Potential Energy is just, not good at it's niche

SkeletalElite
SkeletalElite Member Posts: 2,729
edited February 2023 in Feedback and Suggestions

I've tried to make this perk work for anti 3 gen

but it just doesn't

It's so bad.

Even if you run into a 3 genning killer it just isn't good at its job at all. You have to repair for 30 seconds to get 20 seconds to dump on another gen. That means youre repairing at 66% speed with the perk equipped. You literally repair faster while affected by pentimento.

Even if you spend all that time on a totally safe gen without being interrupted because youre CONFIDENT the killer is going to stick in the 3 gen, there's no guarantee that 20 tokens will be enough to make a significant impact. Like you spend all that time charging the perk up and you arrive to fight a 3 gen and put a gen that was at 15% progress, to 35% and then he kicks it again. It loses 15% in the time it takes you to your team to stop the regression. Then meg goes down it loses another 10% to eruption and youre put on 25 second time out while the gen loses another 5%


For this perk to have any use:

the killer has to be 3 genning so hard you can safely charge it without risk

your team has to be fighting it without your help well enough that getting 20 charges actually puts a generator close to complete or completes it. Something that is often mutually exclusive with the previous point because if they can do this you likely didn't even need the perk to begin with

When you arrive at the 3 gen you have to use it basically instantly or else you're just going to lose the progress and waste all that time you spent charging it at 66% speed. This is often times incompatible with the previous point since without you actively helping at a 3 gen it is difficult to get enough progress on the gen.


If you want to run a perk that makes 3 genning harder, youre far better off running circle of healing, so your team can consistently heal to avoid getting destroyed by attrition. Alternatively, Prove thyself is a consistent increase in repair speed that will add up when fighting a 3 gen. It even helps a bit against eruption, since you can stand by a gen and let it be 1 man repaired by your teammate 15% faster and take over if they get erupted.

There's so much baggage associated with this perk. There are several ways you can fix it, Ill write 3 ways I thought of. Please just let this perk be good at its niche of anti 3 gen, it just doesn't do that as is right now.

If this perk had a much larger max number of tokens, it would still be risky because you can lose it but the progress gain provided after spending a long time "repairing slowly" would almost always be significant. If this was the only change made it would need to be at least doubled, maybe tripled.

If it didn't have the condition of losing the tokens on being hit, you can get it on a safe gen and then save it for a key moment to break the 3 gen.

If it wasn't actually any slower than repairing regularly, it still wouldn't be fantastic, but it would be better. Time spent getting charges off a safe gen is time that you're not preventing the killer from regressing the 3 gens. At least using it wouldn't just be hurting your team outright by slowing progress on the gens, and it can be used as a free head start on the 3 gen.

It would probably be good with one of or a hybrid of these changes, but as is. I cannot recommend anyone use this perk as a counter to 3 gen for the reasons outlined in the begining of the post.

Comments

  • sanees
    sanees Member Posts: 746

    looking forward to the discussion "COH is bad at niche, prove yourself, bad at niche, hyperfocus is bad at niche, and of course dh is bad at niche"

    potential energy does what it was created, for destroys 3 gene strategy, brushes are not to blame for a bad artist

  • SkeletalElite
    SkeletalElite Member Posts: 2,729

    looking forward to the discussion "COH is bad at niche, prove yourself, bad at niche, hyperfocus is bad at niche, and of course dh is bad at niche"

    None of those perks have anything to do with this discussion apart from CoH and PT being better anti 3 gen perks than the perk whos sole purpose is anti 3 gen

    potential energy does what it was created, for destroys 3 gene strategy, brushes are not to blame for a bad artist

    Please elaborate. Perhaps you could explain or show me how this perk can be used to better effect.

  • Gandor
    Gandor Member Posts: 4,284

    Just forget potential energy. It's super bad bandaid perk to game mechanics that should never ever been a part of this game. Is it really fun for any side to just focus your game around 3gen and artificially prolong it to 30+ minutes? I don't think so.

    The perk is really bad at what it does. But it shouldn't have been created/needed in the game in the first place. Don't try to fix bandaid. Fix the problem. As of now it most strongly spells out Eruption+CoB+OC as a combo + RPD main (and I still hope that gen spawn there is bug, but it's hard to guess)

  • JustWhimsical
    JustWhimsical Member Posts: 590

    I just dislike how people use the perk as well because they use potential energy on the gen they were getting potential energy from like they are losing out on so much progress doing it, when they can just 99 a gen and complete that gen after getting potential energy to move it somewhere else. I wouldn't actually mind if they buffed potential energy to be an equal amount of time spent on the generator just so I don't have to see people misusing it all the time because it drives me crazy.

