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Prove Thyself change

Prove Thyself is honestly the only perk that I have beef with. Playing Survivor with a teammate (or two, more often than not) that has Prove Thyself is a cakewalk because you can pump out gens in a ridiculously short amount of time. And playing Killer against PT is a nightmare, especially on maps larger than Midwich's bottom floor. Another problem with PT is that it is ridiculously easy to solve a three-gen situation with it, which shouldn't be easy to solve. Call me vindictive but there's nothing more disappointing than for Survivors to carelessly three-gen themselves and then easily solve it with a perk that takes no effort to activate and provides a huge passive buff at no cost.

I think that if we want to keep the perk's functionality but reduce it's effectiveness, it should be changed to reduce in speeds per generator complete. At 5 gens remaining, it would have full effectiveness, reduced at 4, reduced at 3, and so on, until at 1 gen remaining it would either deactivate or be at minimal effectiveness. Kind of like a reverse Fire Up.

I am by no means a salty Killer main, or even a salty Survivor main (I play more Survivor than Killer), but Prove Thyself really is a mean perk that provides way too much with little to no cost or risk. Especially with gen speeds (although I personally think it's map sizes rather than gen speeds) being problematic in the first place, PT only exacerbates that problem. Thoughts?

Comments

  • Dino7281
    Dino7281 Member Posts: 3,294

    Problem is that late game is where Prove Thyself is needed most.

    Early game you want each survivor on 1 gen.

  • Hippie
    Hippie Member Posts: 1,003

    I understand but it's late game potential is way too strong. Not to mention that I've had games where we had two gens done before the Killer found their first Survivor, often less than a minute into the game. Of course, it was on Groaning Storehouse so that doesn't help, haha. But it's still an extremely strong perk even for more appropriately sized maps.

    I've personally played enough games to know that yes, it's viable when one Survivor is on each gen, but knocking out gens very early into the game is also extremely viable. Especially if Survivors are smart and target gens toward the center of the map or in more unsafe areas, and Prove Thyself allows popping off gens in a ridiculously fast manner.

    I think my point is that I just don't feel like the perk is necessary or healthy for the game. Multiple Survivors on a gen is already fast enough without PT, and PT is just icing on the escape cake.

  • GoshJosh
    GoshJosh Member Posts: 4,992
    edited September 2021

    As a survivor main I agree the perk is broken, but they already nerfed our only meaningful anti-tunnel perk. So we have to try to get matches over as fast as possible if we want a chance at surviving. And as long as camping, tunneling, and Ruin (undoing up to 79 seconds of a generator) stay in their current states, I can't agree to a PT nerf.

    In the current meta, killers will need to deal with survivors committing to generators foremost.

  • Seraphor
    Seraphor Member Posts: 9,414

    I suppose PT could get a conditional nerf, something like: Once four generators are completed, the increase to repair speed is reduced to 5% from 15% per survivor.

  • Hippie
    Hippie Member Posts: 1,003

    I see what you're saying. I've definitely dealt with the 4k slug, tunnelling and facecamping, e.t.c..

    My suggested change to PT wouldn't nerf it's early game rush however, it would only nix easy escape from a 3-gen situtation. However, like I mentioned in my post, I think that the biggest problem is map sizes rather than gen speeds, so if they adjusted map sizes across the board it would be a big help for both sides. I mean, come on, I have a better time on Haddonfield than on Disturbed Ward because the map is so gigantic...

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,705

    PT is perfectly fine.

    If 2 people are on a gen, it's only saving 7 seconds!

    If you're in a 3-gen and have 3-4 survivors on a single gen, then PT or not, you've pretty much lost since your pressure must be nonexistent.

  • Hippie
    Hippie Member Posts: 1,003

    A three-gen is a way for Killer to save the game, especially when you've been sent to a map that's too large for most Killers to patrol effectively. I've had Killers win games against me when they've set up a good 3-gen, even with all four of us still alive, and I've won games the same way as well. Game's not lost until the Survivors are out of the exits or everyone is dead! My problem is that PT allows Survivors to get out of a three-gen situation far too easily especially if two out of four have it and use it effectively.

  • SkeletalElite
    SkeletalElite Member Posts: 2,709
    edited September 2021

    I wouldn't call repairing a gen 7-9 seconds faster when coop repaired a "huge passive buff"

    You can equip stake out and if you hit every great skill check you'll cut out about 6 +- 2 depending on how RNG is feeling extra seconds of repair time when solo repairing.

    You can combine with a toolbox which has 5x skill check odds for even more time saved.

  • KweenPlease
    KweenPlease Member Posts: 305

    Nah. It's not that big a difference. It's definitely nice but you're not usually going to have someone with you on every gen.

    and even if you do what is less than 10 seconds difference between 2 people?