Someone Please Explain the Point of Comraderie to Me

Because as of now I'm really underwhelmed.

Like, even Left Behind has a purpose: it exists to make Escape easier as the last Survivor. It's useless now because the Hatch always spawns but it has a purpose; a reason to exist and for you to use it.

Comraderie increases the duration of struggle state when a Survivor is near in order to...? Do what?

If a Killer is camping you they aren't exactly going to leave because you're taking a little longer to die (definitely not if they know this perk exists), and those extra seconds aren't going to make it any safer to unhook you while the Killer is desperately trying to figure out your eye color. So it doesn't help you if you're getting camped.

If your teammates are super immersed or gen-focused and just leave you to die it's not like this perk will save you or help you. It only triggers if someone is nearby and it's effect only helps if someone is actively attempting to save you. So it doesn't help if you get left to die by your teammates.

As far as I can see this entire perk seems to exist only to help save your life if Nea misjudges how much time she has to get to you before you get Sacrificed.

Someone please correct me if I have this wrong.

Comments

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/646722#Comment_646722

    The person who rushes to the hook is not on the gen and that is where he/she should be when killer camps. That is why the way this perk works now is flawed.

    As I suggested the perk should work like that:

    • The timer should stop when killer is camping and no survivor is near 16m radious. The timer should reactivate if someone else is near the hook apart from killer - this is the way this perk should work to combat excessive camping.

    I am disappointed that I did not think that before. The solution is elegant and terribly effective.

    It seems to me that the devs had rejected the idea of blocking the progress of the Entity if the killer is near the hook because survivors could abuse it. Here, no abuse is possible since the Entity also progresses when a survivor and the killer are near the hook, it is blocked only when there is only the killer near the hook.

    This is a Camaraderie that properly would do what we ask. This will not totally solve these bad behaviors, but facecamping will be useless. At worst, the killer will wait 16.01m from the hook. Enjoy this.

    This offers a few seconds of Entity time if there are no survivors within 16m, the time for respectable killers to move away from the hook. So the perk is not totally useless if the killer does not camp. And this perk serves twice, not once.

    The other survivors will know that the killer camps, seeing that the Entity does not progress? Certainly, but the purpose of the perk is precisely to punish the camper.

    Just get away from my comrade, bad killer.

    Fighting for a perk that ensures normal and fun games, it's deeply depressing.

  • The issue to me is this.

    Regardless of the intention, it's not something reliable enough, nor gamechanging enough, to justify a perk slot over even perks we consider "mediocre" already.

    Even when it triggers it may do nothing at all.

  • @anarchy753 said:

    The issue to me is this.

    Regardless of the intention, it's not something reliable enough, nor gamechanging enough, to justify a perk slot over even perks we consider "mediocre" already.

    Even when it triggers it may do nothing at all.

    I can see this.

    It's basically on the same level as Left Behind and No One Left Behind. You can't rely on it activating and it may not even help if it activates.

    If it were either unreliable or weak it could be fine, but since it's both there's no real point to using it. Especially since Kindred is a thing.

  • Meant to help vs camping, but I think it should be the killer within 16m and not in a chase as opposed to another survivor within 16m. If you are being face camped by LF, it won't matter, but still.

  • @Carpemortum said:

    I love how we get 6 survivor perks and were bashing one of them. We got twice as many perks as normal. They cant all be good, meta perks. 1/6 being niche is fine...

    "Niche" and "useless" aren't synonymous. As someone with a Kate profile picture, you should know what useless perks look like considering 2/3 of Kate's perks are worthless and the other 1/3 is what we would consider "niche"

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/646722#Comment_646722

    The person who rushes to the hook is not on the gen and that is where he/she should be when killer camps. That is why the way this perk works now is flawed.

    As I suggested the perk should work like that:

    • The timer should stop when killer is camping and no survivor is near 16m radious. The timer should reactivate if someone else is near the hook apart from killer - this is the way this perk should work to combat excessive camping.

    Not a bad idea but he won't happen because devs have done something like that in the past and SwF were exploiting it.

