Survivor Perk: Ex Machina
After there are 1/1/2 remaining generators, press the Activate button while repairing a generator to instantly finish its progress, once per trial. The completed generator furthest away is reset to 0%/4%/8% repaired.
This will help against stalemate matches where the last 3 gens are in one small area of the map.
Comments
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The survivor with this perk equipped still has to get to a generator while the killer's patrolling them, and the killer will be notified when the generator's instantly finished, so it's still risky to pull off.
Post edited by Nos37 on0 -
A BIG NO THANKIES FROM MCSPANKIES
The last thing I need is for them to instantly go from 2 gens left; I still have a chance, to 0 gens left, in which case I no longer have a chance. This is extremely overpowered. In a coordinated SWF match, for just an example on why this is broken let alone just in general, you could just hop on over to a generator and hide in a locker next to it as your friends work on another gen. The second that gen is finished they notify you, you hop out, and INSTANTLY finish the last one. Also, using this ability while there are two gens left is a waste of time, as it just makes it harder to finish the last one. This perk needs some serious balancing.0 -
The perk itself looks INCREDIBLE STRONG, I meant, A LOT, as survivor do you need to keep in order your generators, if survivors repairs them in a bad order, it's not the killer problem and punish him for it looks bad, also every ''Once per trial'' perks are overpowered (we have DS or BT as example, both got nerfed), idk.
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@Mrrgle_the_Mediocre said:
A BIG NO THANKIES FROM MCSPANKIES
The last thing I need is for them to instantly go from 2 gens left; I still have a chance, to 0 gens left, in which case I no longer have a chance. This is extremely overpowered. In a coordinated SWF match, for just an example on why this is broken let alone just in general, you could just hop on over to a generator and hide in a locker next to it as your friends work on another gen. The second that gen is finished they notify you, you hop out, and INSTANTLY finish the last one. Also, using this ability while there are two gens left is a waste of time, as it just makes it harder to finish the last one. This perk needs some serious balancing.I think you misunderstand the perk suggestion. As I understand it, it doesn't let you complete the last two generators instantly, it lets you essentially 'swap' an uncompleted generator and a completed one (a completed one reset to 10% at T3), if the killer has 3 gens in close proximity.
I still don't think it's entirely fair or needed, usually if you have a three gen endgame like that it's because the killer played well or the survivors made mistakes. But it's not outrageously unfair.
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@starpilotsix said:
I still don't think it's entirely fair or needed, usually if you have a three gen endgame like that it's because the killer played well or the survivors made mistakes. But it's not outrageously unfair.It turns into a stalemate. The remaining survivors either wait for the others to die off so they can get the hatch, or they get bored and let the killer catch them repairing.
If I'm aware of gens that are close together, but my team isn't, then there's only so much I can do; especially if my team keeps getting hooked near these gens, allowing the killer to easily patrol them. Even if I had the buffed version of Deja Vu equipped which lets me see the three most closely-clustered gens, I'm still at the mercy of my team's choices and the killer's map control.
Would it be more fair if the swapped gen is chosen at random instead of being the furthest one away?
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