Should Resilience affect generator repair speed?
Hey there
So, for those who don't know - Resilience is a common perk that all survivors have access to at the start. The perk permanently speeds up basically everything: repairing, vaulting, cleansing, unhooking, healing while you are injured.
This perk seems to be quite common place, mainly because it speeds up vaulting in a noticable way (Especially when paired with the perk Spine Chill) however I'd like to pose a question:
Should the repair speed part be removed?
Why am I asking this question? Quite simple really:
- This perk makes an 80 second generator take 72 seconds which is a deduction of 8 seconds total but it is also factored into things such as Prove Thyself, Toolboxes and so on
- The developers have recently stated they have no plans to change overall generator speed, therefore the things that affect gen speed right now are worth looking at (IMO)
- The developers have been extremely cautious in making perks that affect generator repair speed - Prove Thyself might be annoying but it requires survivors to group up which in some ways is beneficial towards the killer.
- Due to the strength and prevalence of medkits, the stipulation of staying injured to use this perk is barely a downside. Clever survivors also run Adrenaline along side it to further negate the downside
- Survivors should have strong perks, I 100% agree with this notion and I have no issues overall with Resilience on its own but I still want to ask this question regardless.
- Ultimately, changing this perk wouldn't suddenly make killer 10x more bearable over night but it might help make the game a bit healthier overall. At least, that's my thinking. Let me know if you agree/disagree.
- I'm also making this poll because I'm not quite sure where I stand so I want to gauge some other people's viewpoints
Should Resilience affect generator repair speed? 63 votes
Comments
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Yes, It is fine the way it is. No changes needed
I don't mind the faster gen repair, but if it was removed, make it do other things slightly faster than before to compensate, also make tier 1 and tier 2 not completely useless.
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No, it should only affect everything but gen repair speed
Gen speed is a very big problem when survivor stack all gen affecting options. There should not be perks affecting gen speed directly
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Yes, It is fine the way it is. No changes needed
Resilience is not good enough to warrant nerfing it. It’s fine the way it is.
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Yes, It is fine the way it is. No changes needed
It's just 9% and you have to be injured. The first gen will be unlikely to be affected by res.
Resilience will probably take effect on a 40% gen that will most likely be the last one.
If my math is not wrong that less than 5 secs saved
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Yes, It is fine the way it is. No changes needed
You have to stay injured for the extra repair speed, so I think it's fine.
1 -
No, it should only affect everything but gen repair speed
I don't think any perks should boost gen progression, at all, ever
1 -
Yes, It is fine the way it is. No changes needed
I know I should probably oppose this, but I feel like resilience is pretty fine as it is, like its not too menacing, but it isn't bad either in my opinion. I am conflicted because I realize that it is increased by quite a bit paired with other perks, but at the same time, I like how it affects many things. :c
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Honestly I don't mind it too much either, but I also don't think the perk would be made unusable if the gen repair speed was removed
It'd still have all its other utilities, including vault speed. Hell you could make it increase boon totem blessing speed too, why not?
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Yes, It is fine the way it is. No changes needed
It's not that big of a difference.
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No, it should only affect everything but gen repair speed
It shouldnt stack. 8x4=32 seconds saved if 4 survs are on it. so my idea is it shouldnt stack
1 -
No, it should only affect everything but gen repair speed
also, if theres 1 looper 8x3 is still 24 secs saved.
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No, it should only affect everything but gen repair speed
alsou have to be injured i get that but still i think it shouldnt stack. and i probably am terrible at explaining but yeah. it shouldnt stack
TL;DR: It shouldnt stack
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Yes, It is fine the way it is. No changes needed
It’s like a slightly above average perk, not sure why a tiny bonus matters? You’re putting yourself at risk doing a gen whilst injured. I’m sorry but if you think this perk is too strong, then you really need some more experience in the game.
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No, it should only affect everything but gen repair speed
At least you shouldn't be able to just 99 the heal and get the same boost.
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Yes, It is fine the way it is. No changes needed
It's an overall weak to okay perk, so I don't think it needs any changes. It's not really something you could run with a healing build, to make your medkit last 5+ heals, so max they will get is 3 heals if they really want to run expensive add ons. Imo it's a lot like Thana, people think it's good, but in reality it's not that great.
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Yes, It is fine the way it is. No changes needed
I would argue it's more important to nerf / tune Spine Chill out of the Resilience / Spine Chill combo. Spine Chill is a stupidly broken perk that manages to fly under the radar when it comes to conversations about "OP / meta perks" but I would genuinely say it is one of the most powerful non-exhaustion perks that exists in the game for survivors. Resilience is small beans compared to Spine Chill which completely neuters an entire class of killers (stealth killers) and allows survivors to act preemptively when equipped with the knowledge that the killer is coming in their direction. In a "Hold W Meta" this is huge, as it more or less ensures that survivors can put serious distance between the killer and themselves in nearly any and every circumstance no matter what. And that's only have of the conversation because I didn't even mention Spine Chill helps in chases, and objectives with that aforementioned increased vault speed / gen. repair speed.
Spine Chill is also laughably more powerful than Premonition, which may as well be completely forgotten about in the presence of Spine Chill. So for the sake of premonition, for the sake of stealth killers that don't need such an obvious and direct counter as Spine Chill, and for the sake of tuning down the "Resilience / Spine Chill" perk combination that OP mentioned, we should be looking at Spine Chill rather than Resilience of all things. (And I say this with 100% confidence as someone who loves Spine Chill, I keep it in my build as a mainstay perk on basically every survivor I have access to it on)
Resilience is fine because it at least requires something of the player. Although I absolutely agree that the downsides of Resilience can easily be mitigated with a medkit, or any number of perks like Adrenaline, Self Care, Pharmacy, Boon: Circle of Healing, etc. Resilience at least has those downsides, and it must always be worked around no matter what to get the full utility of the perk. (Again, unlike Spine Chill which acts passively, at all times, without a cooldown, and requires absolutely nothing of the player except the perk slot alone)
So long story short, Resilience is fine, and Spine Chill is actually low key stupidly overloaded.
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Other/Alternative viewpoint option
I feel like if they'd ever want to buff the perk to be meta level then the generator repair speed would need to go.
As the generator repair speed being buffed with the rest of the effects would simply make the perk too powerful in general let alone in SWF.
That being said as it stands its fine, it removes 7.2 seconds off of a generator for the trade off of being downed in one hit for the entire generator if caught out which is fair.
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Yes, It is fine the way it is. No changes needed
I think it's okay. It's 9%, and you have to be injured.
Yes you can 99 your heal and heal yourself last second if the killer comes if you have a medkit, but imo it's medkits that should be nerfed, not resilience.
If anything resilience should be buffed to also speed up totem blessing, which it currently does not do.
It would also be nice to change tier 1 and 2 to 7% and 8% respectively, and not have tier 1 be almost completely useless.
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Yes, It is fine the way it is. No changes needed
It's fair, considering you are putting yourself at risk to make the most of it. Most would prefer to be fully healed than gain that bonus, except perhaps in the rarity of having Resilience paired with Adrenaline to risk that final gen.
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That is 4 injured survivors on a gen
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Other/Alternative viewpoint option
I think it's a fair trade off. I only have to hit them 1 time which gives me a 50% adavantage compared to, what is it, 9%? As someone that doesn't want to leave a leg for Survivors to stand on, I want them all to bring it so they play cocky and don't heal lol
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