Why does Surge have a cooldown?
And this is a genuine question. Whats the point of this cooldown attached to an already mediocre perk? Surge doesn't work on already kicked/Surged gens so downing 2 people wont even make the gen explode twice. And even then 16% isn't crazy strong if that interaction did even work. Surge having a cooldown doesn't really make any sense as you cant surge the same gens so the cooldown is pointless.
Maybe survivors getting hit by multiple surges because they keep touching the gens, but thats the survivors fault and they should know that you have surge after a bit into the game. And honestly if 2 people get downed in the same area thats already a terrible situation for survivors and that almost never happens. In my opinion the cooldown doesn't really make any sense and shouldn't be a thing. Thanks for reading! P.S please let surge work with overcharge or killer power downs.
Comments
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I'm not sure actually, every newer perk does have a cooldown for a very stupid reasons...
Like Thrilling Tremors does have a cooldown so you wouldn't "spam" it.
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Because b a l a n c e
But seriously, not being able to activate it trough M2 hits is already tough as is, the cooldown is stupidly long.
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It's in the contract they signed for the Stranger Things chapter, all Demo's Perks must be utter garbage or close to it, there's a 1.000.000$ penalty if they don't abide by it.
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I don't bother the cooldown, i think basic attack to activate is unnesessary
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Nobody knows.
Its just like with Thrilling Tremors
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I don't understand why killer perks have so many conditions and drawbacks, while meta survivor perks essentially have zero downsides.
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"Fear of the Dark"
Putting a Survivor into the dying state when an eclipse is taking place cause all generators within 32/32/32 meter radius to explode and inflict the Oblivious to the survivor who worked nearby for 4/8/12 seconds. Fear of the Dark can only be trigger once every 180 seconds , in the presence of an eclipse and perhaps if the planets are aligned correctly"
Behaviour Style perk in a nutshell
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I agree. It should not have a cool down at all.
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TT, Surge, Blood Echo, even zanshin tactics got a CD for no reason. The devs just like to slap CDs on everything for some reason.
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They are teaching you to count numbers
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One of the devs made a comment about it back when it was introduced. They added such harsh penalties to it because they were worried it would be "too overwhelming" on smaller maps. 🙄
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I don't know why it has it, but I know it shouldn't. Surge is more a QoL perk that allows to not waste time kicking gens, with the litte bonus of the additional regression and a bit of info. It's not strong enough to justify a cooldown.
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Because The Game exists, that's it.
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You can easily design Thrilling Tremors to avoid spamming by just making it similar to Pop Goes The Weasel. It activates for X seconds when a Survivor is put into the Dying State, and it only applies for the next time you pick up a Survivor. Sure, the tradeoff is that it doesn't proc if you grab someone, but I would totally be okay with that in exchange for no cooldown.
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It certainly seems like a pointless thing for the Perk to have. Although I must say i'm more bothered that it only triggers for basic attacks.
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Because it would be too much for our precious Survivors.
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They really should remove the cooldown. Even without a cooldown it wouldn't be a meta perk. But to answer your original question as to why it has a cooldown in the first place that is because BHVR plays it way too safe with new content. There are a lot of perks that could have been pretty neat but they just clog up the bloodweb and never get used because they are scared of making things too strong. And yes, you need to be concerned about "power-creep". But if you have a true understanding of this game then you should know where the line between overpowered and underpowered is.
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Also power creep isn't as big of a deal as people make it out to be sometimes.
The issue is when it's hard to modify old content, such as with physical card games. But here the end result of power creep is just that everything ends up stronger to maintain balance with the existing strong things.
And that's not bad or unbalanced. It just is. Balance is relative.
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Damn good question.
This perk could be amazing. It genuinely has so much potential. Remove the cooldown, increased range, increased instant regression, have it activate for ALL downs, have it work with other gen perks (Overcharge, Pop Goes The Weasel, etc.) Implementing just ONE of these suggestions would be an improvement.
Instead, they limit it with a pointless 40 second cooldown, an almost useless Insta-regression rate that survivors can make back in the time it takes for you to hook the downed survivor, and a barely decent affected range, which can all only be activated with a basic attack down. Sure, Thrilling Tremors and Surveillance work well with Surge, but I heard regression perks don't work when Tremors blocks a gen which, if true, SUCKS for not only Surge but Ruin too.
Genuinely love this perk, but it's in dire need of some love from the devs.
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We survivors def don't mind that perk along others to not need a cooldown. 🙂
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This physically pains me to read. How ignorant are you bro? Whats the draw back to bbq? To MaA? Pop? Cause im only seeing good things on those meta perks. Although i guess survs dont have any... Oh wait. No mither exists. Thats a useless perk. But i guess thats the only one.. Wait... Have you seen anyone run technician. Dont bother answering. I havent either.
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Aside from passive perks like M&A, many killer perks have a lot of counterplay to them. BBQ, for example, has several ways for survivors to avoid the aura reading effect entirely. My point is that meta perks like Unbreakable, DS, DH, Borrowed Time, Iron Will, Sprint Burst, Adrenaline, etc. give huge value with comparatively less counterplay on the killer's end.
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This content has been removed.
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Killer is not allowed to be the powerrole.
Btw Borrowed Time no restrictions at all lmfao.
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Surge is practically PGTW and Infectious Fright put together and neither of those perks have cooldowns.
Thrilling Tremors cooldown makes since, but imo the cooldown last too long
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Also keep in mind that Surge ONLY gives 8% regression, despite having the same wording as Overcharge. If it actually gave 18% regression, I could understand the long cooldown
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Wait don't give them ideas
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Who need technician when skillchecks actually doesnt need skill lmfao
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You remember who is the power role right? Btw yeah it does have a counter Its lockers if you mind to change one of the meta perks per disortion.
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I second the OP.
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Surge having a cooldown is fine. It should effect a larger area, though. 32 Meters just isn't big enough. Maybe 40 meters?
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Maybe one day they will change Surge as it's a pretty decent new perk that isn't too powerful and honestly doesn't need a cooldown.
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Everyone's been telling them this. There are many perks, Surge included they aren't good enough to warrant their cooldowns at all.
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