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Potential Energy got nerfed LOL
Missing a skill check when letting go of a generator will now lead to a loss of potential energy tokens.
Why this perk even exist anymore?
It was really bad before, but now just horrible
Comments
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Glad this perk is terrible.
Last thing we need right now is more "generator go fast" perks on x4 survivors.
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Not a nerf, just shaking up the meta kappa
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Btw the only thing I can think--->
Maybe Potential Energy is there to troll other survivors: by activating it when other people are on the gen to give them a -15% repair speed while not contributing to the gen repair in any way.
Probably best done when the gen is close to pop but the killer is coming back, or just simply on the very last gen.
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Good, now replace it with PT and keep the genrush
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Thing is, it's not even a 'generator go fast' perk. It's already a 33% slowdown on repair speed, up to 100% slowdown. Its only purpose is for potentially breaking a 3-gen if the killer isn't guarding it -too- well.
But with the drawbacks stacked on each other for this perk, it's in No Mither/Autodidact territory where it's actually a killer perk in disguise.
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Yeah thankfully, they under-tuned this perk. Which is a good thing.
4 pests running around with half a gen of progress in their pocket sounds like hell lol.
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They should get rid of that random skillcheck popping up when letting go of a gen alltogether.
Or at least give it the Overcharge treatment and make it follow the player.
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You should be able to stop the perk was your will instead of only being able to store all 20 perks before continuing with the repair
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Sounds like heaven to me. They all wasted a ton of extra time getting those tokens, and any person you slap immediately loses 27 seconds worth of work. You wouldn't get that kind of value out of half the killer perks in the game!
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Its self care for gens, this perk lol
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Why does everyone hate this perk
It helps you get rid of a specific generator in a stunningly short time.
If I had 3 gens and one had to go, I'd want this perk.
Seems dumb to nerf it, hopefully its just accidently broken.
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its in the patch notes as a bug fix, which is insanely stupid
this perk isnt even good at its niche idk why they felt the need to nerf it lol
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Except this is a "generator goes slower" perk
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PE will never ever be a gen go fast perk because that's outright not what it's designed to do lol
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because it's extremely undertuned lol we're literally playing in the most oppressive 3 gen meta the game has ever had and still no one runs it. If that's not a sign on how god awful PE is idk what is lol
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Potential Energy is a Noobtrap. Shows a lot if someone actually thinks the Perk is good...
@Topic:
To be honest, I would prefer if they would fix this "Getting an auto-failed Skill Check when letting go of a Gen" would be fixed.
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It has it's uses, I used it in a match for the tome challenge and it actually came up clutch, charged it on my first gen super safe and then popped it to finish my second one in the killers face just before they hit me.
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Thanks...
I was hoping they would buff it a bit and maybe have it lose 5 stacks per event like (hit/down/hook) or something.
The associated BnP is OP, and a silly thing to have around.
This is how we were using it.
Its not easy to make happen, its other use is it can progress a generator far beyond what a killer is expecting in a situation. I mean they go chase thinking they have 30 seconds, and in fact they only got 10 before the gen popped.
Whatever, like Eruption I see the community mind is mostly set. This perk is totalAss!
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Overcharge shouldn't work like that at all to begin with, its a pretty bad perk TBH.
Secondly, how would you propose they do that in a way that isn't exploitable? You could hear the skill check sound and then let go of the gen so you don't have to do the skill check, thus bypassing ever having to do skill checks. The RNG on it is pretty rare, otz did a test of it and it wasn't that common.
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I mean, they wrote exactly what you can do - give those Skill Checks the Overcharge-Treatment. Let the Survivor do the Skill Check, if they hit it, great, if not, they at least had a chance to hit it. Because currently you let go of a Gen and this Gen explodes. With just a Skill Check-Sound (at best) and no chance to hit it.
(And I would not mind if Overcharge-Skill Checks would be autofailed instead if the Survivor is tapping the Gen and letting go of it before hitting the Skill Check to make Overcharge better against Gentapping)
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Honestly kinda glad it's terrible ATM. We don't really need more gen perks rn in the current state of the game.
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The problem is, people act like it isn't intentional.
Think of it this way. How do you prevent this from happening? You wait until you get a skillcheck, then you do it, then let go.
When can you NOT do that? When the killer is coming right at you. If a killer is coming right at you, i think you'd mess up repairing the generator too right? That is the point.
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Yeah, no.
Having random skill checks with ZERO opportunity to even attempt to hit them pop up the instant you leave a gen is a bad mechanic. Full stop, end of discussion.
Allow players to have the skill check follow them and cause Overcharge skill checks to auto-fail if you gen tap, if there simply MUST be a Killer buff
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When can you NOT do that?
When the game randomly decides to give you no skillcheck.
Ask either Autodidact user, that RNG is F'd.
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I keep statistics and I started keeping stats on potential energy recently to see what the kill rate is when just one person in the lobby uses it. So far, in soloQ, if one person uses Potential energy the kill rate sky rockets to 100%.
I was convinced it was a killer perk on PTR, and the stats are backing that up.
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I mean it's a silly nerf but if you actually miss skill checks that's a bigger issue IMO.
