Better Together Problems | Upgrading The Perk to Almost Best Solo Queue Perk
better together is a decent perk from the stranger things chapter
But it also has several problems that it is desirable to solve so that the perk is more in demand.
what problems does the perk have?
- Small radius of the generator's aura. 32 meters is clearly not enough to unleash the full potential of the perk. In terms of "searching" the generators, 32 meters is also very small. This can only help on closed maps, and not always. It turns out half the potential of the perk just disappears.
- Why does the first opportunity of the perk show only the generator's aura? Totems and healing of other survivors can also be added to this opportunity. It would help in those moments when at the end of the match everyone is looking for NOED.
- The ability to show the aura of all survivors is a very good thing, 10 seconds is also quite enough. But why does this effect work only for the person who took the perk, the perk is called "Better Together", but from the word "together" there is only half the meaning of the perk.
These problems are not as significant as those of the second wind, camaraderie and Babysitter. However, Better Together clearly needs a buff that will greatly increase its demand.
How do I suggest improving the perk
1. increase the radius of the generator's aura to 64 meters.
2. make that not only the generator's aura is shown, but also that the aura is shown when you cleanse the totem and if you heal another survivor.
3. make that if any survivor is downed, the aura of all survivors is revealed to everyone. (I'm not the only one who suggested a similar idea, but I liked this idea so much, so I just had to add this idea to my suggestion.)
These improvements will have a very positive effect on the Perk and its potential can be fully realized. Also, the demand for perk will obviously increase and there will be more people who want to buy the Stranger Things chapter.
What do we have now
better together
You seek justice and uncover the truth no matter what obstacle stands in your way.
while you repair the generator, its aura is revealed to all other survivors at a distance of 64 meters.
While you CLEANSE a TOTEM OR HEAL an ANOTHER SURVIVOR, aura is revealed AT A DISTANCE OF 32 METERS.
If the Killer downs a Survivor, everyone see each other's auras for 8/9/10 seconds.
So, that's all, now the Perk is excellent!
Now the meaning of the perk justifies its name. Now the Perk can be taken by solo players and they can get a lot of benefits. Moreover, it can be used in serious builds. If the perk was like that, then it would be taken to matches much more often.
If you have not seen my past suggestion, you can also check it out!
@Alify said:
Second Wind - another strange perk from the Stranger Things chapter.
Second Wind deserves an intermediate rank, only because of its effect.
The idea of the Perk is very good, 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?
- 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.
- 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.
- 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.
- 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.
- 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
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 tunneling
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 changing the health state of another survivor, 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 30/45/60 seconds (the effect doesn't stack).
After a total duration of 20 seconds, Second Wind automatically heals you from injured to healthy.
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 ignore it.
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.
Second Wind deactivates once it successfuly triggers.
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!
https://forum.deadbydaylight.com/en/discussion/141189/babysitter-problems-upgrading-the-perk
Comments
Better Together is a good perk in its current state and doesn't need much changes in my opinion.
"If the Killer downs a Survivor, everyone see each other's auras for 8/9/10 seconds."
I do like this recommendation though, and this with the current version of Better Together it would be pretty good.
It would look something like this:
The aura of the generator you are working on is revealed to all other Survivors within a radius of 32 meters. If the Killer downs a Survivor while you are working on a generator, all Survivors see each others aura for 8/9/10 seconds.
Maybe you're right, but I still think that 32 meters is very small and it should be buffed up to 64 meters. About the condition that you have to work on the generator to activate the effect that everyone sees each ocher's aura, it's 50/50. But I still prefer to activate this effect without special conditions, so that the profit from the perk is not only due to the generators, but also during the endgame. Anyway, thanks for the comment.