  • I personally don't want to run a perk for the chances I get camped. I think it would be better if it also added 14 seconds to other survivors hooked time if you enter the 16m radius. It cannot stack to help balance it.

  • I had written a long eulogistic comment about @Thaznar 's proposal but unfortunately, it was devoured by the Entity after editing, again... Being French trying to translate me correctly with arguments... I will not inflict myself this sentence again.

    His proposal is excellent in many ways. His perk solves the fears of some imagined abuses... His perk is also a useful minimum even when the killer does not camp.

    I see no reason to refuse what he proposes. It's excellent. For me, it is more relevant than what is officially proposed to us now.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/646939#Comment_646939

    So why should survivors care for campers fun or venting childish tantrums? You already have the reward for leaving the hook reflected in emblems and you are being punished for camping. Also BBQ gives you incentive and bonus for multiple hooks in case you have not noticed.

    What is the reward for leaving the hook as far as emblems?

  • There's nothing to discuss here, just another UNDERWHELMING set of perks, including this one. BT beats this perk in every single way possible.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/646958#Comment_646958

    What is the reward for leaving the hook as far as emblems?

    You lose points toward Chaser if you are near a hooked Survivor without an unhooked Survivor nearby.

    It's not that much really; thankfully since you seem to get docked points for camping while the gates are open.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/648313#Comment_648313

    You lose points toward Chaser if you are near a hooked Survivor without an unhooked Survivor nearby.

    It's not that much really; thankfully since you seem to get docked points for camping while the gates are open.

    I asked what the reward is for leaving the hook, not what the punishment is for camping.

  • @Usui said:

    There's nothing to discuss here, just another UNDERWHELMING set of perks, including this one. BT beats this perk in every single way possible.

    Kindred honestly outclasses this perk. It helps Survivors coordinate a save and tells them if the Killer is nearby. Not only is it stronger, it's more reliable in that it doesn't have any additional requirements besides you being on a hook.

    Unless you're super afraid of running out of struggle time while on the hook when someone gets within 16 meters there's no reason to run this perk over Kindred.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/648530#Comment_648530

    I asked what the reward is for leaving the hook, not what the punishment is for camping.

    There is no emblem 'reward' for leaving the hook. You just don't lose points if you leave the hook.

  • @TheRockstarKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/648538#Comment_648538

    There is no emblem 'reward' for leaving the hook. You just don't lose points if you leave the hook.

    Fair enough. I was just making sure I hadn't missed something.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/648544#Comment_648544

    Fair enough. I was just making sure I hadn't missed something.

    Nope; you're good.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/647650#Comment_647650

    It cannot be exploited, because the timer would stop ONLY IF the killer is in 16m radius with no survivor. So it punishes excessive camping. Once a survivor comes the timer starts again. So that would make it a great anti-camping perk.

    In the past the problem was when killer and survivor were close to the hook the timer was altered to stop or go slowly. With my conditions the perk would be at least usable.

    We might see how he work in-game once PTB is live.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/648549#Comment_648549

    The reward for leaving the hook are other gameplay possibilities and hooks to gain, which in the end equals BBQ stacks and more BPS. Standing near the hook for 2 minutes surely won't give killers any rewards whatsoever.

    That's not a reward for leaving the hook; that's a reward for playing the game. If Survivors come to me while camping and let me repeatedly hook them while they repeatedly unhook, I am getting the reward for supposedly leaving the hook without actually leaving the hook.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/646699#Comment_646699

    Peanits I feel the timer should stop when killer is camping and no survivor is near 16m radious. The timer should reactivate if someone else is near the hook apart from killer - this is the way this perk should work to combat excessive camping.

    The devs have already said camping is a strategy. And besides they tested something similar to that before and it didn't work.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/648600#Comment_648600

    They tested it but the way they did it was bad and flawed in design. That is why survivors were able to abuse it by lurking near the hook. Now it will work ONLY IF THE KILLER is camping in the 16m radius. Once survivor enters the area the timer can start dropping again.

    Then the killer can just hang out just outside the radius and step in when a Survivor comes close.

