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Opinions on Surge

Joshumms
Joshumms Member Posts: 20

what do you think of Surge and how would you change it?


i would change it by: Surge: when you down a survivor by any means, this perk regresses 3 random generators that have progress by 6/7/8% and continues to regress until it is interrupted. Has a cooldown of 10 seconds.

Comments

  • OldHunterLight
    OldHunterLight Member Posts: 3,001

    10 seconds is too little, maybe 20, it's a great perk imo, kinda underrated especially combined with pop, but it's bad on certain maps, but great on mid-small maps but I wish it was TR size not a set size which I believe is 32m.

  • OldHunterLight
    OldHunterLight Member Posts: 3,001

    Yeah, and if combined with surveillance, you can make sure no one is close to the gens and go directly to another gen that could be far away, that is why I believe surge is really underrated

  • Joshumms
    Joshumms Member Posts: 20

    This will guarantee that if there are 3 gens being worked on, you can regress them. Again it is as much regression as pop and pop is in a great spot.

  • Stitch7833
    Stitch7833 Member Posts: 632

    honestly just reduce the cooldown, its way too long in the sense of how short chases need to be to get all 12 hooks. i understand some limitations on it like basic attacks and some hat of a cooldown but 40seconds is overkill with basic attacks, should be 30 at most but id say 25seconds, afterall if the survivor doesnt want surge to happen they can heal instead of doing the gen injured or play smart and run away from that gen. surge has alot of counter play and would punish those trying to rush gens

  • MadArtillery
    MadArtillery Member Posts: 826

    If it worked with any down it might be okayish, I find a lot of the time I run it the survivors rarely go down close enough to a gen to matter though.

  • Joshumms
    Joshumms Member Posts: 20

    That’s why it would be good if instead of within 32 meters it should regress 3 random gens so it will always have value.

  • Joshumms
    Joshumms Member Posts: 20

    I don’t think just reducing the cooldown is enough. The biggest issue with surge is there might not be a gen close enough to where you down a survivor or the gens that are close have no progress. Making it guaranteed to regress gens will make it much more viable

  • Liruliniel
    Liruliniel Member Posts: 3,047

    Remove cooldown and make it on any down not just M1. The perk is not strong enough to varrient a slot outside Spirit with the M1 clause and a cooldown.

  • Exerlin
    Exerlin Member Posts: 1,352

    Remove the cooldown and make it activate on down, just like Infectious Fright. The perk can only be used on certain killers because of the basic attack requirement, and the cooldown caps the amount of value someone can get out of Surge. It is also important to note that Surge does not affect generators that are already regressing, so removing the cooldown won't allow two surges to affect it unless a survivor is working on it.

  • Raccoon
    Raccoon Member Posts: 7,733

    Does it still glitch and eat your PGTW timer?

  • MadArtillery
    MadArtillery Member Posts: 826

    No.


    Think that would be overkill. Just blowing up the nearest generator with progress would help. Then atleast it'll go off occasionally. Most of my matches running it it only activated once on average.

  • Stitch7833
    Stitch7833 Member Posts: 632

    thats the risk of running the perk, you could hit 0 gens, hit one and reduce it by 8odd seconds or hit 3 and reduce them all hitting up to 24seconds overall. with maps smaller surge is slightly better but reducing the cooldown would really change it alot more than youd realize as at most it only activates every 2 downs and you may only hit 0-1 gens, but being on every down having a chance to reduce 1-3 gens by 8 seconds is huge, not to mention you can still run stuff like thana (2 people injured all game add 8odd seconds on every gen) and ruin, or use pop so you can manually use pop on futher distance gens and surge on close by gens.

    agreed, you dont wanna overkill the perk or thats when broken synergies happen which make the game really unfun and unfair

  • Joshumms
    Joshumms Member Posts: 20

    8% regression once is absolutely worthless. That is literally only 6.4 seconds of regression. If This surge buff is overkill then pop is overkill as pop has slightly more regression per use.

  • MadArtillery
    MadArtillery Member Posts: 826

    Pop requires a hook and actually kicking. That's why it regresses more. Surge is more of a free hit to gens, unfortunately it usually fails to do anything a majority of the time which is why it's so much worse than pop

  • Joshumms
    Joshumms Member Posts: 20

    i think this buff will fit well. Pop is really good at regressing a gen with a full 25%, and surge will be able to split the 24% across 3 gens.

