Gen perks arent good game design
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Probably going to get a lot of hate for this however this is extremely frustrating to deal with.
Prove Thyself: Idea sounds good on paper however is extremely busted with very few perks that have passive slowdown the strongest is pentimento (requiring them to cleanse a totem) or thana which got absolutely pulverized with nerfs as soon as people started running it more often then not none of the other passive slowdown perks are going to make a dent into the 45% of prove which in all honestly is quite ridiculous
Hyperfocus: A perk that requires high precision but is made absolutely braindead with stakeout and makes doing solo gens faster then 4 people on the same gen "fair and balanced"
Mind you these all stack together and with bnp or an efficient toolbox which allows ridiculously fast gen times that almost feels unpreventable and before anyone writes in the comments about how you need to create pressure and have never played killer, with a strong spawn and a big map a basic m1 killer will not be able to reach you before you pop a gen
Since people are already writing about how eruption is unbalanced and its too strong so no gen perks need to nerfed
maybe change the way incapacitated works with eruption making is so you cant work on the generator you were just working on forcing you to another gen but not fully preventing you from doing gens
Also lets all act like those gen time increases actually did anything to prevent gen rushing it didn't do anything in all honesty.
I know I didn't talk about every gen perk like overzealous but mainly just the big op ones.
Comments
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Gen perks should never be passive except for hexes imo. They should require something active from both sides such as cleansing a totem, kicking a gen or downing a survivor
That and I dislike skill check based perks due to the inherent RNG
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I honestly like the idea of overzealous requiring an objective for the perk to take effect and isnt permanent, relatively underrated but is balanced all around
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I just wish it was a bit easier to keep. It should be removed on hook instead of hit imo.
Cleansing a hex totem notifies the killer so it’s likely your 16% boost will be gone in a matter of seconds
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