Can you nerf Prove Thyself?
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Survivors optimal stragedy is to work on different generators so prove thyself encouraging working together is usually good thing for killer. Gen will pop quicker but instead 3 gens popping at start only one gen gets done.
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Well i think that's just always going to be the case with forums. And to be fair, all kinds of different people have all kinds of different opinions, no matter how questionable.
But honestly, at the very least the complaints about camping and tunneling are definitely justified, in my opinion. The entire "solo queue dead" narrative is just maybe a bit of an exaggeration.
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People are just now realizing prove thyself is one of the strongest perks in the game. Why is there this false narrative that survivors proving a gen is somehow good for killer. There is a reason why people are seeing 1-2 in 80% of games at the upper end.
It let's you take out an important gen even if the killer gets super early pressure from a down. Without prove you could have a scenario where someone goes down in 30 seconds and the killer can apply tons of pressure from hooking back to back not giving much time to actually get a gen done.
Post edited by LeFennecFox on0 -
This is incorrect. Correct times with prove thyself are as follows, the math for the calculation is after each time
1 survivor: 90
2 survivors: 46.04 seconds | 90 / ((.85 x 1.15)x2)
3 survivors: 32.97 seconds | 90 / ((.7 x 1.3)x3)
4 survivors: 28.21 seconds | 90 / ((.55 x 1.45)x4)
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This perk is simply too strong, and i see it now in every high rank game i play killer as, especially SWF.
its 30% bonus repair speed, with no pre-condition other than what is normal that being another survivor is repairing a gen with you. Its like a reverse hex-pentimento with nothing to counter it.
This perk is not helping noob survivors, its helping SWF do 2-3 gens before the game even truly begins.
Nerf it from 15% bonus to 5%, thats it. So easy.
I am not going to insult the developers because i know this is probably just overlooked, but it needs fixing or high rank games will feel like total crap on non S-A tier killers.
Thank you.
Post edited by EQWashu on0 -
Eh idk, I don’t really have an issue with it and I see usually 2 in all my games. I also run aura blight so it’s easy to keep pressure up. 😂
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No.
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This is the 3rd time you have made this thread.
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"I see it in every game" Well yeah they "changed the meta" remember sO tHaT wE cOuLd TrY nEw pErKs fOr mOrE fUn but also made an escape only possible with certain surv perks like prove thyself so everyones going to bring it now because dev's forced us too. Unlike killers who still use 4 slow down perks despite not being forced and even tho their entire base kit got buffed too *cough *cough pain res.
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So, survivors arent allowed to use ONE gen perk while literally every killer in this game has atleast 3?
How easy do want this game for you?
"This perk is not helping noob survivors, its helping SWF do 2-3 gens before the game even truly begins." and 3-4 gen perks on killers is also helping every noob, so what?
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The forced narrative pushes are getting kinda old
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Didn’t you just make a prove thyself thread???
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Bold of you to assume youre in high rank games.
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"it's like a reverse pentimento with nothing to counter it" no it's not it just nullifies the penalty when you work on same gen, it's not a 30% boost, it's far worse when 3 people are doing 3 different gens at the same time, you're losing much quicker
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no.
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You are new, i can tell lol.
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I advise you to run Distortion to either...
- Discover that its not as big an issue as you're making it out to be
- Know when to push groups of survivors off of generators
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Right, just to put this in context, two survivors working on a gen from start to finish with no other effects involved takes about 53 seconds. If one of the survivors has Prove Thyself it take 46 seconds. So the perk is shaving off about 7 seconds from start to finish if they work together on it the entire time.
Looking then at two generators
- Two survivors each working separately on a single generator simultaneously with no perks will finish both in 90 seconds
- Two survivors who pair up on the same generator, finish it, and then pair up again on a second generator and finish that will complete both generators in 106 seconds (16 seconds longer)
- Two survivors who pair up on the same generator with one having Prove Thyself who complete that and then go complete a second generator will take 92 seconds (2 seconds longer than if they each did the gens solo)
Therefore basically Prove Thyself is really just making it so if two survivors work on the same generator and then moving to another generator takes the same amount of time (plus a couple of seconds) as if they split up and did the two gens simultaneously. They're not technically finishing them any faster that they would solo.
So why use Prove Thyself? Because unlike the idealized cases above survivors sometimes end up having to pair up on generators even if they don't necessarily want to. Maybe one of the survivors isn't sure where another gen is yet, maybe they're working on a key generator to break up a possible 3-gen endgame, maybe the generator is close enough to being finished that a second person pushing it can lock it in before the killer gets there. If you think about it, finishing one gen first and then the other runs less risk of being undone than simultaneously working on two gens over the same period because you're "locking in" half the progress half way through.
