any good.

    That's not really the point. The killer will leave the hook which leaves the survivor open to rescue. Any quasi-decent team of players will do that. It changes nothing for killers who don't camp, that's just the flow of the game. The hook timer being slowed in such a situation does little to hurt the killer because what difference will it make?

  • Venusa
    Venusa Member Posts: 1,489

    Kinship going strong with it's 0.4% pick-rate! It's so useful the survivors love it! 😍

  • Devil_hit11
    Devil_hit11 Member Posts: 8,843

    As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.

    if you get hooked at very start and a gen pops, the hook progression for 2 minutes would take 4 minutes. that is as long as it takes to slug someone to death. his perk is only worse on 2nd stage when you have less than 30 seconds left. that perk is likely more powerful then reassurance in most instances because it triggers without survivors needing to go next to the hook. the automatic nature of generator poping is powerful.

    you would almost need to buff scourge hook: monstrous shrine from 20% to 60% to counter-act that effect. I don't think bvhr want to create meta around killer running perks to increase hook regression vs survivor equipping perk to counter-act hook regression. that just does not seem very healthy.....

  • Caiman
    Caiman Member Posts: 2,898


    As for OP's version - that will most likely not work well. Suppose those 3 other survivors realize what's going on and hop on the gens - so they finish one in 50s. So now for your last 10s you get 15s instead. Meaning you die anyway and the perk that was supposed to help you in very niche scenario did exactly nothing.

    My version works for the 1st hook stage as well.

    also considering you can't do gens in endgame, the condition to deactivate the perk there makes little sense (it just ensures your teammates won't be able to get to you in time until you fall into next stage).

    The point of it deactivating after the final generator is so that if the killer gets a last-second down and hooks someone just before the 5th gen pops, the killer will have nothing to do except guard that hook, so I wouldn't want the perk dragging out the end of the game any longer than necessary. The survivors have no objectives left to do except open the gates and save the hooked survivor, if possible, so the slowed hook timer isn't really needed, it would just be padding out the endgame for no good reason.

  • Feneroe
    Feneroe Member Posts: 268

    Doubling the amount of time someone can sit on hook before needing to be rescued allows survivors to not have to be pressed to go for the save and can finish up generators they would have had to stopped working on to go unhook their teammate. It means generators can get done even faster and hurts the killer's pressure by quite a bit.

  • Steakdabait
    Steakdabait Member Posts: 1,280

    Damn, i guess hyperfocus is a bad perk and isn't useful at all.

  • Caiman
    Caiman Member Posts: 2,898
    edited August 2023

    It's only doubled under the most ideal circumstances, which are unlikely to happen in normal play. The only players who can arrange the optimal conditions are SWF squads, and I doubt they'd switch to this perk if it became real, they have much better things to use.

    Though I will admit that doubling the time may be excessive. Maybe -25% instead of -50%. I'd rather add 30 seconds instead of 1 minute.

  • Venusa
    Venusa Member Posts: 1,489

    That's still more than x 3 times the pickrate of Kinship AND a perk you get only if you own paid-content. Kinship is free.🙄

  • zalupa616
    zalupa616 Unconfirmed, Member Posts: 6

    you don't need it, the only thing you need to add is the ability to see the perks of your team

  • Gandor
    Gandor Member Posts: 4,261
    edited August 2023

    that's not how DBD math works. 50% slower means 1.5x the time. It does not mean you have 50% of speed (meaning 2x the time). But even if that was true (which might as well as base out of which the thing is calculated is often very inconsistent) - it still behaves erratically - if you finish gen just before next stage, it does absolutely nothing. If you pop gen right as the person gets hooked, the value is immense. That doesn't sound very good.

    It still creates same scenario - killer is camping (now before last gen) and gets full value out of it (next stage) because survivors a, can't finish gen b, will probably not make it in time to unhook. Keep in mind survivors need to move to hook, coordinate themselves, probably also heal beforehand. And the perk that has just 1 job - giving survivors time does not even do that. Well... There's no point to ever use your version over reassurance then.

    That's actually true - if you take into account that the stats are for all MMR brackets, then it's clear that the perk for average survivor is trash tier - because average survivor can't consistently hit these beyond-great skill checks. But if we were talking about high MMR only, the stats might be a little different.

  • Caiman
    Caiman Member Posts: 2,898

    It still creates same scenario - killer is camping (now before last gen) and gets full value out of it (next stage) because survivors a, can't finish gen b, will probably not make it in time to unhook. Keep in mind survivors need to move to hook, coordinate themselves, probably also heal beforehand.

    A survivor getting camped after the 5th gen is not as bad as a survivor getting camped before the 1st gen. There's a reason BHVR's planned anti-camp mechanic will also disable in endgame.

    And the perk that has just 1 job - giving survivors time does not even do that. Well... There's no point to ever use your version over reassurance then.

    First, Reassurance is for keeping teammates alive, Kinship is for keeping yourself alive. My idea is to make Kinship better at doing that by tying it to what teammates would be naturally doing in a camping scenario.

    Second, is there a reason to use current Kinship over Reassurance now?

  • dbdthegame
    dbdthegame Member Posts: 699

    It's a staple for comp player builds when and where allowed. Reassurance is stronger, but Kinship is one of the best anti-tunnel/camp perks in the game.

    Pick rate =/= strength. Eruption had a low pick rate for a very long time before people discovered the genkick combo.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,843
    edited August 2023

    negative effects are multiplicative in dbd. positive effects are additive in dbd. scourge hook: monstrous shrine boosts your hook regression by 20%. so 60/1.2 is 50 seconds. that perk that he is suggesting reduces hook regression by half. I said that anything above 30 on either hook-state is an improvement. the perk is strong in early game but becomes worse in later game. I would think of the perk like counter perk to anti-corrupt/deadlock killers where you cannot force early second stages with gen-blocking perks. the perk does counter camping. the perk would be really strong vs like camping hag basement.

  • Gandor
    Gandor Member Posts: 4,261
    edited August 2023

    Second, is there a reason to use current Kinship over Reassurance now?

    No there isn't. And it won't be even after your update. The chances for your solo escape would still be better with reassurance compared to your version of kinship.

    And to your first point - if the perk does just one thing - keep me alive in case of camp - and it fails to do that even during late mid-game (if I get hooked once there's 1 gen left), then why bother? It's not like the perk allows me to self-unhook or something. It's just supposed to buy me time - and it still requires my teammates to decide to eventually go for that unhook.

    So again. Why would anyone take this perk over reassurance (help against campers) or deliverance (I don't trust my soloQ will unhook in-time/ever)

    Well, I disagree. It would be random toin coss if killer camps and random toin coss if he camps you and then random toin coss when will the gen pop in relation to your hook and random toin coss if it's before 4th gen. Too much randomness to be effective - it's as if you added another condition to otherwise strong perk - like STBFL does not gain stack unless you are say undetectable. It would immediatelly make the perk bad for most/all killers

  • Caiman
    Caiman Member Posts: 2,898

    So again. Why would anyone take this perk over reassurance (help against campers) or deliverance (I don't trust my soloQ will unhook in-time/ever)

    Reassurance does nothing to help yourself, it is only for helping teammates, and Deliverance does nothing if you get hooked first.

  • Gandor
    Gandor Member Posts: 4,261

    And your version of kinship does nothing if a, survivord are scared to unhook b, can't pop gen in time / don't rush gens c, you get hooked after 4th gen d, someone else is being camped instead of you.

    That's 4 conditions instead of 1 for deli. So why would anyone even in soloQ pick kinship over deliverance? Because the only possible case I can think of is if you don't have deli yet (kinship is common perk)