Should Camaraderie get a buff?

Title.
When you are on death hook if a survivor is up to 16 meters away this perk will active keeping you alive for 34 seconds longer on the hook without having to do skill checks.
Personally. I wish it worked for both hook states. I do enjoy using this perk though. It has saved me many times especially at endgame.
Comments
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Without reading your post, the answer is Yes.
When was the last time you thought to yourself “I’m going to run this perk. It deserves to be in a build.”
Exactly. 🙂
17 -
Yes, it would do wonders! I used to run it on my Rebecca back in the day.
Reassurance, Camaraderie, and Kindred - with a fourth perk usually exhaustion. I don't know I'm a bit whimsical when it comes to perks and I try to find nice little synergies! It would be great if it did it on both hook stages instead of the one. Nice suggestion, Mech!
5 -
Yes only if deliverance also worked on both hook stages too. I mean how many times can you stay on the hook? Twice and deliverance does not work on second hook state. Some perks like this should offer more value, not some one time use perks that also punished you for using it
2 -
I run it all the time lol.
2 -
Yes maybe buff meter to 32? Issue is though we ask for buffs on even niche perks like this and already its gonna be call its too op nerf it. Hope it happens though.
9 -
True, you make a really valid point. I am not sure what the buff could be for this perk of course, but I am open to ideas. This is just one of many perks that needs to be looked out, but in due time.
5 -
I think it could use a small/mid buff if for the sole fact of making it more appealing.
2 -
Yes, it should work on both 1st and 2nd state
5 -
Hm, I think that would be a bit too strong in my personal opinion - you are getting free time to do it whenever.
Think of me as a Deliverance player - I like to waste the killer's time as much as possible so I always like to Deliverance off when I'm about to reach second.
Let's extend that to my second hook, I can deliverance off once more right when I'm a sliver of health away. It would be incredibly strong in a coordinated SWF that tells others, "Hold on, let me hang for a bit bro - trust me."
Deliverance is an already strong perk and even though people don't think it should work end game (I disagree, especially if you go all game without being hooked) - that buff would make it extremely strong with no counter and allow survivors to rush gens without worrying about unhooking the person.
1 -
34 extra seconds is already very strong. We do NOT need to make it 68.
-6 -
Who here said we should make it 68 seconds?
Reassurance is applied twice per hook. I feel like this perk should too.
5 -
Yes, even Off The Record does apply to both hook stages.
It's not too much to ask for Camaraderie to be buffed to allow it to work on both hook stages.
When I first played with it, I didn't read the perk description to recognize it didn't work on both stages and even then, it would not make it OP. Yes, sure someone could reassure my Rebecca but I am running, albeit a very situational build that buys my team time.
If people want to make survivors and killers use different perks, they need more QOL enhancements!
Same for when I said Deception needs to be an ability button, not the same button for when you vault into a locker. The game needs more QOL to the perks and general overhaul to the weaker perks and why we have players who generally do not know what each perk does or only plays meta.
I tried Lightweight and Dance With Me last night (not houdini build) - just Deja Vu and Sprint Burst and I loved it because I escaped three times in a row with the build because of Behavior buffing Dance With Me, allowing it to synergize with Lightweight.
You want more variety? Buff the weaker perks.
4 -
The perk is strong but due to it basically requiring comms it's just not useful for the majority of players
2 -
Like a number of perks (Deliverance, Wicked) first there should be more of an indication that someone is running it. A different color or aura or something that tells other survivors 'just come run over by me and things will be fine'
This perk is so rare I forgot it only activated on the struggle phase. Having it activate on both seems like it should be the case.
5 -
Making it apply per hook state is exactly as it sounds from OP. 68 seconds of extra hang time.
-5 -
It should simply show that someone has it so people have a better chance of actually playing around it without being in a swf with the person on hook before anything else.
2 -
No matter what number buffs you give it, itll still have the issue of not being able to convey you have the perk to your team and it being quite situational.
The best buffs you can give this perk is showing your perks to your team in the lobby, and maybe showing a little icon at the bottom right like Kindred whenever the Survivor gets hooked so some one knows to at least run by to buy some time.
15 -
I am okay with this too :D
4 -
By this logic you are saying Reassurance is OP.
7 -
Well yes it is. But Reassurance isnt the topic of the discussion. If we made each survivor able to survive ONE extra minute on the hook you would see even less hooking.
-6 -
I think it does have a visual indicator. At least I see it when I use it. I am not sure though if others see it.
