Second Wind Problems | Improving The Perk

Second Wind - another strange perk from the Stranger Things chapter.

(so ironic lol)

Second Wind deserves an intermediate rank, only because of its effect.
The idea of the Perk is nice, but it has a couple of problems and this perk is not very suitable for Steve, unlike the other two (according to the series).

WHY IS THIS PERK IS WEAK and not worth its use?

  1. Condition for an activation the Perk. In fact, the Perk heals you, a maximum of two times per match, so why did the developers decide to add a such a difficult condition for a simple heal to the Perk? The condition that the survivor must heal one health state of another survivor from 0 to 100% spoils this perk VERY MUCH. Many players complain about this condition, because it is very difficult to activate the perk because of its condition. The Survivor you wanted to heal has healed himself? The Perk is not activated. You're healing the survivor, but another comes and helps you with the healing? The Perk is not activated. You healed the Survivor by ~95%, but he decided to continue to heal himself? The Perk is not activated, you need to look for another injured survivor. This condition is very annoying. If the effect for which such a difficult condition was invented were strong, then it would be excusable, but the effect is not worthy of such a complex condition. It turns out that the Perk is clearly not worth the slot for the perk due to the condition. And this is only the first point.
  2. Very long duration of Broken Status Effect. In these 30 seconds, the survivor should not get a hit. Ok, the Perk can be a good thing for professionals who can run from Killers for hours. But what about intermediates or beginners? If the killer decides to tunnel, then beginners have only few chances for the perk to succeed.
  3. No immunity to Deep Wound. What if the killer decides to tunnel, but you was unhooked with Borrowed Time? Or Killers are Legion and Deathslinger? It turns out that the perk will not complete its task, removing a deep wound instead of healing a Survivor. These, of course, are isolated cases, but what if this happens? It turns out that the survivor fulfilled a difficult condition and ran off his honest 30 seconds in order to get rid of a Deep Wound? This should always be thought out.
  4. The Perk doesn't work with other perks. Why does Second Wind not activates if you used For The People? It would be quite logical, and if it worked then we could use this build for good purposes. The Perk doesn't work fine with Deliverance. If you take a Second wind and Deliverance, then instead of recovering immediately in 60 seconds, you have to wait an extra 30 seconds, which is also annoying.
  5. Why does the Perk just deactivate if you was tunneled? Why does the Perk at least not remain active so that it does its job at least after the second unhooking? This is not very logical and not fair, making your suffering for activating a perk a waste of time. It also spoils the perk and needs to be fixed.


For all my hours in the game I saw only ~3 people who took this perk to the game that I was in and I'm not kidding. I understand why it is taken so rarely: The perk has a difficult condition, not a strong effect and it works only 2 times per match. But perk can get better.

This perk is nothing compared to the Inner Strength which is from the same chapter. In my opinion, a Second Wind should be about the same level as Inner Strength.


HOW DO I SUGGEST IMPROVING THIS PERK

1. make the condition much easier (or remove it at all?)

2. make the duration of broken status effect shorter

3. make an immunity to deep wound

4. make synergy with other perks, such as: for the people and Deliverance

5. Add a small protection against tunnel

6. make a similar effect with adrenaline (the perk can heal you if you can move and in the injured state, thereby if you was tunneled, then after a second unhooking the perk continues its work)

now I'LL TRY TO TURN the second wind FROM intermediate TO very good


MY VERSION OF SECOND WIND

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.

after performing the health state change of another survivor, safe unhook rescue or protection score event, second wind activates.

While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the broken status effect (the killer does not see that you have it).

you gain a 8% haste for 24/22/20 seconds (the effect doesn't stack).

After a total duration of 24/22/20 seconds, Second Wind automatically heals you from injured to healthy.

SECOND WIND DEACTIVATES ONCE IT SUCCESSFULY TRIGGERS.


Additional perk features:

IF THE BROKEN STATUS EFFECT WAS CAUSED BY OTHER PERKS AND THE SECOND WIND IS ACTIVE,THEN AT THE END OF IT, SECOND WIND WILL FULLY HEAL YOU.

if you are have a deep wound, second wind will heal you to healthy.

if you can’t move or you're in a dying state while the perk counts down, then the perk's timer stops. As soon as you are in an injured state and can move again, the perk timer resumes.


