Steve Harrington Perk Reworks | Making it "Better" series

Today, I will be reworking two of three of Steve Harrington's teachable perks in order to make them more useable in the game. I hope you enjoy.


Camaraderie - Teachable Steve Harrington Perk

You trust friends a lot and those who are trusted are rewarded. When a survivor is within 4/5/9 meters away from a hooked survivor, unhooking them will cause you to gain a token.

Gaining 4 tokens will allow them to instantly heal a health state when they unhook the next survivor injured. If they unhook the next survivor as healthy, Camaraderie will not activate.

Camaraderie can only work for one survivor at a time and all tokens will be reset if another person is affected by Camaraderie.

Babysitter - Teachable Steve Harrington Perk

You know what to do in stressful situations when looking over someone and you sacrifice yourself to get them to safety. When taking a protection hit for another survivor you earn 1 token. Maximum amount of tokens that can be acquired is 5.

5 tokens: The next time the survivor that was protected is put into the dying state, when they are picked up the killer will be stunned. The next time you are injured you become broken for 45/40/35 seconds.

"I may be a pretty terrible boyfriend, but turns out I'm actually a pretty damn good babysitter." -Steve Harrington

Comments

  • Camaraderie - So from what I've gathered and deducted, Camaraderie can activate once per match. Theoretically, that would save 16 seconds. And could potentially save a survivor from being tunnelled or camped. HOWEVER, BT would still be better than this because:

    1. You don't need to get 4 tokens.
    2. BT saves you from exposed.

    The fact you need to unhook 5/8 hooks to have those 4 tokens and then activate Camaraderie, is kinda insane.

    Babysitter - Would suffer the same issue that Mettle of Man has, but worse. Getting 3 protection tokens is already pretty difficult. Also it just doesn't make much sense - You can be one the other side on the map but it would still activate...?

  • @Milo said:

    Camaraderie - So from what I've gathered and deducted, Camaraderie can activate once per match. Theoretically, that would save 16 seconds. And could potentially save a survivor from being tunnelled or camped. HOWEVER, BT would still be better than this because:

    1. You don't need to get 4 tokens.
    2. BT saves you from exposed.

    The fact you need to unhook 5/8 hooks to have those 4 tokens and then activate Camaraderie, is kinda insane.

    Babysitter - Would suffer the same issue that Mettle of Man has, but worse. Getting 3 protection tokens is already pretty difficult. Also it just doesn't make much sense - You can be one the other side on the map but it would still activate...?

    No, you'd need 4 unhooks. I dont know how you got to 5/8 hooks- I will not rework the Babysitter perk. It was meant for competitive playing or just regular altruism plays. No, you would not be on the other side of the map. Once it gains that last token it will automatically work. So they survivor you protected at that moment gets the stun. So you can just steer of once the token was delivered to the effect of the perk.

  • Tbh all camaraderie needs is for it to affect any hooked survivor the user comes within 16m of

  • @papichulo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2364550#Comment_2364550

    No, you'd need 4 unhooks. I dont know how you got to 5/8 hooks- I will not rework the Babysitter perk. It was meant for competitive playing or just regular altruism plays. No, you would not be on the other side of the map. Once it gains that last token it will automatically work. So they survivor you protected at that moment gets the stun. So you can just steer of once the token was delivered to the effect of the perk.

    What I meant was -> You would have to get 5 out of potential 8 hooks, cause you can't unhook yourself, nor when they're dead. SO ACTUALLY it's only 6 now that I think about it. (4 to activate Camaraderie and 5th to actually use it)

    The next time the survivor that was protected is put into the dying state, when they are picked up the killer will be stunned. The next time you are injured you become broken for 45/40/35 seconds.

    "Next time the survivor that was protected", so that would mean ANYTIME after you protect the survivor.

    "is put into the dying state", so first you protect for them, then they have to go down. So by that logic, yes, you can be on the other side of the map.

    "When they are picked up" And when they do finally get them they get stunned. That's assuming you got 5 tokens somehow. Which brings me to this

    It was meant for competitive playing or just regular altruism plays.

    How often do you get MoM to proc?

  • So the perk rework I am suggesting is for Babysitter… In case you don’t know, babysitter is a perk from Steve Harrington which allows you to grant a survivor you unhook no scratch marks or blood for 4/6/8 seconds. The downside though, is that you and the killer can see each other’s aura for 4 seconds. Yes, distortion may combat this, but in my opinion it’ too many perk slots taken. Anyway I think it should be reworked. I have 2 suggestions. #1 The survivor you unhook leaves no scratch marks or blood for 6/8/10 seconds and can see the killer’s aura for 3. But you are broken for 60/45/30 seconds for the unhook. #2 When unhooking a survivor the survivor leaves no scratch marks or blood for 6/810 seconds and gets a 5/6/7% haste status effect for 30 seconds. You (the unhooker) can see the killer’s aura and the killer can see yours for 5. Both of these are buffs and are my general suggestions of making his perk better. His other perks don't really need touching in my opinion.