  • @TheRockstarKnight said:

    Because as of now I'm really underwhelmed.

    Like, even Left Behind has a purpose: it exists to make Escape easier as the last Survivor. It's useless now because the Hatch always spawns but it has a purpose; a reason to exist and for you to use it.

    Comraderie increases the duration of struggle state when a Survivor is near in order to...? Do what?

    If a Killer is camping you they aren't exactly going to leave because you're taking a little longer to die (definitely not if they know this perk exists), and those extra seconds aren't going to make it any safer to unhook you while the Killer is desperately trying to figure out your eye color. So it doesn't help you if you're getting camped.

    If your teammates are super immersed or gen-focused and just leave you to die it's not like this perk will save you or help you. It only triggers if someone is nearby and it's effect only helps if someone is actively attempting to save you. So it doesn't help if you get left to die by your teammates.

    As far as I can see this entire perk seems to exist only to help save your life if Nea misjudges how much time she has to get to you before you get Sacrificed.

    Someone please correct me if I have this wrong.

    "Figure out your eye color" 😂😂😂 thats the best thing i have ever herd of lol

  • Every time someone hits struggle phase, one person runs in and pauses the timer. It's an extra 56 seconds total of stalling time for the Survivors. Solo's wont run it as much, but SWF will run it like no tomorrow to get an easy 1 extra minute on Gens.

  • @TheRockstarKnight said:

    Because as of now I'm really underwhelmed.

    Like, even Left Behind has a purpose: it exists to make Escape easier as the last Survivor. It's useless now because the Hatch always spawns but it has a purpose; a reason to exist and for you to use it.

    Comraderie increases the duration of struggle state when a Survivor is near in order to...? Do what?

    If a Killer is camping you they aren't exactly going to leave because you're taking a little longer to die (definitely not if they know this perk exists), and those extra seconds aren't going to make it any safer to unhook you while the Killer is desperately trying to figure out your eye color. So it doesn't help you if you're getting camped.

    If your teammates are super immersed or gen-focused and just leave you to die it's not like this perk will save you or help you. It only triggers if someone is nearby and it's effect only helps if someone is actively attempting to save you. So it doesn't help if you get left to die by your teammates.

    As far as I can see this entire perk seems to exist only to help save your life if Nea misjudges how much time she has to get to you before you get Sacrificed.

    Someone please correct me if I have this wrong.

    Exactly 14 seconds are pretty useless .. It should've been a Timer .. When the Killer is 8 / 12 / meters away from the Hook the Sacrifice Process takes extra 2 minutes .


    That'll buy Survivors time to finish the Gens and escape while the Killer face camping the Lucky dude.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/648625#Comment_648625

    In that case perk will never work which is good, because first of all in order for the perk to work killer has to be alone in 16m radius to the hook. If he is like 17m perk won't work and if he is suddenly near the hook with another survivor the perk will also not work.

    That is why this perk should only trigger when killer alone is camping and survivor being near the hook as a condition for the perk to work should not be required.

    Currently this perk is just terrible.

    How is it good if the Killer is just outside the radius so the hook meter goes down but still hanging by to make sure no one ever saves the Survivor? Unless I am missing something?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/649593#Comment_649593

    16m is hard to judge and killer has no idea when the meter stops. Also if he is not near the hook that gives opportunity for the save because he is not rubbing his bum against your face when you are on the hook.

    There are people who can measure 16 meters in-game, to be fair. Plus, wouldn't the Killer just be able to see when the meter is going down?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/650141#Comment_650141

    Devs themselves confirmed that killer is not able to tell when the timer stops. As I told you before even if killer leaves the hook to activate the timer the perk still does its job as it forces the killer to leave.

    I feel like we are not on the same page here. What are you referring to?

  • Have you ever almost died on hook and when the survivor is literally infront of you ya die?


    This will help it not happen


    Also you can use it so 2 survivors can gen rush the camping killer while the other gets extra time to think on how to unhook you

  • @TheRockstarKnight said:

    Because as of now I'm really underwhelmed.

