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Someone Please Explain the Point of Comraderie to Me

Because as of now I'm really underwhelmed.

Like, even Left Behind has a purpose: it exists to make Escape easier as the last Survivor. It's useless now because the Hatch always spawns but it has a purpose; a reason to exist and for you to use it.

Comraderie increases the duration of struggle state when a Survivor is near in order to...? Do what?

If a Killer is camping you they aren't exactly going to leave because you're taking a little longer to die (definitely not if they know this perk exists), and those extra seconds aren't going to make it any safer to unhook you while the Killer is desperately trying to figure out your eye color. So it doesn't help you if you're getting camped.

If your teammates are super immersed or gen-focused and just leave you to die it's not like this perk will save you or help you. It only triggers if someone is nearby and it's effect only helps if someone is actively attempting to save you. So it doesn't help if you get left to die by your teammates.

As far as I can see this entire perk seems to exist only to help save your life if Nea misjudges how much time she has to get to you before you get Sacrificed.

Someone please correct me if I have this wrong.



  • NoShinyPonyNoShinyPony Member Posts: 4,570

    I see it similar.

  • GuertenaGuertena Member Posts: 337

    It's a great save-life perk.

  • anarchy753anarchy753 Member Posts: 2,763

    You get to mildly irritate a camper.

    Or, potentially, you get to make a camper happier as they get to camp you slightly longer.

    That is all.

  • TheRockstarKnightTheRockstarKnight Member Posts: 1,923

    I never said it was without potential; just that I'm really underwhelmed if I understand it right.

    Personally, I've never died because someone reached me just a little too late and, to me at least, it seems silly to use 1 of 4 perk slots for a perk that will only help me in that specific scenario.

  • KhroalthemadbomberKhroalthemadbomber Member Posts: 1,071

    More or less it's a perk for solo survivors to survive their teammates' mistakes. Meant to add that to the above post but forgot.

  • NoShinyPonyNoShinyPony Member Posts: 4,570

    Imagine a survivor is in their 2nd hook phase for 55 seconds already. Now another survivor comes close and triggers Camaraderie. What happens now? The remaining 5 seconds go at half speed?

    Also: Think of the survivors who play solo. It should be clear to them that Camaraderie is active. A paused timer is clear to recognize.

    In any case, I don't think Camaraderie is a good perk. I won't run it.

  • Aven_FallenAven_Fallen Member Posts: 7,796

    The Perk would be helpful if it would depend on the Killer next to you. It would not be good, but when it requires a camping Killer to prog, it would be 14 extra seconds for the other 3 Survivors to do Gens.

    But other than that, it only helps when you are going to be one- or two-hooked, but that should not happen in the first place.

  • BlueFangBlueFang Member Posts: 1,242

    It's basically a great buff compliment to borrowed-time and allowing survivors to counter face-camping just a little bit more. Which is actually what people have wanted for a long time

    I actually really like this perk because now you can actually save survivors that would have otherwise died before you could get to them with this perk.

  • ChatkovskiChatkovski Member Posts: 281

    There is nothing to understand, this perk has its place in the trash with No One Left Behind and others.

    It's useful, yes... if you can only use this perk.

    I prefer to die if no one comes to unhook me or if they can not rather than use a slot for this perk, seriously.

  • Warlock_2020Warlock_2020 Member Posts: 1,868
    edited August 2019

    @BlueFang I'm not sure how this helps counter face camping. It requires two survivors to pull off, that means one is not on gens and crouched nearby, which is a win for me if I'm face camping. Furthermore, it does nothing to get someone off the hook or protect them when they hit the ground. If there is a BT mixed in, I'm still getting one and tunneling the other. In short, this perk only wastes the time of a second survivor that could be hammering out a gen.

    It would be better if it triggered when the killer is within 16m when you are on struggle face. Now we are costing the face camper time and making it worth while.

  • FriendlyGuyFriendlyGuy Member Posts: 2,768

    I feel like this perk should be 15 Seconds additional Struggling Phase. No Downsides.

