Yeah the heal effect should work like Adre for Deep wound. Only heal that effect and keep you injured. But I'm glad that the terror radius condition is gone. When I read the description the first time, I realized how overcomplex the perk is. Keep in mind, that you already need to heal another survivor completely before beeing hooked to even be able to use it in the first place as well. Combined with the terror radius condition it limits the use in play in general.
Now with the change, it can be used much more, but also got the necessary nerf with a longer timer.
This perk won't affect people who go for 3 hooks each match.
People act like this is a big deal when this perk isn't even close to the power level of any meta perks which means it'll be forgotten within a week or two.
Well, it is also kinda good when they stay on the Hook longer then. They are off Gens and there is more time for them to make mistakes. And well, when all Gens are done, they "only" waste "realtime", but not "gametime".
I simply does not see the Perks being used that much, except for Inner Strength, which has potential. The rest is not really good (but that goes for the Killer Perks as well).
Yeah now that I know it doesn't heal from deep wounds to full health I don't mind it. It has really cool design so I hope it makes the cut into some fun builds.
Guys if you don't camp, this perk becomes a very situational inconvenience at most. You'll get told that someone is 16 m from the hook with the flashing entity progression bar and then they'll get unhooked. There is no logical reason for teammates to activate the 34 seconds and then leave unless you're camping.
@Aven_Fallen I also think that in the end, players will stick to the meta perks they are used to. Second Wind might be an exception since it now also works when the survivor is within the killer's terror radius.
It’s one time use. And it only effects campers. Which is a strategy but a cheap strat. So 34 seconds to go activate a perk to see killer camp and then using what left for free gen time is a great addition.
Its still a... bad perk. Anyone claiming that this perk is overpowered, is a camper 100%. The timer could literally be infinite, and it would still be a niche perk at best.
It's only a maximum of 4 minutes, you don't need any more time. Even then the perk doesn't affect you downing the survivor again or going after someone else.
I mean Insta heals ds and borrowed still exist and don't forget the timer slowing down when someone is downed it's on the hook egc needs either less time or remove the timer slowing
I don't think that Survivors earn an additional 34 seconds of hook time just because they can't make saves in time. The 14 seconds were ok and even then, Survivors shouldn't get rewarded for something they did wrong. But 34 seconds is ridiculously long
If the killer isn't near the hook, the perk pretty much becomes meaningless anyways, it wouldn't make any difference if the hook timer would be paused for 14 seconds or 34 seconds.
Players on this forum have no idea how to gauge perk strength. This is still a very bad perk. Unless the killer is face camping this perk has Zero use. Z-E-R-O. It is almost impossible to abuse this perk. Think about it. What value to a team of survivors does a survivor on a hook provide? None. A survivor hanging on a hook longer is a survivor not working on generators or helping other survivors.
If the survivors try and "take advantage" of that extra hook time they run the risk of a second survivor being hooked near the first survivor and that can quickly cascade into all survivors dying. That extra time on the hook could even backfire preventing someone from getting the hatch. The only thing good about this perk is that killers will know that it exists and perhaps help motivate them to not bother with camping. Using the perk is still a terrible idea for survivors. I welcome any survivors I play against to try and prove me wrong though =p
I'm with you on this one. The only benefit it has is if the killer is dead set on camping, survivors can take terms proccing Camaraderie and then rush gens with the extra 120+ seconds. It's still not that great.
I guess it depends if it will stack or not. Like if a survivor enters that range and pauses the timer, then another survivor enters just after the timer restarts, does it pause again? Can the same survivor pause it more than once?
34 seconds does seem like a lot though no matter how you slice it. 20s might be more reasonable.
I can't see it ever really affecting me as a killer. This would only make a difference in situations where someone's in the struggle phase but can't save them. If they can save them, that will always be preferable anyway. In other words, I'd have to be camping the hook for it to do anything.
Not to mention that I get a 4 second warning whenever someone goes to save them, since the timer pauses.
Comments
Oh thank god, you're my saviour sir.
Yeah the heal effect should work like Adre for Deep wound. Only heal that effect and keep you injured. But I'm glad that the terror radius condition is gone. When I read the description the first time, I realized how overcomplex the perk is. Keep in mind, that you already need to heal another survivor completely before beeing hooked to even be able to use it in the first place as well. Combined with the terror radius condition it limits the use in play in general.
Now with the change, it can be used much more, but also got the necessary nerf with a longer timer.
This perk won't affect people who go for 3 hooks each match.