0 -
I believe I made a post about this perk a while back. The only way for it to be usable in solo queue is for the perk to have some kind of indication that the perk is in play.
My suggestion was to make part of Kindred basekit and give the other part to Camaraderie. The aura revealing of survivors would be given to all survivors as a basekit quality of life. And for the killers aura part of the perk, it would be added to Camaraderie.
5 -
i feel like we could make it so it works for both stages (as OP suggested), and maybe either increase the range or make it so it can be activated by the hooked survivor. If it gets too powerful, the timer can always get scaled down.
3 -
I agree 100%
3 -
Yeah this perk is totally blown away by reassurance, which is a much better perk. There should be a reason to run it over reassurance. At the very minimum it should work in both stages, but the trigger condition should also be something that doesn't require another survivor so that reasurance isn't just better.
3 -
why are you so worried Or will your anti camp tricks not work? If you're not camping, this perk doesn't mean anything to you anyway.
-3 -
Even then, I think it's hard to keep DBD as a casual game in general. We saw that with the general transition from stealth gameplay to chase gameplay.
When I first started the game, I did not jump into a game of DBD and figure it out on my own. I watched a ton of content creators (survivor mains) and would just do monkey see, monkey do behavior. When you have a game that has been out for as long as Dead By Daylight is, similar to any other multiplayer game - people will consistently do better and be better as many people learn more knowledge and spread more knowledge.
Look at Fortnite as a prime example of this, people didn't know how to do any form of building at first... Just basic introductory things like build a wall when you first get shot at. As the game developed and people were learning how to play, people learned how to crank 90s, double wall-double ramp combinations, pyramid edits, etc.
Same for Behavior's Dead By Daylight, you have people uploading videos on how to run specific tiles, what perks to utilize, tips and strategies in general, when they nerfed medkits and CoH (not saying they didn't need to be nerfed) but survivors adapted and pressured gens while injured. The game will continue to learn and grow with each development and change that Behavior does to the game because we have people with minutes to thousands of hours of playtime. Comp didn't do that - sure, it illustrated habits that we learn and do - I learned a lot from watching Doc from his old team Calamity and watching his YouTube channel in general as a warm up before queuing - but that does not mean that comp players ruined DBD - DBD was already changing when we transitioned from a horror stealth game to chased oriented gameplay.
0 -
It’s not very good. That’s my idea:
New Cameraderie
- 10 seconds after you are hooked, camaraderie activates. If the killer is within 16m of you while Camaraderie is activated, the hook timer is paused for 34 seconds
1 -
SWF are not the majority of the players of this game. Why do you use the performance of the most coordinated teams to judge what perks should be tweaked?
Its just like saying Ayrun, hens, otz or spookyloops can loop go to 3 Gens straight so we should reduce the vault and running speed of all survivors.
If the brokenness and the inability to heal for that long and it's once per trial the killer can down you again almost immediately and that's two downs two hook states in less than a minute and a wasted perk slot for the rest of the game
-1 -
To be honest I'm a little on the fence about it... because it's biggest issue is that it's value is reliant on Survivors using the time it gives to do gens, and the Killer deciding to hover around hook. If those things happen, the value of Camaraderie is already pretty big...
However if those things don't happen, the value of the perk is naturally limited, (and we see how the 70s hook changes, which is a massive change, is barely used at all), so it's natural inconsistency is what hurts the perk.
SWFs of course can force the issue and use this to their advantage. Looping near the hook is normally a throw, as you allow the killer to camp at the same time as occupying a Survivor, and any killer would accept this... so I dont think this affect is anywhere near as weak as people make out... in SWF.
However... that said, it is pretty trash in SoloQ. Thus I think @Shroompy is onto it with giving soloQ an indication its in play. That's a pretty substantial buff IF survivors use it, and it gives similar value of Reassurance in a tunnel situation, without the other survivor having to get very close to the hook to activate it.
In regards to any other buffs…
- Uses on both hook stages isn't an awful idea, but it may need dropping back to 20s or so, because 34s when things like Deli and Wicked can be used is starting to get a little nutty for SWF with the point above.
- 32m range is probably fine, though not much impact, as 16m range is already easy to trigger. With an indicator it's in play this would be an OK, but largely indifferent buff.
So I suppose I feel a lot of the suggestions here are a bit too much or don't really help the perk... but making soloQ aware of the perk being in play would be porentiallt huge. Alsobif the sacrifice progress bar on HUD turned white while paused by either Reassurance or Camaraderie, that would be pretty nice for assistance encouraging the work on gens.
