Uses for each new perk

Hello! I thought that I would create a small list of potential uses for each perk. If you think of any other uses, feel free to share!

Babysitter

This can be used when you're making a safe rescue and you want to avoid the killer from chasing the person you unhooked. This can help prevent the killer from tunneling a survivor out of the game quickly, and in turn can help everyone finish generators and escape. This perk may be useless or even detrimental if the hook is in an open field or the killer has MYC since they can target either you or the unhooked survivor for a 1 hit down. You can't really make a build centered around this perk, but it can synergize with the other survivor's perks such as No Mither, Iron Will, Sprint Burst, and Second Wind.

Camaraderie

This can be useful when the killer is camping or applying a ton of pressure to survivors trying to rescue you. This helps prevent instances where a survivor is running right for you, but you end up dying because the timer got too low. It may also give rescuing survivors more time to make a safer play, but killers that are paying attention might notice the timer's paused and stay by the hook.

Second Wind

Second Wind sounds like a very powerful perk, but it requires healing another survivor to activate. It's a situational perk, but the situation where you can use it should appear at least once a match (if you get hooked at all). That being said, if the killer chases you after you get unhooked, you likely won't be able to use it unless you lose them. Also, the killer will notice that you've become broken and might chase after you. Because of this, you'll probably want to run it alongside Decisive Strike, which might be an even stronger combo if Second Wind can pick you up when you're downed. This perk synergizes with perks that let you find and heal injured survivors, lose killers in a chase, or give the killer an incentive to go after someone else (like borrowed time).

Better Together

Just a simple detection/information perk. This can help survivors find you and either heal you or help you on the generator. It can also help you make a decision on whether or not to go for an unhook since you're able to see everyone else for a short period of time when someone gets downed. This can pair well with Prove Thyself since it makes it easier to be paired up with another survivor.

Fixated

This perk is only useful if you're going for a more stealthy play-style or you're trying to lose or confuse the killer in chases. Knowing exactly where your scratch marks are can help new players know how their movements affect the killer's main tracking utensil, and it can help more experienced players place scratch marks strategically and move away from them faster. This perk synergizes with perks that heal you, help you lose the killer in chase, and Sprint Burst (since you don't have to waste it if you wanna go fast). This perk has an anti-synergy with No Mither since you will never benefit from the speed boost with it equipped.

Inner Strength

Now, I'm a little confused about this perk. The news post about it says that it doesn't deactivate upon healing in a locker, but I've heard elsewhere that it does deactivate. If it does deactivate, other survivors might render this perk virtually useless if they're also running it or just like breaking totems. If it doesn't deactivate, it's a really good alternative to healing, but if it does, think of it like a delayed heal. You spend time cleansing a totem so that you can heal faster when you're actually injured. You might be able to use this to heal in a chase, but you probably won't have much success even if you're running Q&Q and Head On. Might be a good perk to run if you already like to break totems.

Surge

This seems like a pretty decent stalling perk. The automatic and instant regression (of I think 12%?) to all nearby generators can be very useful and can save you the time it takes to kick them. Can be very useful in 3-gen scenarios, but since it starts regressing gens, you can't use PGTW on gens that have been surged. However, this perk would work fantastically alongside Overcharge.

Cruel Limits

Can net you a hit or two, but since it doesn't affect pallets, you probably won't get much out of this. Synergizes with Bitter Murmur, but that won't help you out much either.

Mindbreaker

This can be useful if you want to prevent survivors from using their exhaustion perks as often. This can be even more useful if you're a stealth killer and the survivors are running sprint burst since that perk can help them avoid the first hit. It also stops the exhaustion timer from decreasing while they work on a gen, forcing survivors to walk or heal to recover from exhaustion. Synergizes with any add-on that applies exhaustion, especially if it's very easy to land like clown's bottles.

Comments

  • Alright, I finished it. I really wish the forums had a little confirmation pop-up before you submit the post :(

  • I wanna try Surge with Agitation + Iron Grasp + Mad Grit. Perhaps being able to auto-regress things without having to go to them can make things just a little more efficient.

  • Babysitter will be good with Borrowed Time just in case you can't make the quick save and the person gets hit anyway but the bright side is if they get rid immediately then they still won't have scratchmarks or blood for the duration of Babysitter.

    Second Wind turns off when you go down while Broken so if you have D-Strike then you won't get healed if you escape. I don't know if you can this perk more than once since you can get hooked twice though.

    Inner Strength gets deactivated after healing in a locker BUT turns back on when you cleanse another totem so you can basically reload.

    Cruel ''Confinement'' sounds very map dependent so this could be a hit or miss, if you get Lery's it's powerful, if you get Rotten Fields not so much. I would run this with Tinkerer and only on speedy Killers or those with instadowns so they can maximize whatever potential the perk can give. I personally think it should work like Bitter Murmur and block ALL VAULTS when the LAST Gen is completed for a certain time. Or maybe switch it up and block Vaults in YOUR TR when a Gen pops.

  • I generally agree. You found a postive thing in every perk instaed of just saying "this is trash, this is good" and i really like that.

    I am only worried about mindbreaker and camaraderie being well.. bad. Mindbreaker is a specific counter to one perk that isnt even that good, and the other one... well if the killer is camping, he wont care about that, and if he is not... then its gonna be a wasted perk.

    I want also to add a note for the perk "better together". I hope that survivors will understand how to use it correctely. I think this is gonna be a really strong perk.

    Let me explain, you generally dont want to do a generator with someone else, since this is just gonna make the progress slower than if both survivor would have worked on 2 different gens.

    if someone dont know, the second/third/fourth survivor on the gen take a repair reduction speed of 10% for every other survivor, so 2 survivors on a generator works at 190% speed, while if both of them are on a different generator it would be 100% and 100% for a total progression of 200% . I hope that this is clear.

    Another reason o work on different generators is that if the killer get to the gen, he will only stop the progress of one survivor instaed of to.

    All of this just to say that in my opinion, better together should be used as an "i am already working on that, dont waste your time". It could also help to avoid 3 gen strat.