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Prove Thyself nerf?

This perk must be nerfed. If you have team of survivor when they are going together on gen, they have 45% speed which is crazy. This must be nerfed

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Comments

  • GoshJosh
    GoshJosh Member Posts: 4,992

    No. All it does is offset the 15% repair speed penalty for each additional survivor repairing a generator. Killers are also getting 10 second longer repair times per gen, a number of gen defense perks buffed, and 2.5% base damage when kicking a generator.

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  • Squippit
    Squippit Member Posts: 95

    So, by default, currently, a gen takes 80 seconds to repair. So, you'd think 2 survivors could repair it in 40 seconds, no? Well, you'd be wrong. It's about 47 seconds. Survivors get diminishing returns on more people working on a gen. For 2 survivors, it's not too bad, but it's typically not worth it for 3 or 4 survivors to all work on the same gen. Prove Thyself removes those diminishing returns, making it so you DO do a gen in 40 seconds with 2 survivors.

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  • Squippit
    Squippit Member Posts: 95

    It's *sort of* faster. Pressuring multiple gens is obviously very good, but sometimes you need to speed through a gen while the killer is occupied before their attention turns back to patrolling, like if you get 3gen'd or something. I think BHVR's thinking is that if gens can be done in 20 seconds with 4 survivors working on them, that gives the killer very little time to interrupt if the survivors are coordinated. Generally, gens where you CAN work on all 4 sides are somewhat rare. 2 or 3 sides with the intent of only 1 or 2 being used at a time (gives room for survivors to shuffle about to avoid detection) seems to be their goal.

  • Squippit
    Squippit Member Posts: 95

    Naturally, if you have 2 people finish working on 1 gen, and then they go to another gen to do the same thing, they've spent 47 seconds each, twice, for a total of 188 seconds of survivor time. So in that situation, it's better for them to separately spend 80 seconds each for a total of 160 seconds. But, it's pretty likely one of them will be interrupted. So it's a trade off.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Imagine how much faster games would go if there were no co-op repair penalties. Prove Thyself gives you an idea, but actually after the calculations still doesn’t completely offset the co-op repair penalties (hence the progress bar remaining red and not gray or yellow). It’s a little strange that only repair times have co-op speed penalties. Co-op healing is a standard 200% speed.

    They really should buff solo generator repairs to 2,000 total BP each, not including the skill checks. It’s pitiful how much you get right now.

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  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 24,617

    The fact that there's a debuff when more than 1 survivor is repairing a generator, is also shown on the progress bar of the generator - it's red as opposed to yellow (red negative, yellow positive).


    It's actually not preferable for survivors to all work on the same generator from a survivor gameplay perspective either, it's far more effective to all split up and do solo generators and put more pressure on the killer.

  • Unknown
    edited June 2022
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  • GoshJosh
    GoshJosh Member Posts: 4,992
    edited June 2022

    You’re not “punished” for solo’ing gens.. but you’re definitely not rewarded as much as you should be. Hence what I said above. Sadly, the person who often does the most work for the team in DbD (except perhaps unhooks) ends up with the least amount of points. You see it time and again.

  • ArchAbhor
    ArchAbhor Member Posts: 847

    While true at the start this thought process doesnt take into account targeting center gens or focusing out a 3 gen before it becomes a 3 gen. Its most powerful when theres 1 gen left.

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