  • Camaraderie - its worse and much weirder , because (in-game) Camaraderie is pretty good at punishing camping

    Babysitter - you have to throw the whole game to MAYBE get to use it, (it's often even impossible to get 3 protection hits to get Mettle of Man to work)

  • @papichulo said:

    Today, I will be reworking two of three of Steve Harrington's teachable perks in order to make them more useable in the game. I hope you enjoy.

    Camaraderie - Teachable Steve Harrington Perk

    You trust friends a lot and those who are trusted are rewarded. When a survivor is within 4/5/9 meters away from a hooked survivor, unhooking them will cause you to gain a token.

    Gaining 4 tokens will allow them to instantly heal a health state when they unhook the next survivor injured. If they unhook the next survivor as healthy, Camaraderie will not activate.

    Camaraderie can only work for one survivor at a time and all tokens will be reset if another person is affected by Camaraderie.

    Babysitter - Teachable Steve Harrington Perk

    You know what to do in stressful situations when looking over someone and you sacrifice yourself to get them to safety. When taking a protection hit for another survivor you earn 1 token. Maximum amount of tokens that can be acquired is 5.

    5 tokens: The next time the survivor that was protected is put into the dying state, when they are picked up the killer will be stunned. The next time you are injured you become broken for 45/40/35 seconds.

    "I may be a pretty terrible boyfriend, but turns out I'm actually a pretty damn good babysitter." -Steve Harrington

    ‘When a survivor is within 4/5/9 metres from a hooked survivor, unhooking them will cause you to gain a token’ - You have to be within 4/5/9 metres to unhook the survivor anyway, unless a third survivor has to be within this aswell. This makes absolutely no sense whatsoever. I prefer the old Camaraderie to this one not gonna lie.

    Babysitter is also useless. There’s no way you can get 5 protection hits unless you have mega healing builds. It’s hard enough to get Mettle Of Man which is 3 protection hits. Also, do the tokens get spent once you have 5 tokens? Cuz it doesn’t say you lose your tokens which would mean an endless cycle of the killer getting stunned when picking up the ‘protected’ survivor 😂

  • Both of these are already getting reworked in a couple weeks.

  • IMO Second Wind and Babysitter are fine as is. Second Wind has been fine since its last change and the new changes to Babysitter make it more viable (though not meta, but not all perks need to be meta). Only Camaraderie needs changing, but not a full rework: the idea is good but needs changes. I wrote a thread on it here.

    @HealsBadMan said:

    I was doing Adept Steve today and it got me thinking about Camaraderie, and how it's not used at all (from my experience at Red Ranks with ~650hrs in game). The idea behind it is a good one, but its too niche imo. Here's the current effect:

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

    While you are on the Hook in the Struggle Phase, Camaraderie activates.

    If another Survivor is within 16 metres of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds.

    It only works for one hook state, for the Survivor who has it equipped alone. If another Survivor comes within 16m and doesn't immediately save the hooked person, then one of two things is happening- the Killer is camping, or is being looped right next to the hook. I think it's in need of a buff. Here's what I propose:

    While you or another Survivor is on the Hook, Camaraderie activates.

    If another Survivor is within 16 metres of your Hook, or if you are within 16 metres of the hooked Survivor while Camaraderie is activated, the Entity's progression is paused for 12/16/20 seconds.

    Hooked Survivors can only be affected by one Camaraderie effect while they are on the Hook.

    In terms of activation, I think this perk should be like Kindred- only working if you or another Survivor is hooked. It would make the perk more usable and helpful for solo survivors, as they can use it both for alturism and survival. It also applies to both first and second states of hook sacrifice, so the perk becomes even more usable- however, this perk cannot be abused, else it be too powerful.

    Only one Camaraderie effect can affect a Hooked Survivor at a time: to prevent a full team from running it and making each Hook State an entire minute longer.

    Only one Camaraderie effect can affect a Hooked Survivor while they are on the Hook: If Camaraderie is used to pause the first hook state, it will not pause the second hook state if the Hooked Survivor is still on the hook when they progress.

    Finally, a nerf to the pause timer- if the perk becomes more usable, the timer should be nerfed. I settled on 12/16/20 seconds, but this could be increased depending on balance. Alternatively, the timer could be nerfed slightly and the range could also be slightly shortened to 14 or 12m.

    What do y'all think? I appreciate any feedback!

    TL;DR It's just giving Camaraderie the same treatment as Kindred, making it work regardless if you're hooked or near a hooked Survivor, applied on both Hook states, not spammable via SWFs and reducing the pause time to compensate.