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All of Steve's perks are really bad while all of Nancy's perks are really good.

DerpDerp Member Posts: 157

I mean I expected both survivors to have 1 good perk but it looks like all of Nancy's perks are good and all of Steve's perks are bad. Babysitter is just a trash version of Borrowed Time. Camaraderie will just be useless like 99% of the time. Kindred outperforms it in almost every way. Second Wind is pretty unique but its still bad for a couple reasons. 1. It lets the killer know you're running the perk so it encourages tunneling, especially since its the only way to counter the perk due to the fact that it resets when you go into the dying state and heals you only when you're outside of the terror radius. 2. I don't see why Bond isn't a better alternative to this perk since you can just search for a survivor and have them heal you instead and then work on a generator together afterwards. As for the reasons why Nancy's perks are good, its pretty self explanatory. It seems like Steve got the short end of the stick here so I feel kind of bad for the guy. The devs will probably buff his perks shortly before release but I'm doubtful since its BHVR.



  • DerpDerp Member Posts: 157

    I'm not sure what that's supposed to mean but okay.

  • Boosted_DwightBoosted_Dwight Member, Trusted Posts: 3,043

    Idk Babysitter sounds pretty good. Run it with Borrowed Time and We'll make it and that survivor is home free.

    Second Wind sounds good for when you can't rely on others to heal you.

    The other perk is just meh

  • MikeadatrixMikeadatrix Member Posts: 890

    It's good but it really needs to be tweaked so that you can use it more than twice.

  • MochanMochan Member Posts: 2,886

    While I agree that Camaraderie and Babysitter are trashperks, Second Wind is actually good in concept, but currently unusable in its current iteration.

    It's better than Bond because you can focus on being productive while healing rather than waisting your time running around looking for a teammate, and wasting their time to heal you.

    They need to be careful with this perk, it'll make killers angry and result in more genrushing. It replaces MOM and stacks with Adrenaline, so it's got good potential for becoming a meta perk.

    DS, Adrenaline, Second Wind and an Exhaustion Perk (Dead Hard, Lithe or BL).

    Sounds pretty bad for killers to be honest.

    On the other hand if you are BROKEN when you get unhooked then suddenly its usefulness disappears, because the killer will just tunnel you instead. It's like No Mither in this sense, you never get to heal yourself up because the killer knows you have No Mither right at the start of the game.

    And you can't use it with Deliverance as Deliverance would prevent you from healing, so it actually works better with Slippery Meat -- and that is terrible.

    Unless your team is good at unhooking and the killer isn't camping, this perk isn't going to be useful.

    They are going to need to get this just right or else it either becomes like the next MoM, or the next No Mither.

  • AwakeyAwakey Member Posts: 3,145

    It really is. If all 4 Survivors run this perk, let's do some simple math.

    4 Survivors x 16 saved seconds = 64

    That's around 3/4 of a gen. And I'm still not done.

    64 x 2, because it takes 2 Survivors to do a 16 second heal.

    128 seconds is as much as a gen and a half. This isn't even taking into effect killer perks like Sloppy Butcher, Thanatophobia, or Clownphobia, which this perk ignores, saving even more time.

  • CorianderCoriander Member Posts: 1,069

    I read: "Steve is really bad, and Nancy is really good."

    And I agree.

  • ElusivePukkaElusivePukka Member Posts: 1,599


    Yeah, 16 seconds does make this a good perk. 16 seconds is nearly a fourth of a generator from one person, nearly half in total because 16 seconds is the time it takes someone to heal a teammate - Self Care takes longer. These numbers are why there's currently an issue of a 'no heal meta' - and I'm not even talking about the 'no cleanse meta' around plague.

    I agree that it's an issue to have it be so situational, like WGLF or Deliverance, but there's no indication that Second Wind only works once (Inner Strength is another perk people seem to falsely think is only activatable once) by the current notes we have.

  • DerpDerp Member Posts: 157

    lol good luck getting all 4 survivors to use it. Also that logic applies to a lot of perks in the game as well. Every survivor running BT, DS, open handed, kindred, etc will obviously make it more effective but that doesn't mean the perk is good. Plus, if you have to rely on other survivors to use the same perk as you to make it viable, then its garbage. You're also forgetting the fact that the perk isn't guaranteed to work.

  • DerpDerp Member Posts: 157

    Using up a perk slot to save 16 seconds that isn't even guaranteed to work. Wow that's so useful. I'd argue that botany saves a bit more than 16 seconds as it works every time and you tend to heal survivors at least a few times per game.

