Thoughts on prove thyself
"Bro please stop saying gen rush, my perk that literally makes me do gens faster is for points only bro please"
Comments
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I think with current gen speed a perk like prove thyself shouldn't exist. I consider it a sleeper-op perk, most people complain about the typical meta trash but this perk can make it nearly impossible to win as killer even vs a bad team. This perk is one of the very few in the game I think should get a total rework and do something entirely different.
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I mean killers can stack multiple gen regression/slow down perks. Seems only fair that survivors get one to not slow down progress when working with another survivor. Besides, multiple survivors working on one gen is kinda a good thing. I'd much rather 4 survivors on one gen than 4 survivors on 4 gens...
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I understand the idea but, as a killer main, prove thyself is not that good. The better choice for survivors is always 100% of the time to split up and work on multiple gens at once, which allows 2-3 gens done in 80 seconds. The same thing with two survivors on one gen is slightly different, with 44 seconds for one gen so 88 seconds of pure working time for the same amount of gens (not considering walking time). Prove thyself removes 4 seconds of a gen if you're working on the generator together the whole time, which you won't be. 4 seconds is not a good amount, and it gets slightly higher with more people on a gen but it's really not worth 3+ survivors being in one place.
Prove thyself isn't that good, it's just brought 90% of the time with other gen perks and toolboxes which make it seem much more impactful.
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Kill it
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If 2 people are on a gen, Prove Thyself saves.... 6-7 seconds. The effects are noticeable until 3 people are on a gen, which is a pretty risky thing since the killer will be pressuring 3 survivors if they find you.
It's fine. Leave it alone.
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Pretty much this.
If you have a problem with gen speeds look at the whole picture, but this perk isn't the problem.
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One survivor perk space of which they have 16 that will be used multiple times and is stronger in swf builds its not fine its one of the strongest perks in the game underutilised criminally.
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If Prove Thyself became common, you'd see a sharp rise in Discordance.
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Not good for game health. It allows players to stack on gens with impunity.
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Not saying its common im saying its good.
Swfs will always get more use out of it solo q it will rarely be ran.
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It definitely did not need a compensation buff back when the negative modifier for stacking on a generator was changed from 10% to 15%. It has become my 2nd least favorite survivor perk to go against for a reason. Sure, in theory 3 solo gens is worse, but if the Survivors have split up onto 3 different gens I now have 80 seconds to get around to interrupting that progress and maybe undoing some of it. If they stack and bust out a gen in 40 seconds that's progress they've saved and I cannot touch anymore.
Here's the thing. On a per gen basis, the default regression is... not great. -0.25 charges per second. However, that number starts getting scary if you can get lots of generators regressing while also keeping most Survivors busy. If you somehow got all 7 generators regressing, they'd be losing a total of 1.75 charges per second which is almost equal to the repair speed of half the team. In a more reasonable scenario, if you have 1 guy on hook, 1 in chase, 1 rescuing, 1 repairing, but also have 3 gens regressing... the Survivors are only netting +0.25 charges every second which is super low considering they need a total of 400. However, what if the Survivors are milking Prove Thyself as much as possible? Well, you still maybe have 1 guy on hook, 1 in chase, 1 rescuing, 1 repairing... but all the charges have been concentrated and saved so you can't get that pathetic base regression to stack and be decent by having multiple gens broke.
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Just to be technical about this. The change it received was to keep it in line with how it worked before. That’s it. The modifier was changed and the perk merely received a change that made it function just as it did before so there is no problem to be had with that change it received since it didn’t effectively end up changing anything in regards to how the perk is used or understood.
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The way it worked before wasn't OK either.
At least part of the purpose of increasing the stacking penalty was to prevent Killers from losing a generator before finding a single Survivor because they guessed wrong on their patrol. That feat is really only possible if Prove Thyself is in play. By buffing Prove Thyself so it continues to offset the stacking penalty, the developers completely subverted that purpose of the change.