People act like this is a big deal when this perk isn't even close to the power level of any meta perks which means it'll be forgotten within a week or two.
Huh? Second stage is 60 seconds. 60 + 34 = 94
I dont think that it is fun to stay on the hook even longer while getting camped.
Well, it is also kinda good when they stay on the Hook longer then. They are off Gens and there is more time for them to make mistakes. And well, when all Gens are done, they "only" waste "realtime", but not "gametime".
I simply does not see the Perks being used that much, except for Inner Strength, which has potential. The rest is not really good (but that goes for the Killer Perks as well).
Atleast your teammates can escape and can be on generators longer, I never said Camaraderie would be useful, only helps against camping
Yeah now that I know it doesn't heal from deep wounds to full health I don't mind it. It has really cool design so I hope it makes the cut into some fun builds.
Guys if you don't camp, this perk becomes a very situational inconvenience at most. You'll get told that someone is 16 m from the hook with the flashing entity progression bar and then they'll get unhooked. There is no logical reason for teammates to activate the 34 seconds and then leave unless you're camping.
@Aven_Fallen I also think that in the end, players will stick to the meta perks they are used to. Second Wind might be an exception since it now also works when the survivor is within the killer's terror radius.
This seems to be abusable as hell
102 seconds or 1 Minutes and 42 seconds pause. 3 survivors in 16m range.
That's a long time ya know.
Imagine the stalling you could do for the last gen in a group with comms.
Especially considering it still stops the timer, regardless of camping. Last second saves.
It’s one time use. And it only effects campers. Which is a strategy but a cheap strat. So 34 seconds to go activate a perk to see killer camp and then using what left for free gen time is a great addition.
Camping is fair during egc tho and this just destroys that entirely
By EGC most survivors should be on death hook. If there not then the game was already a GG my dude
I at least need one kill against a competent swf now that this perk exists they should cut the time of egc
Its still a... bad perk. Anyone claiming that this perk is overpowered, is a camper 100%. The timer could literally be infinite, and it would still be a niche perk at best.
It's only a maximum of 4 minutes, you don't need any more time. Even then the perk doesn't affect you downing the survivor again or going after someone else.
This perk now actually sounds like it's worth a pick to be honest. Sounds good to me.
I mean Insta heals ds and borrowed still exist and don't forget the timer slowing down when someone is downed it's on the hook egc needs either less time or remove the timer slowing
I don't think that Survivors earn an additional 34 seconds of hook time just because they can't make saves in time. The 14 seconds were ok and even then, Survivors shouldn't get rewarded for something they did wrong. But 34 seconds is ridiculously long
That is good. Finally some anti camp perk :)))
This perk is way too good. Killer doesn't even need to be near for it activate
If the killer isn't near the hook, the perk pretty much becomes meaningless anyways, it wouldn't make any difference if the hook timer would be paused for 14 seconds or 34 seconds.
going near the hook is wrong?
hehe that's great my opinion
Players on this forum have no idea how to gauge perk strength. This is still a very bad perk. Unless the killer is face camping this perk has Zero use. Z-E-R-O. It is almost impossible to abuse this perk. Think about it. What value to a team of survivors does a survivor on a hook provide? None. A survivor hanging on a hook longer is a survivor not working on generators or helping other survivors.
If the survivors try and "take advantage" of that extra hook time they run the risk of a second survivor being hooked near the first survivor and that can quickly cascade into all survivors dying. That extra time on the hook could even backfire preventing someone from getting the hatch. The only thing good about this perk is that killers will know that it exists and perhaps help motivate them to not bother with camping. Using the perk is still a terrible idea for survivors. I welcome any survivors I play against to try and prove me wrong though =p
I'm with you on this one. The only benefit it has is if the killer is dead set on camping, survivors can take terms proccing Camaraderie and then rush gens with the extra 120+ seconds. It's still not that great.
I guess it depends if it will stack or not. Like if a survivor enters that range and pauses the timer, then another survivor enters just after the timer restarts, does it pause again? Can the same survivor pause it more than once?
34 seconds does seem like a lot though no matter how you slice it. 20s might be more reasonable.
Does just stepping into the radius while it's active provide the full 34 second pause?
I can't see it ever really affecting me as a killer. This would only make a difference in situations where someone's in the struggle phase but can't save them. If they can save them, that will always be preferable anyway. In other words, I'd have to be camping the hook for it to do anything.
Not to mention that I get a 4 second warning whenever someone goes to save them, since the timer pauses.