Potential Energy value
Has anyone gotten anyone good value from this perk? I’ve been running resilience and no Mither with this perk, and I got a little value from it when playing big maps, but other than that it just seems like a novelty perk with cool animation.
Comments
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Perk is deceptively niche. While it seems like the next "meta" perk, it has too many restrictions for it to work reliably.
The losing stacks when damaged isn't even the main issue for me. That part makes sense.
The 1.5% conversion to 1% is the main problem IMO. Unless its a 3 gen situation, 90% of the time you are just losing progress storing charges instead of just normal repair.
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I think it'd still be balanced and niche even if it was a 1 to 1 conversion. I'm not sure why it needs to be a third as inefficient.
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It's fine. Only looks weak because other survivor perks are busted.
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As it is, it just seems like self-inflicted slowdown.
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It's amazing in breaking 3 gens or 'bursting' a gen if you build around it (which is niche). To finish off Outbreak Breakout I used a 'gen burst' to finish off one of the two gens in the main lobby as many of my solo queue teammates didn't seem to understand that leaving two gens in the main lobby and one in the library as the last gens so the Killer could patrol all three gens in 10 seconds was a really bad idea.
So, my build was OTR, Potential Energy, Stakeout, Hyperfocus and a Commodious Toolbox with a BNP and the yellow charge add-on. The gen went from 0 to done in less than 30 seconds solo. I didn't time it but 30 seconds would be the maximum time with no skill checks. The cost in time was higher but it was needed to give a chance of winning.
Very niche, no chase perks and requires a toolbox with a red and yellow add-on but, if you have to bust a 3 gen fast, it's very good. Normal play it's okay but it's only really worth storing the energy to do a hotly contested gen and if you're already in a 3 gen situation it's already too late.
It would work better in a SWF than a solo as if the Killer chased their looper while thinking they still had time the other three survivors could, if it aligned properly, go from 3 gens left to zero in half a minute.
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It does seem very niche and better suited to a SWF - like they need any more advantages!
I've seen a video (sadly can't find it, still looking!) where in a perfect scenario deliberately arranged with the killer in the PTB just to test this out - 4 survivors with full Potential Energy completed a gen from zero in just over 6 seconds. :)
In a real match you'd never get all 4 fully charged up but potentially if a top-notch survivor ran the killer for long enough you could get three fully charged I suppose. Only really good for breaking through a 3-gen I'd suggest but people are creative!
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It's literally useful exactly once per game. You bank the energy on the fourth gen IF it's safe to do so, and then you can deposit it on the 5th gen to complete it before the killer has a chance to regress it.
One single 20% repair dump.
It's just a BNP that needs 15s to charge up.
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Yea, that’s a bummer 😟 because it looks cool
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Since it is a Killer-Perk, I might have had some value when playing Killer.
The only other value I had was that I needed to switch the Button for secondary Actions on Survivor, because it was the same as my Skillcheck-Button (F).
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If you use it before a gen is completed, can that energy be stored into a new generator? Or do you lose tokens automatically if the generator is completed?
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Too many restrictions and too situational to use effectively
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Yes you retain the tokens between generators. You only lose them when you use them, or when you take a hit.
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Stealth gen. :> It's really good to get an easy 20 progress in without the killer knowing.
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I think you can also use it on the first gen you do. Often the first gen is just a fly by that the killer has no chance to counter, especially if he gets into a chase. Here you can load up safely on some extra juice for the next gen and get a head start. Or tap a prominent gen in the middle, install the 20% and leave, setting a red herring for the killer who might lose some precious time jumping at shadows, because he can't effort to lose the middle gen right at the start.
But all of this are some advantages that are hard to quantify. In the end the perk is as useful as you make it.
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Killer perk
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They should slightly nerf the numbers and make it base kit if the entire lobby is solo q. It will only become active once 1 gen needs to be repaired
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Used it on a gen with Hyperfocus, Fast Track, Stake Out, a Commodius with BNP and wire spool. Gen was stone cold, only me was on it. Hit first BNP skill check, applied 15 Fast Track tokens as well. Hit the second BNP skill check, was at roughly 50% complete. Applied the Potential Energy stacks, and from there, it only took 2 more skill checks with Stake Out and Hyperfocus.
I find it best to store the energy early. If the killer comes to interrupt, just put it on the gen and take off. If I don't get interrupted, just carry the energy for as long as possible as with this build, I usually save the BNP and hopefully majority of Fast Track tokens for when it's down to 1 or 2 gens.
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I run in a SWF and we can make it work. But I’ve tried making it work in solo and… eh. No. There are better perks for dealing with 3-gens (Deja Vu, Visionary & map awareness, Prove Thyself, Hyper Focus + Stakeout, Fast Track, etc). The best way to approach a 3-Gen anyway is by preventing it from happening at all. And as mentioned there are better perks for ensuring that. Potential Energy feels like another trap for solo queue. As Aven stated it’s more like a perk beneficial than harmful to killers.
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Generally too inefficient to use effectively. Very niche. The downsides are a bit too much. It's nice if there's a 3 gen that I need to burst. I feel like it should be a 1:1 conversion with the token loss on hits or the 1.5:1 without the token loss on hits. One or the other, not both.
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