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My thoughts on Prove Thyself, decent but overrated by most people. It’s been mentioned a few times already, but the bonus it gives doesn’t make up for being together on a gen. Splitting up is the strongest thing a team can do, Prove Thyself counters that.
I believe it to be a win harder perk. What I mean by that is the effect it gives is just a placebo, and the outcome wouldn’t have changed with or without it. It’s a very mid tier perk to me.
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That’s debatable but I’m not interested in arguing, I just think otherwise.
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Prove thyself is pretty underwhelming. Especially when you're talking about an excess of 40 seconds, it's not that much of a buff. Plus, it requires two survivors to group up, so if you're applying pressure correctly, you can shut that whole operation down and pressure two survivors at once. I've gone against prove thyself/better together/stake out/brand new part/commodious toolbox teams, and finding them all grouped up was invaluable in terms of pressure. I got 3 downs out of that one encounter, and I suck at looping.
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Punish camping more, then remove prove thy self.
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Which alot of the time, ends up in a 3 gen stand off because people aren't paying attention lol which is the most annoying thing to have to do. So prove self is helps out.
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Good perk that helps finishing single gen faster. Meta strategy is to spread on multiple gens so it actually promotes less efficient gameplay but in way that helps you counter 3 gens or gen regression perks.
In my eyes well balanced perk that can compete with the likes of DH, DS etc.
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Very unlikeable perk for me, for some reason I went against this perk constantly for about a week or two when playing killer. I guess the survivors wanted to be magnets to gens I guess?
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Only use it to max co-op points. Otherwise I rock other perks. Splitting up is the most efficient way of winning, so I hardly run it.
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Yeah when I use it I generally just max out objective points and then farm other categories lol I don’t have to hold m1 as long to get it maxed :)
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Prove thyself becomes god tier when all four survivors have it equipped
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it gives barely any increase, and no increase at all if they're doing gens correctly. When I say that all survivors should be on different gens, I don't mean different parts of the map. I myself usually run deja vu (underrated perk) so that I can get rid of any 3 gen that I see because it reveals any possible 3 gen from the generators that I just did. It's not that hard to go out of your way to stop a 3 gen as a survivor, and you shouldn't pick up prove thyself just because you're worried you'll ######### up. it usually takes away less than 4 seconds, and in my time I'm working on generators with other people around 20% of the time I'm working on them, so it's really not as worth it as it seems.
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discordance, boom. prove thyself becomes nearly worthless
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Prove Thyself is fine. It shaves off a few seconds on gens when working with other survivors, but stacking on gens isn't the efficient way to do gens.
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One of the best perks in the game for making two-three man genning efficient and a sincere f you to pop users.
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It's more like six seconds of time savings now that there's a 15% coop penalty instead of the old 10% penalty, but still, I completely agree with your point.
Prove Thyself charts: https://deadbydaylight.fandom.com/wiki/Prove_Thyself#Prove_Thyself_Repair_speeds
Normal charts: https://deadbydaylight.fandom.com/wiki/Repair_Time_Calculation
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I've been seeing it a lot lately.
like, A LOT.
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wouldn't it be more effective to have 2 people with Prove Thyself instead if 4? As it doesn't stack...?
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I understand the placebo argument. But the thing about PT is that you don't have to seek out teammates to get value out of it. Once 2 gens are left, they'll find you. Maybe not intentionally- but when they do, it's gonna be great.
I both like and hate this perk in solo q. Solo groups really need all the help they can get, gen wise.
Plus there are those situations where the killer has pgtw and barely arrives at the gen in time. PT can be clutch in turning that woulda been 95% gen to 100%. I run it to give my solo groups an edge.. ideally. Hopefully.
