Prove Thyself and Pain Resonance
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These two perks have very powerful effects on gen speeds and are incredibly popular. According to statistics, 20% of Survivors run Prove Thyself, and 22% of Killers use Scourge Hook: Pain Resonance. Maybe these two perks need to be addressed? Would the game be healthier if Prove Thyself and Pain Resonance weren't meta-defining perks?
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Since you don't know what others are bringing and, with what feels like, most killers running slow down's on top of 90sec gens, Prove is almost a must in solo-q unfortunately. I'll swap it out with perks i require for tome challenges when needed in my build though. Problem is bhvr will just see numbers of use, and just call it meta and nerf them later in another shakeup. From a solo survivor perspective, it just goes back to not knowing what your teammates are running, unlike swf's.
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I don't think we need to "address" Pain Resonance again, since it was one of the most fair killers perks that got nerfed. You get the most regression only from getting the most hooks that you can. And it used to have info which encouraged you to pressure gens and leave the hook, but now that's gone. If you nerf the perk further, Pentimento will replace it, since it's probably their next best option.
Prove Thyself however hasn't changed, and is one of a few remaining survivor perks from their old meta. It pretty much negates the slowdown downside of multiple survivors stacking on a gen, and pressure killers into bringing Discordance, which I see as a pretty mediocre perk that only a handful of killers can make use out of. If you nerf Prove Thyself, we'll see if it gets replaced by Stake Out/Hyperfocus, and see if that perk combo is actually strong. 2 birds with 1 stone.
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Well, then other perks would be meta. Its a massive mission to balance all perks. For me, the changes on Pain Resonance (to let it synergize with Dead Mans Switch again) just because they dont wanted to change Merciless Storm, were awful. Instead, they killed Dead Mans to a level, what Deadlock gives you 4 times for free (30secs instead of 45). DMS should go back to 45 to reward the killer for hooking and scaring off gens (extra 15sec Reward) and PR should lose the synergy with DMS + maybe some percentages. (12% instead of 15%)
Prove has extra BPs and Gen-Speed-Up. Great to use. They should nerf the number and remove the BP-Bonus fairly. If u remember, BBQ for example lost it too.
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I think the devs should have increased gen times significantly more, then nerfed all gen regressing/increasing perks, as well as toolkits and their add-ons. That way killers & survivors could focus more on perks to end chases quicker or prolong chases.
All this meta shakeup did for gens was shift which gen regression perks are more popular and make survivors use up perk slots to increase gen efficiency like before.
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I like my PT for BP mainly, otherwise I don't find it super worth running.
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Prove Thyself is popular for the same reason BBQ was popular, its a Bloodpoint generator.
When BBQ got its BP multiplier removed, its usage tanked and was replaced with other information tools.
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There are only 2 real strengths of PT. The first is Objective BP generation. Instead of needing to solo 8 equivalent gens to cap, you can just duo roughly one and a half gens. The second, and real strength of PT, is giving Survivors the psychological push that cooperating on the gen isn't (as much of) a waste, tricking them into generating you more BP. The psychology is much more powerful than the numbers. The real math is saving 7s/10s/13s for duo/trio/quad gen timers. 53->46s in the most common case, is still less efficient than solo-ing 2 separate gens, taking 92s 2xcoop compared to 90s solo.
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Just because a perk is popular doesn't mean it should be nerfed.
The devs adressed the mismatch in power among perks that was at the origin of the shake up. Now that it's been dealt with, if people want to run the same perks, for whatever reasons, it's their choice.
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