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Second Chance Perks (Almost) Don't Exist

jesterkind
jesterkind Member Posts: 9,559

Provocative title aside, I do have a legitimate point I want to make her about the discourse surrounding the game, and the idea of "second chance perks" that keeps getting brought up consistently.

I've always been kind of confused by this term, because the perks people cite as supposed "second chance perks" never seem to match the way they're talked about. People bring up this kind of perk as ones that bail survivors out of mistakes and extend chases for them, to give them a second shot after being outplayed by the killer… but then the perks cited are Decisive Strike, Off The Record, Unbreakable, Shoulder The Burden, and perks in that vein.

To be blunt, these perks don't work the way they're being invoked. They don't undo survivor mistakes, they don't allow the survivor to extend chases after being outplayed by the killer. They are designed to do one thing: Add a layer of protection if the killer chooses to make a specific choice.

Decisive Strike and Off The Record are designed (in chase at least, OTR does extra things) to only work if the killer chases you off hook. Unbreakable is designed to only work if the killer leaves you on the ground. Shoulder The Burden only works if the killer tries to chase your teammate off hook. Those aren't survivor mistakes, and there's much more context than just the killer outplaying the survivor.

Some of these perks have some application outside of that primary use, like OTR bodyblocking and StB having very very highly specific scenarios where it gives a little value outside of tunnelling, but none of those other uses count as undoing survivor mistakes either. It's not a mistake to bodyblock if you have Endurance, it's not a mistake to just… be hooked for the first time, especially if it happens later in the match.

If I were to give this kind of perk a unified name, I'd probably pick "Insurance perks", as they're insurance against specific actions being taken. Just swapping one name for another wouldn't address the core issue, though, which is that these perks are being invoked rhetorically as free-value perks, or "undo a mistake" perks, which they are not.

I said "almost" in the title because, to be fair, I do think there is exactly one second chance perk in the game— Dead Hard could easily be argued to fit that definition. I don't think that really changes the argument I'm making at all, but I figured I'd mention it.

Comments

  • highpingmeta
    highpingmeta Member Posts: 19
    edited April 19

    The amount of second chances and comebacks survivors have is beyond annoying. Killers have none what survivors have. Second chance basekits and perks. Syringes and styptics. It's unbelievable that they'll give survivors even more in Phase 2 'QoL' initiative. It's almost feels like BHVR bought the game balance team from Killer Klowns from Outer Space: The Game.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Only actual second chance is the hatch and gate power up after it is closed, tbh

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    being a second chance and using it with calculation doesn't cancel each other at all, a thing can be second chance and you can absolutely play with those in mind

  • Bodark
    Bodark Member Posts: 283
    edited April 19

    A second chance perk is a perk that prevents a survivor from going down. Prevents a survivor from being hooked. Or corrects a survivors mistake.

    DS is a second chance perk that can fulfill 2 criteria. Finess is a 2nd chance perk that can fulfill the last one. Dead Hard fulfills the first and the last. Unbreakable is a 2nd chance perk that fulfills the second and so on.

    If I remember right. Survivors have around 30+ second chance perks and killer have 3-4.

    Deadlock is a 2nd chance perk for gens imo. NOED and No Way Out are True second chance perks.

  • Akumakaji
    Akumakaji Member Posts: 5,619

    Well, the premier second chance perk always have been DH and it worked exactly like you described it in your decision, ie giving a survivor a 2nd chance when they should have gone down and extending the chase way over the aloted timeframe. Back in the days, DH had rising to a 70% pick rate in the higher reaches of the game and it wasn't unheared off to go against 4 DH in one trial, 3 being the norm and just two a happy occurence to write home about.

    I think back during its haydays killer numbers were at a pretty low and survivors talked a lot about 15-20min queue times in the evening. Going against DH in such regularity was just sould crushing, as there was nothing you could do as a killer and you often could see the way the chase would map out in your minds eye in perfect, excruciating detail. DS was also part of this mix and often paired with DH and essentially made it impossible for the killer to get any foothold in a match against good survivors, trapping them between a rock and a hard place. While its true that DS back then as of today only worked if the killer tunneled, tunneling was often the killers only lifeline to salvage a game that was rigged and staged against them from the very start.

    Since then, the game has changed a lot, and people lable a lot of things in-game with fancy sounding lables, not really grasping were they come from and what they originally meant to describe - like I got even accused of camping and tunneling in 12 hook games were no one slipped into 2nd hook stage. Its especially those salty people that throw around buzz words that they don't understand.