Now the perk got better. Actually, I thought about the idea for a long time so that thanks to this perk you could get up from the dying stage to the injured one, but changed my mind and decided to make the perk like that.

Now, thanks to the perk, the unhooked survivor has a slightly better chance of escaping from the killer if he got tunneled, thanks to haste, and its effect is now similar to the adrenaline effect in terms of the fact that you cannot move, which will positively affect the perk, since it will heal you at the next unhooking if you got tunneled.

Such bonuses make perk more balanced and pleasant to use.

Honestly, I don’t know how to improve this perk to the meta level, if I added an opportunity with a transition from a dying state to an injured one, then it would be too OP.

I will be glad if you share your ideas to improving the Perk in the comments!

also, if you have not seen my past suggestions, you can check them out!

@Alify said:

camaraderie is the worst perk from the stranger things chapter and one of the worst perks in the game at all

it needs to be fixed!

Before that I proposed an idea to improve the Babysitter, if you haven’t seen, I advise you to look:

https://forum.deadbydaylight.com/en/discussion/141189/babysitter-problems-upgrading-the-perk

The idea of Camaraderie is very interesting, but the developers did not implement it very well.

Why is this perk is very weak and useless?

  1. Condition. Why does the timer stop only in the struggle phase? It turns out that you don’t even use this Perk if the Killer has a memento mori or if you didn’t get into struggle phase during the game.
  2. This perk gives only 1 effect and it does not cost the slot for the perk. Well, if the effect was strong then it's ok, but the effect itself is so weak, so creating a full perk with a weak effect is a very strange decision.
  3. The Timer stop is shown to the Killer and this is very wrong, because of this the killer realizes that there is someone next to the hook and he will simply find them. It turns out that the perk not only gives a weak effect, but also substitutes other survivors.
  4. Perk is called a Camaraderie, but what the perk does not exactly match its name. The name of the perk is camaraderie and in the current version of the perk, only those who takes the perk benefits.
  5. One more condition. Why, in order for the perk to activate, we need another person who will be near to the hook. This condition spoils this perk very much and because of this it is not activated in some of my matches.
These seem to be all perk issues, but I'm not completely sure.

How do I suggest improving this perk?

1. remove the condition that the other survivor must be next to the hook for the perk to activate.

2. remove the condition that you should be in struggle phase and make the perk work on any phase.

3. add an additional effects so that the perk can be taken not only due to timer pausing, but also due to other useful effects that can improve the situation for the better.

4. make the perk not only useful for the survivor who took the perk, but also for the rest of the survivors.

5. make that the killer does not see that the timer is paused. (This can be implemented in different ways)

I'll try to turn this perk from terrible to almost meta

my version of camaraderie

Life has taught you the importance of friendship which has given you strength.

After performing a Safe Hook Rescue on another Survivor, camaraderie activates.

while the perk is active and you unhook a survivor, the unhooked survivor receives a boost of 150% of its normal speed for 5 seconds.

5 seconds of exhaustion is applied to the unhooked survivor, however, this exhaustion passes even while running.

While you are on the Hook and THE PERK IS ACTIVE, other survivors gain a 10/20/30% Action Speed bonus to unhooking and healing other Survivors. and the timer is paused for 30 seconds.

if you are getting unhooked, camaraderie deactivates.

Camaraderie can be activated several times per match

I decided to give such a buff to the speed of unhooking and healing, to resist the facecamping. So, if the Killer is facecaming and the survivors are injured, then they can heal faster and due to the boost to the speed of unhooking, the situation with facecamping can turn out for the better. I also decided to add to this perk an opportunity with boost to speed for unhooked survivor, which some people asked to do for the Babysitter, but I think that this perk already does a lot, especially for its rarity. Now the camaraderie can serve as an excellent tool against facecamping or just as an excellent altruistic perk.

Now, what a perk does matches its name and it is beneficial not only to the person who took the perk, but also to other survivors. However, to get this benefit, you must first activate the perk itself. Now perk brings variety to the game in the sense that now there is a benefit from the survivor, it’s true that something new.