  • mr_Beast_Artist
    mr_Beast_Artist Member Posts: 327

    This perk is currently complete garbage, since all charges can be lost simply from a blow, you need to make it give 2 times more or remove the loss of charges

  • sanees
    sanees Member Posts: 746


    it's funny how people cry about what a 3 gen is OP and the fact that it can not be defeated while the potential energy even with a simple rush destroys 3 gen, 3 gen strategy means that the killer does not move away from 3 generators, accumulate energy in another place run up and the whole team in a second you will get 80%

    after that, run away, let's say the killer has cob and over, you need to spend 40 seconds to return to the safe generator to charge the energy and just destroy this generator with a crowd (in these 40 seconds, the generator regresses by 30%, that is, the generator will have 50% if 1 person is tank in your rush, or distract the killer for a couple of seconds, or you just get the timing right, then you completely fix the generator

    and now it was the most direct tactic, if you are a little smarter you can do more,

    so yes, potential energy is good for what it was created for, destroy 3 gen tactics

  • Gandor
    Gandor Member Posts: 4,284

    1, can't be done in soloQ (sure there are other perks like this, deli is borderline useless in soloQ too)

    2, you presume totally incompetent killer - any killer closely guarding his 3gen will not allow !4! survivors to get to his closely guarded 3gen without any hit and let them work on it - let alone finish it.

    3, have you ever seen a game where potential energy did anything reasonably useful? It is niche perk that does nothing useful (quite the other way around) against regular killers that try to win the game by chases (thankfully because camping 3gens is boring for both sides) and is only usable when whole squad comes prepared just for this AND they carry BNP's. This is just way too much expectation from the perk to be actually useful.

    4, do you even see anybody bringing the perk now? I have seen the perk once in last month - and I presume even this was basically only because of archives. People tried it out. The perk is trash. It actively helps killer and when it doesn't it's too much risk to be worth it. You can see it in usage rate in nightlight - 0,2% just before the patch (meaning before archives)

  • Milo
    Milo Member Posts: 7,383

    So everyone is playing SWF and every player in SWF must run Potential Energy for it to be good....

    You don't see how this perk, while cool in practice, is weak?

  • HardhatKrugerer
    HardhatKrugerer Member Posts: 117
    edited February 2023

    As a killer main when I want with my infinite Tier 3 Myers then your strategy will be obnoxious at best. As a Doctor I can deny that as well.

  • MoNosEmpire
    MoNosEmpire Member Posts: 649

    I liked the idea of it at first and the cool animation when using it but when it took time away from doing one gen to do another I knew it would be bad. If the full squad used it it would be OP, but in it's current state you may as well just forget it, there's so many other better perks to use.

  • Gandor
    Gandor Member Posts: 4,284

    maybe you missed something, so I will make a sum-up.

    This perk is good if:

    1, you are playing in organized comms SWF

    2, everyone runs it together with BNP's

    3, people expect 3gen-strategy

    4, know to not use BNP's to anything but that 3gen

    5, killer is playing 3-4 regression perks and is guarding his 3gen

    6, killer will not leave his 3gen for anything

    7, but at the same time is bad enough, that people are able to come to a generator in a group.

    In any other case the perk is just bad. Meaning the perk will not accomplish it's niche when not combined with something else. Or if killer plays "normally", you will only ever get negative value out of it.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    glad you made a post about it. I agree it is bad perk. the way perk is designed is that it needs 4 potencial energies to be relevant and it completely sucks otherwise. it is not practical to use in soloq.

  • Steakdabait
    Steakdabait Member Posts: 1,297
    edited February 2023

    we're in the most oppressive 3 gen meta the game has ever had and i haven't seen PE used outside of people trying to get adept or do the rift challenge. PE is an objectively, with it's current numbers, an awful perk. Maybe in comp dbd it's not comedically bad but comp dbd itself is a joke.

  • mr_Beast_Artist
    mr_Beast_Artist Member Posts: 327

    In the current stuffy meta of 3 generators, this perk is still garbage. God he definitely needs a buff

  • Timmylaw
    Timmylaw Member Posts: 227

    Yet another perk that can destroy a killer when used in a swf but it's useless in solo.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    It is kinda sad, the idea of the perk is fun, but to many downsides. Never actually thought about that, but you bringing up that you have a bigger penalty than pentimento, yikes. No wonder this perk feels so bad to use. They literally just should give it an 1 for 1 conversion, it would be a fun utility, right now it's more of a hinderance