    Like, even Left Behind has a purpose: it exists to make Escape easier as the last Survivor. It's useless now because the Hatch always spawns but it has a purpose; a reason to exist and for you to use it.

    Comraderie increases the duration of struggle state when a Survivor is near in order to...? Do what?

    If a Killer is camping you they aren't exactly going to leave because you're taking a little longer to die (definitely not if they know this perk exists), and those extra seconds aren't going to make it any safer to unhook you while the Killer is desperately trying to figure out your eye color. So it doesn't help you if you're getting camped.

    If your teammates are super immersed or gen-focused and just leave you to die it's not like this perk will save you or help you. It only triggers if someone is nearby and it's effect only helps if someone is actively attempting to save you. So it doesn't help if you get left to die by your teammates.

    As far as I can see this entire perk seems to exist only to help save your life if Nea misjudges how much time she has to get to you before you get Sacrificed.

    Someone please correct me if I have this wrong.

    4 people running, a whole minute more to the struggle . It is to help against campers.

  • @[Deleted User] said:

    I’ve got an idea.

    How about if nothing about how it currently works is changed, but some additions were made to the perk?

    If the killer remains within, say 20m of a hooked survivor running the perk, and the survivor is in the struggle phase, the killer suffers a debuff to movement speed and a debuff to the cooldown on both successful/missed attacks whilst in that’s zone?

    That doesn't seem like a good idea. Let's look at a scenario:

    You just hooked a survivor, and you now see survivors on the other side of the map because of BBQ and begin walking to them. As you are walking away, you see scratch marks leading to the survivor so you go back to stop the unhook. For no reason whatsoever you are now moving and attacking slower.

    This doesn't sound very fun.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/651044#Comment_651044

    Gimping the gameplay mechanics of the other side is never a good idea. This perk as I said before is so easy to implement to be a great anti-camping perk but as it is now it's just bad and outclassed by Kindred. This perk is probably the worst perk from this new chapter.

    Agreed.

    I really hope they add or change *something* to make it either stronger or more versatile before release. Because in it's current state it doesn't seem useful enough to ever warrant using.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/651067#Comment_651067

    No wait, scrap that. Bashing a button for longer doesn’t sound fun

    Also agreed. IMO, struggle state needs a rework for a number of reasons.

    But that's another topic for another thread.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/650300#Comment_650300

    I just answered your previous question. Killer is not able to see the timer being paused. You said some people can measure 16m in the game and still camp from lets say 17m distance - great, but as I said before it still forces the killer to leave the proximity of the hook itself so the perk serves its purpose either way even when the timer is not paused. As I said before - this perk should only work when KILLER ALONE is near the hook in 16m radius in order to make it a viable anti-camping perk. Still I feel the timer of 14s is a little bit to short and 14s is a weird number.

    Okay, I see what you mean. I mean, with the current perk, it makes sense that the Killer can't really tell when the timer is paused when the clock doesn't go down since it only stays paused for 14 seconds. If the timer were to stay paused as long as the Killer was within range and no one else, it would eventually be obvious that something is amiss with the timer.

    Also, personally, I feel like being "forced" 17 meters away doesn't really accomplish much when they can simply step in when they see another Survivor coming in from the distance, but that's just me.

  • @Hoodied said:

    Have you ever almost died on hook and when the survivor is literally infront of you ya die?

    This will help it not happen

    Also you can use it so 2 survivors can gen rush the camping killer while the other gets extra time to think on how to unhook you

    And it's worth burning a perk slot IN CASE that situation happens, over something that is guaranteed to help every match?

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/650304#Comment_650304

    And it's worth burning a perk slot IN CASE that situation happens, over something that is guaranteed to help every match?

    Happens almost every match for me

  • Thaznar's suggestion is just a bit clunky. A simple solution to making this a viable perk is to slow down the struggle phase timer by 50% if the killer is within 16m of the hook. To increase its effectiveness, you can pair it with Kindred and Open Handed to punish the killer even further. Also like someone suggested earlier, give a 100% bonus bloodpoints to the survival category as its pretty difficult to get bp on survival and survivors really need more perks that give extra bp.

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