  • RoKruegerRoKrueger Member Posts: 1,371

    "...while the Killer is desperately trying to figure out your eye color"

    That made me laugh. Good one. I will try to do that ;-)

  • Karl_ChildersKarl_Childers Member Posts: 669

    It’s not tricking anyone though when the killer sees the timer pause. They would know someone is there and will stay. MAYBE if the timer on the killers screen continued to run they could be tricked into leaving, but even then I’m sure most campers just wait for entity stab and then leave. But the timer not showing a pause would at least give a slight chance at it working.

    I feel like the perk though shouldn’t be dependent on a survivor being within 16m. It should just be based off the killer being in range. That way if the killer is facecamping, potentially 3 survivors can have an additional 14 seconds on gens as opposed to 2 survivors max. That makes way more sense to me. Combining that, with not showing the pause on the killers screen, would make this perk much improved.

  • NoShinyPonyNoShinyPony Member Posts: 4,570

    @Thaznar That would lead us to a lot of new questions. How close is the killer allowed to stay to the hook? How many seconds is he allowed to stay after he hooked the surv? Is he allowed to come back to the hook after leaving?

    Also, campers already lose their games if they don't get feeded by the survivors, but that's another topic.

  • Johnny_XManJohnny_XMan Member Posts: 3,319

    Many times people have often misjudged how much time they had to unhook.

    Either because The only person not on a gen was being chased, or by the time they got close killer was already coming back.

    I could see this perk being slightly more useful than kindred...being that even in SWF camping is a thing and those extra seconds could become useful if backup is needed.

  • NoShinyPonyNoShinyPony Member Posts: 4,570

    The thing is, misjudging the remaining time for an unhook usually happens when solos play together, not so much with SWF. And when I'm too far away from the hook to make the save in time, I'm not wasting any time going there.

    Solos don't know that their teammate is running Camaraderie. If they knew, they would go for the save, knowing they will make it with the additional 14 seconds. But since they don't know, they won't go to the hook.

  • Johnny_XManJohnny_XMan Member Posts: 3,319
    edited August 2019


    I disagree... it happens with SWF too, many times the unexpected happens and the person who said “I’ll get the unhook” is followed by a “NVM he/she saw me”...

    It may not happen often but it does, and definitely too often in Solo lobbies. Fact is there are MANY perks that are like this... situational/maaaaybe useful/etc.

    As far as solos not knowing there is an icon indicator that I believe let’s people know when in a certain radius (which IMO could be changed , seeing as this is the first iteration of the perk).

  • CarpemortumCarpemortum Member Posts: 4,510

    I love how we get 6 survivor perks and were bashing one of them. We got twice as many perks as normal. They cant all be good, meta perks. 1/6 being niche is fine...

  • TheRockstarKnightTheRockstarKnight Member Posts: 1,923

    But it isn't out yet and it doesn't NEED to be released that way.

    I'd rather say something about it and get people to start talking about it than say nothing and just accept having another extremely underwhelming niche perk.

    There's plenty of time before the chapter goes live. If enough people say something maybe the devs will take a look at this perk and think about whether it really does what they want it to.

  • CarpemortumCarpemortum Member Posts: 4,510
    edited August 2019

    Right. And as they said on the stream if anyone actually watched it.


    So it will likely change. But I still believe it's fine as is, it doesnt have to be op to be released and used.

  • TheRockstarKnightTheRockstarKnight Member Posts: 1,923

    That's exactly why I want people to talk about it.

    If the devs think it's great and fine it will probably stay the same. If they don't think so it will probably change.

  • CarpemortumCarpemortum Member Posts: 4,510
    edited August 2019

    You misunderstand. They will make the changes regardless of what the community says or doesnt. They're not looking for input rn. They are tweaking it as they see it will be good or bad. Once it hits ptb they may ask for input. And hell they may even lurk here and see something and use it. But every other post already complaining about the perks, when they're very likely goi g to change anyway, does nothing except flood the forums and start petty debates.

    They give that disclaimer BECAUSE people on here argue so much before anything is released.

  • BlueFangBlueFang Member Posts: 1,242

    Don't forget the megs who will run straight to the killer shack pallet and camp there for 500 years until the killer arrives and drops it immediately

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