This perk can also be combined with my proposed Babysitter, which makes it even better. If the perk was the way I introduced it here, it would be at the level of borrowed time and many would use it.

@Alify said:

From the Stranger Things chapter there are 6 perks of the survivors, however only 2 perks are good, the rest need a buff

Why should perks be buffed? - A chapter costs money, and not small ones. Sometimes it’s sad to realize that free characters have better perks than paid ones, and I’m talking about all the chapters that you need to buy.

Now I’ll talk about Babysitter perk

babysitter is one of the worst perks in the whole game now

This perk is very weak due to the fact that the one who took it to the game does not get any benefit for several reasons:

  1. 8 seconds is very short. During this time, the saved survivor does not have time to do anything, and why did the developers make so little time for the perk?
  2. The fact that the rescued survivor leaves no bloodtrail and scratchmarks is good, but what about the groans of pain? If the survivor groans, then he can still be found. Yes, the Iron Will of perk can save the situation, but what if the survivor does not have it? The meaning of the perk is to safely save the survivor from the hook and prevent him from getting caught by the killer again, but the fact that the perk does not muffle the groans of pain contradicts his idea and this is bad. It turns out that the Perk did nothing
  3. 4 seconds to see the Killer'r aura and the Killer sees your aura is interesting, but what if the killers have undetectable status? Eventually, half of the action of the Perk disappears
  4. Why the unhooked Survivor can't see the Killer's aura too? It turns out that if you play solo and take this perk, there is a high chance that the Unhooked survivor will run towards the Killer and you can’t warn him in any way. Again, the perk did nothing, but only told the killer where you are and the chance that the killer will again stumble upon a rescued survivor.

perhaps this is all the problems associated with this perk. And this is just the first Survivor's perk from this chapter.

How do I suggest improving this perk? I will try to make this perk from useless to decent (I don’t know how it can be upgraded to meta level)

1. increase the duration of the perk to 12/16/20 seconds instead of 4/6/8 seconds

8 seconds is not enough to completely hide from the Killer, now there will be much more time and the rescued survivor will feel calm for a while. He will have more time to gather strength. Now perk is really doing its job.

2. add that along with scratchmarks and bloodtrails, the groans of pain are also muffled

Now the perk does what it should. The unhooked survivor will now be safe, because he will not be heard by the Killer.

3. make that you and the unhooked survivor see the killer's aura for 8 seconds (the killer still sees a rescuer for 4 seconds)

Now, thanks to the perk, the rescued survivor will not accidentally come upon the killer and he will be able to find a safe place where he can gather strength. Also, this perk allows the rescuer to come up with something so that everything works out for the better. Because another point of the perk is to distract the Killer. Now you can juke the Killer by running in one direction, and seeing that the killer went where you took him, go the other way.

4. make perk ignore the undetectable status

As I said earlier, half the meaning of a perk simply disappears if the killer has this status effect. Now everything is fine and the perk is working as it should.

I could already finish it, however, I also often saw on the forum proposals for boosting the speed of an unhooked survivor. The idea is very cool and useful and fits this perk, this idea would be great for preventing tunneling and make the perk very good, but, as for me, Babysitter already does too much. But who knows? maybe developers will think about it. I think this idea is suitable for another steve perk.

What do we have now:

While you have a reputation for being self-centred, you risk it all to help those in need.

When you unhook a Survivor, the unhooked Survivor leaves no Scratch Marks, Blood Trail and Groans of Pain for the next 12/16/20 seconds.

Both you and the unhooked survivor see killer's aura for 8 seconds

the killer sees your aura for 4 seconds


Comments

  • Second wind totally deserve a buff, now is useless, maybe i would just change the activation condition, from heal an health state to safe unhook.

  • Pretty cool buff.

    I just don't get the haste. Why is it there.

  • @Milo said:

    Pretty cool buff.

    I just don't get the haste. Why is it there.

    When I wrote this post, I thought that haste would help beginners a little bit, and it would be a nice bonus to the main effect of the perk. I'm actually not very happy with what I came up with, I'll change the post a little.