  • AwakeyAwakey Member Posts: 3,145

    Fine then. One Survivor. Here.

    16 second heal x 2 is 32. 32 seconds could be the difference between life or death. I'm sure you've been there before. Seconds after you down, the last gen barely missed your Adrenaline, costing you an escape.

  • DerpDerp Member Posts: 157

    It takes 20 seconds for the perk to heal you at tier 3 so lets get that straight. As for it being the difference between life or death, there are a lot of perks that help you stay alive but do it way better. BT, DS, Adrenaline, any exhaustion perk, Bond, Spine Chill and so on. I've already stated the reason as to why Second Wind is trash so I'm not gonna repeat myself.

  • AwakeyAwakey Member Posts: 3,145

    It does take 20 seconds to heal you... But during that time you could be doing ANYTHING ELSE. Doing bones, doing gens, unhooking, healing other Survivors, it saves 16 seconds of your time and 16 seconds of another Survivor's time.

  • DragonredkingDragonredking Member Posts: 874

    That doesn't make sense, chapter are sell in bulk, you can't just buy steve even if you wanted to, it's not original content you can only buy it with cash not shards

  • Bravo0413Bravo0413 Member Posts: 3,631

    Struggle phase is good enough, baby sitter is fine, if the guy off the hook doesn't lully gaggle they can make the most out of the perk... baby sitter is beautiful imo..... second is fine as well, no unhook requirement would be bad design it would be next old self care only without having to do skill checks...

  • NormireeNormiree Member Posts: 19

    I think the main problem with Second Wind is not that it does not have the potential to save a lot of time. Instead, the problem is that the perk is incredibly situational and promotes tunneling. The prerequisite is already somewhat high. That's fine, but it does not justify having the broken status effect, the perk not working in the killer's terror radius or its deactivation when downed.

    I agree that while Camaraderie needs a rework. However, Babysitter is in a solid spot. It is not meant to be powerful, but instead courteous as it discourages tunneling. I think the only thing that would make it better is if it granted a post-game Bloodpoint bonus if the rescuer takes a protection hit or something similar.

    Nancy's perks are not better, though. Better Together is nice to have, but I still would prefer Bond, considering it has a broader range. Fixated seems useless, and I don't think that Inner Strength will be that much more helpful. Considering it does not get nerfed within a week of its release, killers will start using builds that counter the perk.

  • MarcusMarcus Member Posts: 2,047

    I agree that Second Wind isn't that good. It looks good on paper, but I think in practice it won't be that great. You need a fully heal to activate this perk, so if you are the first one being chased and hooked, the perk won't do anything after your first hook and maybe even after the second one if you can't heal someone in that time or you get tunneled. Then, you are broken after you get unhooked, so if your unhooker has We'll Make It, you made his perk useless on you. Then you need to be outside of the terror radius for this perk to heal and that can be easy against stealth killers or impossible against giant terror radius Doctor. And all the killer needs to do is to down you before being able to heal which deactivates your perk. This perk seems to be even more situational than Deliverance or Unbreakable. The effect is cool, but it has too many restrictions attached to it for the perk to be effective.

    I agree that Nancy's perks are better than Steve's perks.

  • Devil_hit11Devil_hit11 Member Posts: 1,659

    what? that's not what second wind does. It wastes 16 seconds of your time +16 seconds of your time for a chance to heal yourself when getting unhooked away from the killer. It's like Jane's buffed solidarity perk at 100% healing conversation rate with like way more conditions.

    Here's perk description in case you haven't read it:

    You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves.

    Heal a Survivor to activate Second Wind.

    Once Second Wind is activated, when you get unhooked or unhook yourself, you are affected by the Broken Status Effect.

    While outside of the Killer's Terror RadiusSecond Wind passively heals you up to 100 % over a duration of 24/22/20 seconds.

    Second Wind deactivates once you are completely healed or are put into the Dying State before the healing is completed.

    You will lose the Broken Status Effect once Second Wind deactivates.

    "Yeah, that's a no." — Steve Harrington

  • CoffengMinCoffengMin Member Posts: 862

    second wind can actually ######### you on endgame if you had adrenaline and were on hook before last gen got done, thats a no no from me, id like it to be more of a if the killer stays X seconds around your hook at X meters , when you get saved you are in the healthy state instead of injured, itd make sense since his perks are all about countering camping/tunneling off hook

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