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Yea I mean it's like "wow I saved 10 seconds on a generator that I was working with my entire team with, we could've done so much more if we split up to two gens or have had a ton more pressure if we had split up completely". The reason prove thyself isn't op is because grouping up on gens is a bad idea most of the time, if the killer can pressure gens or even find people easily they can pressure multiple survivors at once, in addition to any other slugged/hooked/injured survivors who already have pressure on them.
If you have prove thyself and you're on a gen with someone, the killer has someone hooked, and the killer finds you with your friend? nobody is doing gens because you're both running from him and your other teammate is going to get the other survivor. But if you split up, the killer doesn't pressure everyone at once because one person is still doing gens, and 90% of games won for killers are because they can pressure everyone at once so that nobody is doing generators. Prove thyself has a strong effect, but not strong enough to make using it better than having gen pressure on the killer.
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When I play survivor, it's a staple of my solo build to make sure I'm effective as a teammate. Helps counter Thana and I think Dying Light(The Myres one), of course Discordance throws is out the window, which I have seen more of lately, and run on all my killers.
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Yes, 100%. Preach! :)
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Probably, yep! 3 people with Prove Thyself is exactly the same as 4 if you leave BPs out of the equation and each subsequent person running Prove Thyself helps less.
Like, think about it this way. Let's assume that each pair of survivors is equally likely to repair a gen together, for simplicity.
With one person (Survivor A) running Prove Thyself, your team will have Prove Thyself active for 50% of all coop repairs.
AB ✅
AC ✅
AD ✅
BC ❌
BD ❌
CD ❌
With two people (Survivors A and B) it becomes 83%, so the second Prove Thyself only gives 2/3 as much benefit as the first one:
AB ✅
AC ✅
AD ✅
BC ✅
BD ✅
CD ❌
With three people (Survivors A, B, and C) it becomes 100%, so the third Prove Thyself only gives 1/3 as much benefit as the first one:
AB ✅
AC ✅
AD ✅
BC ✅
BD ✅
CD ✅
Of course, it's not quite this simple in practice because people running Prove Thyself are probably more likely than the average survivor to repair with a teammate, but still, the point holds: the more people with Prove Thyself, the less benefit you get from each perk slot you dedicate to it.
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Lol Prove thyself counter = Discordance
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Get with the times, vision!😂 I do like to run it sometimes when you have one of them nights where 80% of your maps are inside, helps alot
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How is that abusive Camping, Tunneling and Slugging looking like for you?
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If I run Prove Thyself I usually run Better Together. Better Together shows the aura of a generator I'm working on. They synchronize pretty damn well.
Prove Thyself is a decent perk alone. It's not the best, but it's alright.
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I have been playing these days with resilience and I don’t know why it’s not meta. You only need to heal at 99% to do anything 9% faster
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4 survivors spawn on one gen with prove thyself basically means the game starts at 4 gens instead of 5
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Its 8s, its a waste of a slot, the only good part of it IS the bp effect
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You severely underestimate the difference 8 seconds can make in Dbd.
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Its a great perk, especially if theres 2/3 gens left and theres just two of you left to do gens. It can be a life saver.
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While 8 seconds doesn't seem too long, Resilience also takes off 8.1 seconds of a gen.
That takes a gen from 80 seconds to 63.9 seconds.
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Sarcasm aside, it's underwhelming. If survivors are just sticking on gens instead of saving teammates, then those few seconds aren't going to make a difference. Plus, it incentivizes them to group up, which is something they typically don't want to do. Pressuring two survivors at once is a boon for me, if anything.
That being said, I don't think gen speed perks should be introduced, other than maybe the new survivor perk, which is more of a salvage to help you in a game that isn't going so well.
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8s can be a lot in some specific circumstances, but then just use any other perk, as it'll save more time
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I prefer not to be injured and one shot. I'm not a dead hard user.
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What perk will take more time off gens and not require you to be injured?
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Prove thyself is played more often since the tinkerer buff. Feels bad for low tier killers just playing casually. If I run it I run it with detectives hunch and crush bones when the killer plays nice.
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