What if Surge/Jolt regression was doubled from 8% to 16%?
When comparing to Eruption that applies 10% regression and renders affected Survivors Incapacitated for 25 seconds, Jolt's 8% regression looks quite pathetic. Would this change make the perk better overall?
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That's way too much
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You also have to commit the time to kicking a gen for Eruption, and it's only for that gen.
8% is fine.
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This game doesnt need stronger gen regressing perks
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Considering Surge doesn't have a cooldown, works on two of the strongest killers (Nurse and Spirit), requires no time commitment such as kicking a gen, and potentially works alongside Eruption, CoB, Pain Res, etc?
Nah, let's not. If you wanna buff it, you could up the range or make it work on M2s, but never touch the regression amount.
As obnoxious as the current meta is, current gen regression doesn't even compare to the strength of the old meta. It was just less annoying.
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Jolt is already solid, it's the number 4 most used perk on Nightlight as well. It definitely doesn't need a buff.
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Which is crazy to me. Corrupt Deadlock is still the king at higher MMR, where you will have no time to ever kick a gen on a weaker killer and survivors will be doing them 10 feet away from you with sprint burst primed until you are actively chasing them
Jolt does almost nothing to change the course of a game like that. It's good at securing a game you are already going to win, but who cares about that?
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Jolt has no cooldown unlike Eruption, this would just make Jolt be an even stronger Pain Resonance for ALL gens in the downed survivor's area, that once again has NO cooldown
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You don't have to kick a gen, It can apply to multiple generators, no cooldown.
its fine
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No. You're comparing it to Eruption but the problem isn't that Surge is weak, the problem is Eruption is grossly overpowered.
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no
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12% would be better, 16% is a bit way too much
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More obnoxious than overpowered, imho. It's more annoying af.
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Jolt, Corrupt, and Deadlock are all in the top 10 most used perks, it's not like any of them aren't seeing use.
If I had to guess I'd say some people like Jolt because it works well when you're playing for a 3- or 4- gen midgame since odds are pretty good that in that scenario a lot of your downs will end up being near one or two of the gens and you'll be getting free regression on every down. And unlike Deadlock, which only triggers once per gen completion, there's no limit to how many times Jolt can trigger. It also works well with killers who like to slug a bit because it's not reliant on hooks or kicking gens and when you slug you're getting extra downs during the match compared to if you hook everybody every down.
Also note that I think Jolt actually regresses gens that are blocked by Deadlock, so you can even run them both at once. But currently the most popular combos are to run Jolt with Pain Resonance and some other popular perks. (Here's a snapshot of the most popular Jolt combos on Nightlight at the moment. Notice how many have Pain Resonance too.)
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Pair Jolt with surveillance and play one game with that on. Please explain to me how your match goes. I’m curious what you will think of it. I think I I t’s very nice how well they interact together.
jolt blows up the gens and surveillance tells you when a survivor taps the jolted gen. If they tap it immediately, go collect your free hit.
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Jolts lack of cooldown does make it very effective and versatile, however Eruption is far stronger than the 10% immediate regression value.
10% regression is equivalent to 8 seconds of repair time. When you add on the 25s of incapacitation, you're looking at an equivalent of about 41% regression.
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Like every other imbalanced thing in this game- it’ll be a minor annoyance/setback for 3/4 man SWF’s, yet too oppressive for your average solo que session since MMR is wider than Kim K’s snatch.
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Doesn't work with Hatchets.
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It would need a cooldown then and I personally don't want that as I find it to be a nice gen control perk that generally isn't too oppressive or annoying but still buys you a bit of time with modest regression
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an 8% regression perk being top perk for killer shows how much the killer perks have been obliterated. jolt is pretty underpowered. the basic attack function limits its activation. the regression below 15% barely does anything for killer when playing aggressively and going for hooks/pressuring the map. I usually expected each individual regression perk to deal 60-80% total regression in a match. The only perk that seems to be doing that for me is pain res and that perk has some serious inconsistent rng.
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The thing about Jolt is that it's a passive perk, you don't have to do anything to get value from it except playing normally. This, plus having no cooldown, makes it so giving it too much regression could be problematic.
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I really like Jolt, not only for the Regression, but also for the information where the survivors are working when u pair it with Surveillance.
My current Freddy-Build is Pain Res, Dead Mans Switch, Jolt and Surveillance.
As long as I get downs, I have informations everywhere, can fake teleport to a gen to block it, see which one is regressing (white aura) and on which one I need to fake teleport or teleport to (yellow-aura).
Its underrated, I really feel this combo with Surveillance, especially on Indoor-Maps, is awesome.
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Agreed. The perk is already good. Strictly by usage rate it should be a candidate for a quite substantial nerf. But I still think the perk is good the way it is and it needs no changes
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I've always been in the camp that pain res was worthless. It's nice when it works but it's pure RNG without agitation on top of it. And if you need a whole perk slot to make your other perk work reliably? It's not that good.
I'd say you go with a gen kicking build or you don't. The little passive regression from Jolt is nothing unless you both get lucky to have it trigger within a cluser of gens, and have the luxury to slug or even get downs fast enough for it to be effective. Sure if you are downing people left right and center it's good, but what perk isn't in that case? It's like pre-nerf pop goes the weasel without any snowball potential.
The fact that people are out there running these 4x slowdown builds on M1 killers explains a lot of why people come on here saying survivors are OP. Or they have 3x slowdown perks and STBFL which is equally as greedy and will be easily punished by a good survivor team
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Both perks are fine lol. Eruption doesn't even see that much play. it's a mid tier regression perk, maybe top mid. Jolt is probably around the same.
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That's because Eruption does nothing to SWF groups, but it's pretty OP against solo survivors
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Jolt is already meta.. why does it need a buff?
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Jolt is the one of the most used perks right now. Its good leave it alone. Its one of the most fair regression perks in the game.
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I think a pretty reasonable marker for how much extra time you want out of a perk to be good is around 60 seconds per match. That’s how much time you get out of No Way Out for instance. So if Jolt hits about 7-8 generators per match it’s worth it. Considering it hits 1-2 generators most downs that means if you get about 5 downs you’ve gotten your 60 seconds out of it. Pain Res gets 60 seconds after 4 hooks, maybe 5 or 6 if you can’t reach the scourge hooks for some reason. So I think they both have good value.
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Either you’re getting incredibly lucky then or I’m unlucky because I see Eruption all the time and it’s miserable. Way more than Jolt.
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When I play surivvor, I do not really feel the impact of surge in the match. It does not seem to do very much. It makes sense since in order for surge to be worth it, you need to get 10 downs for 80% regression assuming it hits 1 generator. By the time that I get 10 downs, I have already won the match. I do not value the area of effect aspect of surge. too map dependent. I wish there was single target version of surge where when you down a survivor, the nearest generator explodes for 15% progress. that would be an amazing perk for killer. closest perk is pain res and SC:pain res has that hook rng problem.
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I wont say it's a bad perk, but it requires a tremendous amount of work from the killer, and ideally be paired with other perks to justify losing the time kicking gens.
Now, the reward is great, but it won't really happen often. And if survivors get off gens at the right time (which is quite difficult admittedly), its value is suddenly much lower.
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