    After 6.1 we saw survivors experiementing with all the different exhaustion perks and I think the name kinda stuck with giving them the sorta alternative labeling of second chance perks, but besides the very rare case of a properly 99% SB, non of them are really 2nd chance perks that can rob you of your down after a long chase, a couple of frames before you get the down in any way similar to how DH did so in the past. Nearly all exhaustion perks are front loaded and after they play out their effect the killer can still chose to abandon the chase or keep going.

    There was this old saying back in the days "if you outplay a survivor, but they got away with DH, did you really outplay them? Git gud, Killer. LMAO" and this really drives down the aggrevating nature of old and 2.0 DH

    Other perks like Reassurance, Cameradry or OTR work a little bit different, but can help survivors to "slip out of death clutches" and getting a second chance at it, so they might be called 2nd chance perks. Shoulder the Burden is a bit differnt yet again, but I can still see why its labeled a second chance perk: a survivor who should have be on deathhook and die gets a 2nd chance to get rescued and its one of this perks that can leave a sour taste in a killers mouth if it works smoothly - which it seldom does. Bonus points for being exclusively broud by 3-4man SWFs who are already notoriously hard to beat and often thrive by harrassing killers into making bad decisions.

    Adrenalin is also a true 2nd chance perk, but this one is a bit tougher to pull off. Good SWFs can do so by communicating and delaying the completion of the last gen till the exact right moment, but if it works, it snatches defeat out of the killers jaws and leave them with nothing but ash. Dramaturgy got a slight uptick in the last couple of month for the same reason, albeit less pronounced and always with the risk of getting exposed right in fron of the killer.

    Syringes might be one of the only true 2nd chance items in the game: burn a medkit, but if you survive, you get the Adrenalin effect basically on command and in your pocket. Getting syringed can feel incredible frustrating and "unearned", but its still exponentially better then old DH.

  • Bodark
    Bodark Member Posts: 283

    Absolutely it is. I’ve caught survivors who got absolutely blasted by a mind game and I had them dead to rights but finess stopped them from being hit even though they made an insane mistake.

    Definitely a second chance perk. It also completely guts most ranged killers at windows when it’s off cooldown.

  • BorisDDAA
    BorisDDAA Member Posts: 523

    Old DS, DH for distance, old MoM, UB, NOED.

  • Bodark
    Bodark Member Posts: 283

    Nope you definitely can’t make that claim. Streetwise is 100% not a second chance perk. Object, Built to Last, Red Herring and so on. None of those can remotely be considered second chance perks.

    If you’re in a chase Red Herring won’t save you. Built to Last won’t prevent you from going down, Object won’t prevent you from being hooked.

    There is a very clear and obvious line on what is a 2nd chance perks and what’s not. It’s very simple really:

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    I'm hardcore toolbox repairer and streetwise and built to last is absolutely a second chance perks, because my chance is solely based on existence of toolbox

    Without toolbox, we are nothing

  • buggybug
    buggybug Member Posts: 1,222

    Just thought your last comment was funny that's all appointment/apartment name.

  • Jtflorencio
    Jtflorencio Member Posts: 240

    Day 384 asking for a buff for FIRE UP

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  • Bodark
    Bodark Member Posts: 283

    Object 100% doesn’t count. It gets you in trouble more often than helps. Doesn’t work in stealth killers or perks at all.

    Healing perks can be but aren’t always. We’ll make it is not. Desperate measures is not. Self Care Is since it allows you to heal yourself without a team mate or item.

  • Brimp
    Brimp Member Posts: 3,554
    edited April 19

    "They are designed to do one thing: Add a layer of protection if the killer chooses to make a specific choice."

    Yes or otherwise known as a second chance. Just because the killer doesn't do said option doesn't not make it a second chance perk. Oh you guys played bad by grouping up against a killer that can get fast downs? Well here's another shot with unbreakable! Sure you still might not win after the pressure your team has on them but you still got that second chance to bring it back.

    I'm just glad they're making second chance perks more conditional.

  • Bodark
    Bodark Member Posts: 283

    Most killers hate most second chance perks. But I don’t think any killer hates self care even though it’s very clearly a second chance perk.

    They complain about the blatant ones. DH is personally very annoying to me to this day. I call it Crutch Hard because it literally can not be countered by me as a Huntress main. You can’t fake throw a hatchet. Robbing me of a down and a hook and huge pressure. It feels very cheap and unearned. It’s abysmally easy to press E when a hatchet is heading your way.

