Give surge some respect

gofu
gofu Member Posts: 133

First off, let me start by saying that this is probably the most poorly worded perk, let's have a look.

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Surge

''Putting a Survivor into the Dying State with a Basic Attack causes all Generators 

 within a radius of 32 metres to instantly explode and regress.

Surge applies an additional regression of 8 %.

Surge can only be triggered once every 60/50/40 seconds.''


So you'd think the gens explode causing a regression of 10% and then additionally apply 8% regression, right? Nope.

After confirmation from peanits himself and the wiki and interact testing, it only applies 8% regression.

So

Why do you state "additional" in the description if it's just 8%?

Literally anyone who reads it for the first time thinks it does 18%, but after they look it up (if they do) they're just surprised.

What in god's name can I do with 8%?

Instant Regression is too little

This perk is straight up a waste of a perk slot, if you put a survivor in the dying state you can literally just hook him then use pop and apply 25% regression.

Regression over time is literally prevented by just tapping the gen and running away

So some may argue, it's not actually for that 8% but its to cause it to regress, but once you pick the dying survivor up anyone can just sneak 1 tap the gen and completely prevent that. Again, useless.

VERY Situational

It's uncommon to be within the radius of more than 1 gen as soon as you end the chase through putting someone in dying state, especially late game unless you go for a 3 gen or if you're playing on an indoors map which are often small in size.

Oh, and by the way, basic attack requirement.


In conclusion think this perk deserves a bit of respect. As @newduls said

Surge is another in a long line of "We want to pretend to slow the game down but not really" perks.

Comments

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    Well, I kinda disagree with the direction you want the perk to be taken in.

    The way I use Surge is to give myself area pressure that would normally consume my time by wandering over to it, kicking it and then going for the pick-up/next chase. It grants me that freedom to know that a gen is regressing and I needn't bother wasting time that could be spent actively pressuring survivors still pumping them out. I don't think it needs to be a massive slowdown perk. What it does now is great.

    But, what I do think would be a good QOL introduction to gens is to make them always have a skill-check appear when interacting with a regressing gen. The survivor must stay on it to hit the skill-check too, not how it currently is with Overcharge, where you can start to walk away with the skill-check still able to be hit on the move. That would mean Overcharge would most likely need adjusting. Maybe throw multiple skill-checks at them at the same time? Or something brand new or outside the box like that.

  • gofu
    gofu Member Posts: 133

    The way I use Surge is to give myself area pressure that would normally consume my time by wandering over to it, kicking it and then going for the pick-up/next chase.

    When you wander over to it and kick it, its quite a while before the survivors get back on it, surge is just a minor inconvenience and as soon as it explodes they'll just keep repairing. So you'll need to put pressure on the gen either way.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    No, I mean that when you get a gen that isn't near to where anyone else is Surge functions the way it is intended. Removes the time draining actions that a killer often need to do and allows them to keep pressuring active survivors on other gens elsewhere. Wanting Surge to be the kind of perk that gives massive regression to gens nearby being worked on is ridiculously boring. What it does now is refreshing and nice to have in a loadout, especially on basic movement killers. It's more than fine as it is

  • batax90
    batax90 Member Posts: 879

    Surge is not a bad perk the only problem is its only good on freddy that how i use it i down someone surge activate then i hook the survivor with bbq i tp on the gen the other survivor are i pop it and because of brutal strengh i start my chase sooner in that example you have my full build and you can see how surge can be strong if you try this build out on freddy but overall i dont find surge to be good on other killer

  • Volfawott
    Volfawott Member Posts: 3,893

    The problem with surge is that it becomes less useful as the game progresses.


    And that's mainly because either the survivors will begin to start spreading the germs out or even if they cluster them together they'll usually run away from generators making surge pretty much useless as you want and down them next any.


    There is also a bug I don't know if it's been fixed or not that would basically eat your Pop Goes the Weasel if surge goes off without actually applying Pop Goes the Weasel

    At this stage honestly if I suggest any buff for surge it would be for it to apply any effects that would happen if you kick the gen including overcharge and pop goes the weasel.

    You might think multiple Pop Goes the Weasel was going off at once it's strong but keep in mind you would also have to Hook somebody and down another person within 32 m of multiple gens with a basic attack

  • MadArtillery
    MadArtillery Member Posts: 826

    Surge is one of those great on paper, not so much in practice perks. Honestly thought it'd be great but honestly it doesn't actually activate very often if ever. Shame because it theoretically has so much potential. If either the basic attack requirement or the range got increased it could probably be decent. As is though it's limited pretty much entirely to a 99'd Mikey with a tiny terror radius and Ghostface.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    While I agree with buffing Surge, I do not agree with a wording change.

    It's additional because it's on top of the regression over time it applies.

    It doesn't need to specify anything regarding the explosion because explosions do not have any associated regression in the first place. So any assumption about some other 10% regression is just completely made up an unfounded.

    The missed skill check explosion is seperate and unrelated to the skill check regression effect. This can be proven with the tinkerer effect, which removes the explosion but does not effect the regression.

  • Onyx_Blue
    Onyx_Blue Member Posts: 1,060

    @Volfawott I don't use PGTW so I wouldn't know. All I know is that I get really good use out of Surge and I love it the way it is

  • Volfawott
    Volfawott Member Posts: 3,893

    Fair enough just explaining why people might have a problem with it

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Surge is a great perk idea that feels woefully underwhelming (at least to me).

    I do question why Surge only applies an 8% regression on gens, when failed skill checks cause a 10% loss in progress. I don't think it truly needs to do more instant regression than that, but it should really be bumped up to at least match the standard game mechanic.

    I'd also like for them to experiment with removing the cooldown from it, as I've never felt that it was a strong enough effect to warrant having one (at least not such a long cooldown).

    I've always liked to think of Surge as treading the line between being a gen-stall perk (like Ruin and PGtW) or a gen-detection perk (like Surveillance and Thrilling Tremors); ie, if I down someone and a generator pops, then now I know that somebody else is nearby AND I've caused them to lose some repair progress. Would be awesome for it to get some buffs/QoL improvements to make it a more viable choice, as its ability is certainly more interesting than Pop Goes the Weasel.

  • batax90
    batax90 Member Posts: 879

    The bug has been fix i use that perk on freddy and i dont have an issue with it