  • immortalls96
    immortalls96 Member Posts: 4,652

    Weak..barely touches the gen and is reliant on where the survivor takes you for it to be effective, the devs hilariously thought it was a good perk and made it even worse before release..now it just sits being put in niche builds for the occasional meme..its sad honestly

  • Joshumms
    Joshumms Member Posts: 20

    It’s underrated but still not a great perk. It only procs twice for me in the average game which is only 16% regression.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    I like it because it saves me the trouble of kicking gens. I just wish it had a greater range.

  • Joshumms
    Joshumms Member Posts: 20

    Instead of greater range it should just guarantee it regresses a couple generators at any range.

  • MojoTheFabulous
    MojoTheFabulous Member Posts: 2,015

    I don't really think it needs a cooldown and I feel like maybe any melee attack should trigger it.

  • Joshumms
    Joshumms Member Posts: 20

    Even without the cooldown or using your power to proc surge it has a high chance that the gens around you won’t have progress and surge will do nothing

  • thesuicidefox
    thesuicidefox Member Posts: 8,223
    edited May 2020

    That would be a bit OP especially in a 3 gen scenario.

    Increase the range and you make it a lot better. Doesn't need to be anything crazy.

    Also yes it should work when putting them into dying from any means like Infectious. Would make it more viable for certain killers.

  • Joshumms
    Joshumms Member Posts: 20

    In a 3 gen scenario most survivors don’t split gen pressure, many focus on the same gen and it only has 8% regression for each proc and it will not stop the gen from popping. RNG in the game is kind of annoying because you could easily have a longer range and not regress any generators or only regress 1. Not every gen is going to have progress, it just isn’t how the game plays out.

  • Raven014
    Raven014 Member Posts: 4,188

    My only issue with it is that the regression is not enough for the benefit. I would increase it to 10-15% instead of just 8%.

  • Joshumms
    Joshumms Member Posts: 20

    I think it should be able to hit more gens rather than have higher regression.

  • TWiXT
    TWiXT Member Posts: 2,063

    The amount of gens it hits would go up if it weren't for that stupid "put survivor in dying state with BASIC ATTACK" requirement. That stupid clause for activating the perk didn't work well for Infectious Fright, and it sure as hell isn't working out for Surge.

    My buddies and I were brainstorming perk changes the other day, and one of them came up with the idea that not only should the basic attack requirement be removed, but it should also punish a gen 10% more if a survivor is working on said gen when Surge activates. Basically any gens in the area that don't have a survivor working on them get the normal 8% damage, but if a survivor is working on one at the time, it takes the normal 10% damage a survivor applies for failing a skillcheck + the 8% from Surge. The point of this change would be to discourage survivors from brazenly working a gen so close to one of their buddies getting chased by the killer... my friends felt that when that happens, its better to go and try to help your ally from getting downed by either taking a hit or distracting the killer, instead of working the gen, unless of course you are only 10% away from finishing it.

  • immortalls96
    immortalls96 Member Posts: 4,652
  • NursesBootie
    NursesBootie Member Posts: 2,159

    It's a bad perk. Would be niche without the CD. Alternatively it could trigger map wide.

  • BattleCast
    BattleCast Member Posts: 698

    I find Surge to be a decent alternative to pop. Saves you the time of having to kick gens yourself, and the +8% regression is just a bonus.

  • Kebek
    Kebek Member Posts: 3,676

    Extremely underrated, I use it on rank 1 consistently and it's amazing. If you pair it with surveilence it gives massive amounts out information but even by itself it manages to fully regress gens if you know how to properly use it and play alongside it.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Surge is one of the worst perks in the game because it actually tricks you into thinking it's useful.

    Maybe once every five matches you will hit 2-3 gens that actually had a decent bit of progress AND will now get some decen regression because for some reason it another the survivors won't tap them for a minute or two. Other than that, it's moslty placebo and never works when you really need it.

  • Boss
    Boss Member Posts: 13,616
    edited May 2020

    I like it.

    I dislike how there's no room in any of my builds for it, aside from the one that's completely focused on slowdowns.

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    It's OK with the new maps. It should lose the basic attack requirement. I understand the reason for a cooldown, to avoid hostage situations.

  • Volfawott
    Volfawott Member Posts: 3,893
    edited May 2020

    Honestly with surge I feel like a couple things could have them.


    1) Remove the cool down and basic attack requirement honestly the perk not really strong enough to require two restrictions.


    2) Keep the cool down and basic attack requirement (if it's too strong bump to cool down up slightly) and let it synergise with other perks for example Pop Goes the Weasel and overcharge. This will allow it to be more versatile also this would fix the annoying bug of it eating your Pop Goes the Weasel.


    3) Keep the same cool down and the basic requirement however upon application it will not only damage the gen giving it the same amount of progression as a fail skill check but it will also implement an additional 8%