    DS is absurd as well sometimes. I’ll down a completely separate survivor very quickly and rotate back to the unhooked survivor because I stumbled into them and I get punished for being good at chases and get punished for their mistake of running into me. (It should deactivate if I hook someone else imo)

    But Mettle of Man is very clearly a second chance perk that I would never complain about because it is hard to get. And comes with a huge Aura reading downside.

    It’s just a general thing to complain about. Not all second chance perks are annoying. Some are very much so.

  • crogers271
    crogers271 Member Posts: 3,261

    Broadly agree and have always found the term 'second chance' strange.

    The game isn't designed to be played perkless/item less/addon less. Part of the game is the strategy of what things you take to buff your survivor / killer. Perks that can extend the chase are a big part of that and have nothing to do with whether the survivor made a mistake or not.

    I call it Crutch Hard because it literally can not be countered by me as a Huntress main. You can’t fake throw a hatchet. Robbing me of a down and a hook and huge pressure.

    Aren't hatchets just 'second chance' attacks for the killer? Stop 'robbing' me of my loop by just downing me with a hatchet.

    No one is being robbed. Both sides have powers / perks / items that they use to play the game.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    You're bringing up all these extreme, emotional scenarios to justify survivors having broken stuff. The fact you're bringing up blood points screams casual. If not that, then the suggestion that killer controls match flow. Sure, the killer trying to tunnel someone out puts pressure on the team, assuming they want to get all 4 out, but what's the response to that? Gen rushing. They were gonna gen rush the killer regardless! What is a killer to do against a team that can do all gens in, let's be generous and say, 7 minutes? The killer's chases are like 30 seconds minimum, not even counting the downtime of carrying to hook, finding the next survivor, and/or kicking the gens. He's gonna have like 5 hooks by the time all the gens are done, and that's with him playing the best he possibly can.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Yeah, that's the cheapest thing. I beat you. Oh, wait. You have a chance at a random free escape now. I closed it. Now I've got you for sure, right? Oh, what? Doing that automatically powers the exit gates, even though you didn't even do 2 gens as a team? Wow, so fair.

  • Bodark
    Bodark Member Posts: 283

    No. I said already healing is very clearly not. Unless it’s self care. Because self care allows you to heal for “free” with no teammate and no medkit. Albeit a harder second chance perk to use. If you did not have self care you would be caught because of your grunts of pain. Or you would be downed instantly because you were injured.

    So in a scenario where you should be injured and easy to catch. You get to heal yourself for “free” although it takes like 40 seconds. Definitely a second chance perk.

  • Bodark
    Bodark Member Posts: 283

    Clearly not even remotely the same. A killer power in which you injure a survivor can never be considered a second chance anything.

    Pigs RBT COULD be a second chance at killing survivors in the endgame if there trap is active.

    A Hatchet being a second chance attack is just moronic, plain and simple.

  • SoGo
    SoGo Member Posts: 4,258

    The issue with hatch is that you can't remove it at this point, not unless you want the DC epidemic to go overboard.

    Because, if say, Hatch got removed altogether, survivors would just give up once there are two or one left. Every game.

    Maybe they could make it so that closing Hatch will not cause the Exit Gates to get powered, and maybe improve chest odds (they are mostly a decoration anyway) so you could possibly get a key.

  • starfall25
    starfall25 Member Posts: 38

    THIS! Truer words have never been spoken and it is something every killer main seems to argue against.

  • Bodark
    Bodark Member Posts: 283

    Not even close. I specified Deadlock and NOED as killer second chance perks so nice try.

    The system I came up with is not broad at all even remotely. 2nd chances are second chances. A killers power has nothing to do with 2nd chances unless it can keep a survivor from leaving the game.

    Pigs RBT. Pinhead Possessive Chain Gate Blocker and so on. A power that allows you to down has nothing to do with second chances. It’s common sense.

    I’m not sure what’s so hard to understand honestly. 2nd chance explains itself.

    • Deadlock 100% a second chance perk
    • NOED 100% a second chance perk
    • Dead Hard 100% a second chance perk
    • DS 100% a second chance perk
    • Built to last ZERO percent second chance perk
    • STBFL ZERO percent 2nd chance perk

    Do I really need to go through every single perk to teach people what a second chance perk is? It seems self explanatory to me.