Also potential energy continues to be the most misunderstood perk in the game. This is not a gen go fast perk, it's not self-care for gens either like you absolutely do not use it for every single gen that's stupid lmao.
I would if anything compare it as adrenaline for gens. I don't think it's as good as adrenaline but it's very much an end game perk. Potential Energy is fantastic for getting that final gen done especially when you bring a BNP to go with it. Taking potentially up to 30-40 seconds of that final gen depending on your toolbox means the killer practically can't really commit to a chase. I actually like PE because it's actually a skill test, use it wrong and it slows you down but use it right and it can win you the game.
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Very high risk, with low reward.
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how's this perk a "generator go fast" kind of thing?
and how does this get a 8 upvotes???
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Killer main dominated forums, upvoted by those who never play survivor
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It was always intended to do that. It just didn't work properly. Bit of a shame really. It's an immensely bad perk, you get tokens slower than normal repair speed which is fine. But losing all the tokens on a hit make it utterly useless. Lose them on a gen blowup sure.
Otherwise it'd have a niche use to help prevent 3 gens. But as it stands it's a dead perk
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This is a perk which makes you lose the game, no mither tier.
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Exactly, it's actually wild that it even exists. "You let go of the gen, here's a skill check that spawns when you weren't even touching the gen anymore so lol, it explodes"
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Lol i don't think it's as bad as no mither. But it is pretty useless.
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I don't think you understand what they changed.
People aren't missing the skill check. The generator will sometimes explode, without giving you a skill check at all, simply because you released m1 for any reason. Instead of fixing that, they made it remove your PE stacks.
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The only way I did the Outbreak Breakout acheivement without going insane was PE , BnP, Commodious to break the 3 gen in the lobby at the beginning after getting tired of being the only one working on the gen about 80% of the time. It's a 3 gen buster perk for when the Killer is setting up a tight 3 gen. It's niche but not useless; it does its job well and with certain map layouts if you don't bust the 3 gen at the beginning you have no chance of escaping without the Killer making major mistakes.
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Underrated comment
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Didn't it already do that? Missing a skill check is supposed to make you lose some of your tokens, so missing one that pops up the second you leave the gen should make you lose tokens too.
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So normalize the RNG, so you are guaranteed a skillcheck every "X charges" at minimum. Basically, let's say we want at minimum you do get a skillcheck every 15 seconds on a generator. Every second you have a 1% chance to get a skill check, but every second you don't get a skill check, you increase that chance, up to 100% after 15 seconds. Once you get a skillcheck, that chance reduces back down to 1%, and then pauses the timer for maybe a few seconds so you don't get another 1 immediately (1 out of 100 chance)
Just figure out how many skill checks you want per bar for every action and problem solved.
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We could do that.
Or we could just not punish survivors for failing skillchecks they never got. Letting go of a gen before a skillcheck is on screen should just cancel the skillcheck, if it's not a special one.
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If it hasn't been fixed after all this time, it is probably intentional. As i mentioned, the point is to give the killer more pressure/regression if they come up on survivors on a gen and they wait too long to let go. Granted it is RNG based. I'd argue it should be normalized and not RNG in that case.
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Then just make it so you get a failed skillcheck if you let go of a gen while in chase. Problem solved.
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Post edited by C3Tooth on5
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It has been fixed before, actually, it's just one of those bugs that goes away and somehow finds it way back again and again. But outside of the sheer silliness of seeing bad perks get nerfed I can't say this is a change I'm too upset about. Anything that discourages people from running this Autodidact-for-gens is a good thing in my book. :/
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You guys bully this perk too much.
But, seriously it does what it does and its not bad at that thing. I don't think anyone here is confused about its single gen efficiency.
And it doesn't screw up a soloQ team any worse than it already has screwed itself (If you are wanting to practice using it.)
It works nice on RPD with a BnP and one friend to keep the killer reliably occupied, or to use their own BnP+ PE on the same gen for a main room 10 second gen.
It would be nice if they made it easier to use, or more fault tolerant or something to sell it a little better.
Post edited by NewPlayer100102 on0 -
PE is a perk i just can see as a troll perk. I experienced way to often how a mate is joining me on the gen, activating PE, just to release it at the same gen...i mean really?? Until now i didn't experience any value from this perk. .
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The perk is good, but is risky. Maybe a bit to much.
While i understand that change is really unfortunate because most of the times you can't control those random skill checks and loosing all your progress and time because the game decided it wanted to ######### you up is really #########.
They really need to solve those skill checks when leaving the gen problem, it's really unfair
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It’s not a good perk if it needs a bunch of other random variables met—including some other player to basically help you get it to work (“a friend to keep the killer reliably occupied”). It’s ok if you’re in a SWF. It’s a trap for solo queue. If anyone is worried about 3-gens just run Deja Vu and tackle them before they form.
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It’s not. They are saying they are glad it’s bad because if it was good it might be another gen rush perk.
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That's how it's always worked though?
No, PE is an insanely strong perk. You just need a team to make it work.
The core use isn't 'faster gens', it's the ability to blow up the final gen or break a 3gen.
It's absolutely high reward.
I think folks have been suggesting this for ages. No idea why the RNG test is still in the game.
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Then why do I hardly ever see it used? It's only useful if you have a full communicating team. And even then it's risky.
2