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Superfluous perks

Let's talk about perks that have been made completely irrelevant by other perks.

Overcharge and Pop Goes the Weasel. Overcharge is terrible and while Pop Goes the Weasel requires you to get a hook first it still does what Overcharge should have done; slow down the gens.

Surveillance and Tinkerer. Surveillance requires you to kick the gens and its effects only lasts for 16 seconds because reasons. Tinkerer tells you the same exact information, what gens they're working on, at the expense of them basically completing it by the time you get to that gen. But let's be honest, with Surveillance they'd probably get a gen just as quickly. Tinkerer has the bonus of giving you zero terror radius for a few seconds that might benefit you in some situations.

Comments

  • alivebydeadight
    alivebydeadight Member Posts: 1,559

    @SaltyKiller said:
    Let's talk about perks that have been made completely irrelevant by other perks.

    Overcharge and Pop Goes the Weasel. Overcharge is terrible and while Pop Goes the Weasel requires you to get a hook first it still does what Overcharge should have done; slow down the gens.

    Surveillance and Tinkerer. Surveillance requires you to kick the gens and its effects only lasts for 16 seconds because reasons. Tinkerer tells you the same exact information, what gens they're working on, at the expense of them basically completing it by the time you get to that gen. But let's be honest, with Surveillance they'd probably get a gen just as quickly. Tinkerer has the bonus of giving you zero terror radius for a few seconds that might benefit you in some situations.

    Survallince revolves nothing around kicking generators

  • Peasant
    Peasant Member Posts: 4,104

    @SaltyKiller said:
    Let's talk about perks that have been made completely irrelevant by other perks.

    Overcharge and Pop Goes the Weasel. Overcharge is terrible and while Pop Goes the Weasel requires you to get a hook first it still does what Overcharge should have done; slow down the gens.

    Surveillance and Tinkerer. Surveillance requires you to kick the gens and its effects only lasts for 16 seconds because reasons. Tinkerer tells you the same exact information, what gens they're working on, at the expense of them basically completing it by the time you get to that gen. But let's be honest, with Surveillance they'd probably get a gen just as quickly. Tinkerer has the bonus of giving you zero terror radius for a few seconds that might benefit you in some situations.

    Survallince revolves nothing around kicking generators

    Surveillance is good in a 3 gen hold 'em game. 
  • The_Crusader
    The_Crusader Member Posts: 3,688

    @SaltyKiller said:
    Tinkerer has the bonus of giving you zero terror radius for a few seconds that might benefit you in some situations.

    Someone was running this in Lery's, yeah it worked well sadly :(

  • TigerKirby215
    TigerKirby215 Member Posts: 604

    The perks you compare have barely similar effects.

  • alivebydeadight
    alivebydeadight Member Posts: 1,559

    @SaltyKiller said:
    Let's talk about perks that have been made completely irrelevant by other perks.

    Overcharge and Pop Goes the Weasel. Overcharge is terrible and while Pop Goes the Weasel requires you to get a hook first it still does what Overcharge should have done; slow down the gens.

    Surveillance and Tinkerer. Surveillance requires you to kick the gens and its effects only lasts for 16 seconds because reasons. Tinkerer tells you the same exact information, what gens they're working on, at the expense of them basically completing it by the time you get to that gen. But let's be honest, with Surveillance they'd probably get a gen just as quickly. Tinkerer has the bonus of giving you zero terror radius for a few seconds that might benefit you in some situations.

    Survallince revolves nothing around kicking generators> @Peasant said:

    alivebydeadight said:

    @SaltyKiller said:

    Let's talk about perks that have been made completely irrelevant by other perks.

    Overcharge and Pop Goes the Weasel. Overcharge is terrible and while Pop Goes the Weasel requires you to get a hook first it still does what Overcharge should have done; slow down the gens.
    

    Surveillance and Tinkerer. Surveillance requires you to kick the gens and its effects only lasts for 16 seconds because reasons. Tinkerer tells you the same exact information, what gens they're working on, at the expense of them basically completing it by the time you get to that gen. But let's be honest, with Surveillance they'd probably get a gen just as quickly. Tinkerer has the bonus of giving you zero terror radius for a few seconds that might benefit you in some situations.

    Survallince revolves nothing around kicking generators

    Surveillance is good in a 3 gen hold 'em game. 

    what i mean is it does nothing with requiring to kick them, it can just be a normal gen and it works

  • George_Soros
    George_Soros Member Posts: 2,270
    Hey, Pop Goes The Weasel is great! I wish it had 60 seconds, but it can still work out nicely. Too bad it's yet another perk that's mostly useful for killers that are already strong enough: Billy, Nurse, and not the slowpokes.
  • iceman2kx
    iceman2kx Member Posts: 462

    PGTW needs a buff. Currently, PGTW is on a timer and often the perk will go to waste because you end up finding someone else to chase or don't make it to a generator. Second, PGTW only affects the total progression of the generator. So, unless the gen is at 75-99%, you won't see a lot of benefit out of it. If the generator is at 20% complete, kicking it will knock it down to 15% since it's 25% of the total progression. That takes a survivor all of 5 seconds to get back up. Overcharge is better than this perk in every aspect and overcharge still sucks.

    PGTW needs to be A.) on a token system and B.) 25% of the entire generator.