Thus a survivor on the team having Prove Thyself improves survivors' flexibility on which gens they can work on while still getting as much time efficiency as possible, and also lets survivors lock in their progress more quickly so a killer can't undo it with regression. It's no wonder then that it's one of the most popular perks currently. (Windows of Opportunity is actually the most picked perk at the moment apparently, but Prove Thyself is a close second.)
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Absolutely right people will throw the false narrative that survivors doubling gens is somehow terrible when it can be used to take out a very important gen early/late game. It's also protection against a scenario where the first person chase gets downed too fast letting the killer get tons of pressure early it's almost impossible for the killer to get a chase quick enough to disrupt your gen. Nurse/blight you should always be doubling your first gen because getting that first gen out of the way is very important.
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With how gens and killer are now, the perk does not need a nerf. Maybe before killers were buffed and gens were shorter it could have used a nerf, but it doesn't need to be touched now.
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wait for real?
what a banger, i thought that is against forum rules
also no, just play like all the other killers and use 3 slowdown perks
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No, leave Prove Thyself alone. It's one of the few good perks survivors have left. Gen times were increased and killers refuse to give up their 3-4 perk gen slowdown builds, so PT is a reasonable counter for that. And having two or more survivors on a gen is more beneficial to the killer than having all of the survivors spread out.
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If they do "nerf" it then someother perk will take it's place
Just leave it and be happy that Survivors are using it... cause it beats the alternative
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Yes but this time they HAVE to listen!
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I don't know where people get this idea that Prove Thyself is a 30% buff to repair speeds.
Not only is that value merely one of It's potential adjustments, It's not a "buff", it negates a penalty in some situations, to some degree.
If you're repairing a gen solo, you get nothing out of it.
If you're repairing a gen with other survivors, you're still less efficient than repairing a gen solo.
Yes it can be used well when coordinating with other survivors to finish off a problematic gen quickly, but even that isn't something you're getting value out of the entire game. It's comparable to a toolbox, probably a yellow one at that. A brief moment of faster gen speed, and it's up to you to use it effectively.
The reason it sees a significant amount if use is because survivors are often forced to work on gens together, in order to counter or prevent 3-gen scenarios.
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Killer: just casually 3 or 4 gen slowdown perks
Survivor: ONE faster gen repair perk
Killers: BABYRAGE, NERF IT! ITS TOO OP
whats next? nerf keyboard cus we can run ?
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The Issue with this perk is it stacks with leadership and toolboxes and other perks (which will be especially important in the next chapter) On more than 1 occasion I watch at the start of the match as the farthest gen turns yellow with discordance within the first 5 seconds of the match starting, head straight there and have it pop before I am half way across, no brand-new parts after the match, just yellow toolboxes with 2 extra charges addons. rhen consistently through these matches, even on instant down killers when chases are less than 10 seconds on average in that time I can down a survivor, pick them up and as soon as I do a gen goes yellow and it's already too late. Another gen done, teams that run pure gen-rush builds can pop gens so fast in a coordinated manner that without having massive pressure by teleporting or movement speed boosts in kit can't keep up with, slow down perks or no. If I am not running Thanatophobia they don't even have to heal because even if they run right into me and I down them the time to pick up and hook a survivor is enough time to secure a gen . There is no counterplay to it, you either don't hook or you get rushed into oblivion if you don't have the right killer and it doesn't seem to matter what perks you have you just can't move and hook fast enough and with duo gens being 30 seconds with all stacked effects you get put to bad places that most killers can't recover from Now some of you might say take X perk like for example Corrupt Intervention. I have watched teams just wait it out and then do their rush strat literally touching nothing until the perk is down and just hiding. if you find one and the chase lasts more than 10 seconds they hop on a gen and often times you will be out of position to stop it even if you were only patrolling the CI open gens. You say it is the same as it was before the patch, well gen rush teams are doing gens noticeably faster with the extra 10 seconds per gen than they were before the patch. What is problematic here is that it stacks with things and it shouldn't stack with things or it should have a lower bonus, even it you lower the bonus only when those other bonuses are present so that there is diminishing returns on stacking gen speed boosts that drop fast. the upcomming new perks for gen speed will put gens at close to 15 seconds which will be completely broken. There are killer perks that need to be looked at too and Ghostface needs to be worked on as exposing his stealth mode is far too buggy at the moment as many others have pointed out but the more time the gen rush teams have counters only in specific killers the more people are gonna run only that.
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With leader? You clearly have 0 idea what you are talking about. Leader does 0 to speedup gen repair speed.
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