Surveillance - Perk rework suggestion

Perk - Surveillance

Icon Name Description
image Surveillance

Your ingenious modifications to generators give you some indication about their states.

Regressing and inactive Generators' Aura(s) are indicated in blue to you. This effect stay for 5/3/0 seconds after survivor's interaction on these.

Comments

  • xllxENIGMAxllx
    xllxENIGMAxllx Member Posts: 923

    Not bad but i feel like he need something more a regressing speed maybe.

  • Pitchumi
    Pitchumi Member Posts: 17
    edited January 2019

    I don't think it needs more, because it is already a lot powerful for map control :

    • All generators will be indicated in blue on game start, and you can directly locate survivors who start one, helping you to find your first prey.
    • After this, untouched generators will still be indicated in blue, so you will not waste your time to check these and you will focusing on progressing generators.
    • Also, you can still use the perk as the original version intends to : kick and ambush. But it's very situational.

    So you can combine it with Pop Goes The Weasel or Overcharge if you want to strengthen the regress.

    Post edited by Pitchumi on
  • starpilotsix
    starpilotsix Member Posts: 203

    I like it, but I do have concerns about the 3-gen cases, where it might be too easy for killers (particularly high mobility killers) to just watch whichever gens stop turning blue and rush it.

    I'd suggest two different auras, completely inactive generators one color, say blue, and maybe just the LAST kicked and regressing generator in white, as it is now (but no silly time limit like in the current version of the perk, it's in white until it's touched and for 5/3/0 seconds after). Thus it's a huge benefit early game (finding where all the survivors are) and still reasonably powerful throughout games (can monitor a gen you know people are going after, and if you've got enough map control for some to turn back blue) and potentially powerful again late game (only 3 generators left, unless they're all far apart survivors need to get clever to keep you distracted), without being overpowering.

  • praisetheentity
    praisetheentity Member Posts: 11

    Tbh this perk feels next to useless now that discordance is a thing.

  • Pitchumi
    Pitchumi Member Posts: 17

    @starpilotsix said:
    I like it, but I do have concerns about the 3-gen cases, where it might be too easy for killers (particularly high mobility killers) to just watch whichever gens stop turning blue and rush it.

    I agree that this can be a issue. Somehow, it can still works because the killer needs to use time to kick the generators when a survivor can just tap it to make it appears as red again. The situation gets more problematic when there is less remaining survivors, because yes, the killer will quickly knows.


    @starpilotsix said:
    I'd suggest two different auras, completely inactive generators one color, say blue, and maybe just the LAST kicked and regressing generator in white, as it is now (but no silly time limit like in the current version of the perk, it's in white until it's touched and for 5/3/0 seconds after).

    To be honest we should keep only one color in manner to avoid confusion and keep the whole thing simple. And the blue is maybe better than white because less flashy, more passive, symbolizing the idea of coldness = not active... and create a great contrast with red easy to understand.


    @starpilotsix said:
    Thus it's a huge benefit early game (finding where all the survivors are) and still reasonably powerful throughout games (can monitor a gen you know people are going after, and if you've got enough map control for some to turn back blue) and potentially powerful again late game (only 3 generators left, unless they're all far apart survivors need to get clever to keep you distracted), without being overpowering.

    You have well explained the concept and I thank you a lot for that.

  • Ajritoka
    Ajritoka Member Posts: 594
    Pitchumi said:

    I don't think it needs more, because it is already a lot powerful for map control :

    • All generators will be indicated in blue on game start, and you can directly locate survivors who start one, helping you to find your first prey.
    • After this, untouched generators will still be indicated in blue, so you will not waste your time to check these and you will focusing on progressing generators.
    • Also, you can still use the perk as the original version intends to : kick and ambush. But it's very situational.

    So you can combine it with Pop Goes The Weasel or Overcharge if you want to strengthen the regress.

    ^ This.