1 -
The killers started slugging because of +10 seconds, what bad could theoretically happen if we give the survivors +64 seconds?
-1 -
Man, I don't know why people put words into my mouth so often onto these forums, lmao.
You are talking to a person who has most of their hours into soloq.
Where in my post did I say that SWF was the majority player base?
Where did I say anything about SWFs in my post?
I literally said that people got better at this game from watching content creators and watching people who do comp, such as myself.
Watch a video like the below, you will see that people mimic and copy the behavior. Literally why I even made my YouTube channel to begin with to help others with their chases against specific killers. People need to read and quit placing words into people's mouths. All I said was that this game will not be casual because of the information that people do. People watch Ayrun, JRM, and other survivor and killer main content, copy the behavior, and get better. It has nothing do with SWF behavior.
Edit: I know some people will say wow, the likelihood of you pallet stunning a Nurse is low.
But look at Doc's movement, he runs tight around corners. When he faces Nurse, he breaks LOS with her, and allows himself to keep Nurse guessing and mindgaming. When he's at a pallet, he pre-drops, something I've utilized because killers will often not respect pallets as much anymore and will swing through a pallet for a down or hit. Look at Huntress, he doesn't drop the pallet because she has her hatchet drawn and will down him, so he crouches near the pallet and finds an opening to pallet stun her.
All of these actions are done through repetition and learning. People get better by watching and repeating behavior, lol.
Post edited by CautionaryMary on1 -
I didn't mean to offend or anything. Obviously you can have fun being casual and you can have fun being competitive.
I'm a person who is competitive, but mostly on myself lol. If that makes sense, I have fun in the game from the chases and time that I generally waste. Yes, I do gens. Yes, I can do flashlight saves (if I'm in the position to do it). I still progress the game forward, I try my best every time I load into a game, even if I load into a map that I don't like - I still try and everything else! That's where my fun lies, learning and growing each time I load into a game.
Obviously fun is subjective, people think casual is fun, people think playing competitively is fun. 😊 The reason why I drew a comparison to Fortnite because I was a huge Fortnite player in the past and I knew how to build, just like all the others but obviously I didn't know how to edit very fast like others but I'm sure if I took the time to learn, I would have been obviously good enough to keep up.
The same thing with DBD, people find stealth fun, people find chases fun, people find whatever semblance of gameplay - whatever it is, fun.
Personally speaking, I don't know your perspective on chase vs stealth as I've never talked to you about it before - but generally, I did like the game when it was more stealth based but when Behavior started to introduce more aura reading into the game - it's been harder to pull off stealth plays in the past, hence why DBD has shifted to more of a chase styled game.
Of course, it wasn't overnight but we're talking about a game that's been out since 2016, right? We're now in 2025 and that's a lot of changes for the game to undergo.
Back in 2016, you had people abusing infinites, abusing Self Care, abusing Balanced Landing and other exhaustion perks, etc, etc, etc. Obviously DBD went through a lot of patches, I started in 2022 so that's where my experience comes from.
I don't even think if Behavior made a casual mode, like let's say casual vs competitive, right? You would have people more or less joining the casual mode and making it a "sweatfest" regardless, you know? I mean, they could theoretically, maybe ban meta perks, and call it a day, but even when you have so many people with so many hours - it's just hard to tell many people to go back to 2016 mindset or whatever the year was when chase gameplay became stronger. Obviously, it was there when I played back in 2022, I never was an Urban Evader gamer like they did back in the past.
0 -
Yeah here's the thing. If you play to win in this PVP game there are times you NEED to camp to win.
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I don't mind camping a little here and there. However, a lot of these perks on the killer side and survivor side need continued work/balance/adjustments. Too many perks are useless.
0 -
You're not the only one who wants to win.Survivors also want to win this game and get rid of the endless cycle of camp.
0 -
What about on the HUD? Does it flash over the health bar to let teammates know they’re no dying just yet?
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When I'm not solo queue if only there was a way for them to reveal rather strong perks to your random teammates instead of it being a guessing game.
0 -
Yeah its odd. The hud needs to display it better. It shows the visual on the hook with Camaradie but again I don't know if other survivors see it on the survivor on hook.
0 -
There is/was a time where you'd see a blue camaraderie icon in the bottom right when it procced on a teammate. I remember I made a thread about this when it was added
idk if it's broken now or just nobody runs it so nobody sees it but, yeah
It should appear on the left HUD though as a unique icon or something.
1