Corrective Action discussion
Continuing a series of threads on the least picked perks according to aggregate site Nightlight, next up is Jonah’s perk Corrective Action (0.19% usage)
Corrective Action - You start the trial with 1/2/3 token(s) and gain a token, up to a maximum of 5, for every great Skill Check. When a Survivor fails a Normal Skill Check while cooperating with you, 1 token is consumed and their failed Skill Check becomes a good Skill Check.
There are a few things that I think make this perk not be used very often
- It only works if you’re paired with another survivor on a gen, but generally speaking survivors should want to split up on gens so ideally you don’t want to be in a position where the perk is getting value. Of course sometimes you end up wanting to pair up in some cases just to push a specific gen out more quickly so this isn’t a game stopper for the perk, but it does cut into its ability to have broader appeal.
- Survivors who have played the game somewhat regularly rarely miss Good skill checks. It does happen occasionally, mostly when a survivor leaves a gen and a skill check pops up at that exact moment, but it’s definitely not common beyond newer survivors. (Including me, I hardly ever play survivor and I sometimes miss skill checks because of it, but I’m positive if I played survivor more often it would not be much of an issue.) Unless you happen to be facing a killer with something like Unnerving Presence or Huntress Lullaby average survivors just aren’t going to fail checks that often.
Looking at the numbers, when Corrective Action triggers it saves 10 seconds on that gen. For comparison, Prove Thyself is very popular but when you actually look at the numbers it only saves 6 seconds at most per generator if two people work on it together from start to finish (without the perk two people can finish a single gen in 52 seconds, with it the time is 46 seconds.) So a single trigger of Corrective Action is worth almost two gens worth of time with Prove Thyself. Similarly Resilience speeds up solo gen repair by about 8 seconds per gen but also requires you to be repairing gens while injured which is a bit risky.
So crunching the numbers out it looks like Corrective Action could actually be a decent perk IF it triggers reliably 1-3 times per match. If it doesn’t trigger most matches though then it’s obviously not worth running.
It would be an interesting experiment to go through a bunch of recorded games and count how often people fail skill checks while paired up on generators. I’m sure it happens at low MMR, but I’m not sure if it happens often enough at average or higher MMR. Without knowing that data it’s tough to tell if this perk actually needs a buff to be used more or if it’s a perk that’s actually a bit of a sleeper that the community is maybe underusing.
Comments
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It's fantastic when you and your buddies have been drinking all night! 😂
Jokes aside, I once ran this perk for about 10 games and it literally never triggered.
Despite actually being relatively decent, it needs some kind of secondary effect or bonus that is more consistent to get value out of.
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I treat Corrective action as a babysitter perk. When I get some friends to play the game for the first time, i play corrective action to make their games better. I can play handicapped, survivor gameplay is fairly braindead and doesn't require perks to have a good time, but they can't really go through games without getting frustrated when learning skillchecks.
I don't see the point of running it outside of that tho, i wish it had a secondary effect
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I think that if Corrective Action worked within 4 meters of any Survivor instead of any Survivor you are working with, it could prevent Survivors that are healing you from missing Skill Checks. And maybe if each token increased the Good and Great Skill Check success zones of Survivors near you by like 10% then it would be a great asset to have if those around you are running Hyperfocus or Fast Track.
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I had a buff idea a little while ago, which would give it more opportunities to activate reliably.
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I think you did not read the perk correctly. It changes failed skill-checks into good skill-checks. it does not progress generator faster. it prevents you from losing progression. Failed skill-checks regression generators by 10% and pause generator for 5 seconds. In total, for each skill-check failed, you lose 16 seconds total.
Its a joke perk made for survivors that cannot hit regular skill-checks against impossible skill-check doctor.
The perk is overly complicated for no reason. The perk should be reworked to have a more simple effect consistent effect.
Reduces default regression penalty of failing skill-check by 100% when working on generator. Reduces the pause penalty for failed skill-checks to 4/3/2.
In essence, the perk will remove progression penalties for failing a skill-check and will allow you to resume a generator in 2 seconds instead of 5 seconds. This perk would also work for your teammates as long your on the generator with them. The perk does not remove loud notification for failing a skill-check. You would need to use technician for that on generators. Nobody use this perk besides new players that are terrible at skill-checks. The only use of this perk is to turn your brain off as survivor, not that this is not already the case for survivor for gens.
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Perhaps Corrective Action should give you an effect range around you that prevents generator explosions and the accumulated token loss (same as normal, still consumes tokens). Could be leader range or bigger and it should linger for 15 seconds. But even than it still won't be that useful (unless you're playing against impossible skillcheck doctor).
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I guess the question is, hypothetically, if Corrective Action had no range limit and made all survivors ignore failed skill checks, would it be overpowered? If the answer to that question is No then you could literally do that instead.
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It depends. If the killer is playing the Nightmare and is using a hard skill check build it might be, but honestly it wouldn't be too strong if it would be mapwide. But sometimes there are situations where the killer comes to you but you also have a skill check. In these kinda situations, I say it might be too strong of you can fail them on purpose.
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And make sure you run it with babysitter too for ultimate meme lol
Sucks it is called guardian now tho
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Nah. As survivor you run early enough that 1s difference is not that big of a deal. Making it map-wide would actually prevent 100% random skillcheck-leaving-regression that can't be avoided otherwise. Making this perk actually trigger semi-reliably.
I am sure it would still not be meta. But at least it would become situational counter to colourphobia/doctor/etc with effect that can trigger also if it's not the case maybe 1/trial on average.
Note: It would still not become full counter, because these things would eat tokens very quickly
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