Why perk Breakdown not popular?
Breakdown has been buffed since patch 3.6.0, but until now, I still saw so few random survivors using it (SEA REGION).
Breakdown can destroy a hook for 3 minutes, which is a good perk for countering scourge hooks. This is the reason I don't get why pain resonance is getting nerfed, but it already happens, so whatever.
Breakdown can also somehow counter camping, forcing the killer to move to another hook, and maybe another survivor can help bodyblock or sabotage the new hook where the killer is going.
And for the worst-case scenario, if you're getting tunnel-hard, you can just bring killer to the 2 hook that has been destroyed by breakdown, wasting killer time (because the other hook is just too far), or postpone your sacrifice.
Imagine 4 SWF using Breakdown
I'm just wondering why "active perks" like self-care or dead hard are so popular but "passive perks" like breakdown are unpopular. What I mean by passive is that you don't need to do anything to activate the perk, getting save from hook then boom, hook destroy.
Please give me your opinion about this, thanks
using Quilbot for grammar check
Comments
-
Breakdown sounds good on paper, but I've only ever noticed getting value out of it once. And that was a hook broken near the corner of the map that the killer didn't notice or didn't realize was sabotaged by breakdown instead of a toolbox. (And even then I got slugged at the base of the hook)
Hook spacing on most maps means the killer can still get to a hook unless there's some pretty extreme circumstances. You might be able to get value on Midwich because hook spawns there suck, but just about anywhere else is just a minor inconvenience.
It might be ok in a coordinated SWF group, but not so useful in solo q. Even in a SWF, you're likely better off with someone using a sabo box, which doesn't cost a hook state or a perk slot, and can also body block for a wiggle at the same time.
2 -
Breakdown is great, even in solo q. I've gotten clutch solo team escapes in endgame because my breakdown made the killer not be able to hook them on what would have been a hook trade Some matches I never got true value out of it. I think I more or less took it off because I'd rather run a perk I get value out of every match, rather than a perk where I sometimes get value out of. I do like the aura reading though.
1 -
Yeah, that's true. It's really situational for SoloQ.
But at least for the disabling scourge hook, no other perk is as good as breakdown, right? And we all know the scourge hook perk is a meta killer perk right now, especially Pain Resonance, Gift of Pain, or Flood of Rage for some specific killers.
0 -
-"Breakdown can destroy a hook for 3 minutes, which is a good perk for countering scourge hooks. "
For Breakdown to have real value you need to make sure everyone has it. And then usually what happens is player 1 gets tunneled out and killed. The next player gets slugged and then it's 2 active people vs the killer for the rest of the game.
"I'm just wondering why "active perks" like self-care or dead hard are so popular but "passive perks" like breakdown are unpopular."
Self care works for me if I have it. Breakdown as a strategy only works if 4 people use it. Or if you double down and the team has things like flip flop/tenacity/breakout on some of the team.
What if the killer had planned on slugging everyone to death? Your entire strategy is nullified.
Also there's the problem that to make Breakdown work you need to bring 4 of the purple Oak offering. Well that makes my game crash *wink wink*.
0 -
i see, that fair opinion, breakdown sometime really do nothing to killer especially if the killer did not use scourge hook perk
0