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Vittorio's Perks Need Some Help

Dreamnomad
Dreamnomad Member Posts: 3,954
edited February 2023 in Feedback and Suggestions

Potential Energy - Your arcane abilities have adapted to The Entity's Realm after centuries of wandering, granting you unprecedented control over its many devices.

After repairing Generators for a total of 12/10/8 uninterrupted seconds , press the Active Ability button to activate Potential Energy:

  • Continuing to repair the Generator will charge Potential Energy instead of progressing the Generator.
  • Converts 1.5 % of Repair progression into 1 Token, up to a maximum of 20 Tokens.
  • Missing Skill Checks results in losing some Tokens.

While Potential Energy has at least 1 Token, press the Active Ability button while repairing a Generator to instantly progress it by 1 % per Token, consuming all remaining Tokens and deactivating Potential Energy.

Potential Energy loses all Tokens and deactivates upon losing a Health State.


This perk is a trap. The risk vs reward is simply not worth it. You lose 50% progress to the conversion rate as it is but then you have the extra added risk of losing all those tokens when getting hit. I feel like either the conversion rate needs to be made less punishing or when the killer hits you, you only lose a portion of the tokens (or none at all). But something needs to give here.

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Fogwise - In your countless years in The Fog, you have seen it all, and when you are focused, you can remember most of it too.

  • Succeeding a Great Skill Check while repairing a Generator reveals the Killer's Aura to you for 4/5/6 seconds.


This is Vittorio's best perk imo. The only thing I would change is to increase the probability of getting skill checks when running this perk.

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Quick Gambit - When you have the Killer's attention, you know how to keep it; others can be confident they will not be interrupted any time soon.

  • Increases the Repair speed of any other Survivor by 6/7/8 %, while you are being chased within 24 meters of the Generator they are currently repairing.


This honestly feels like a troll perk. In what world is it a good idea to run the killer near a generator being worked on? I would prefer this perk just get deleted so no survivor I'm paired up with gets the idea to "help" me finish a generator by running the killer near me when I'm working on it. If this perk has to exist then it should at the very least highlight generators being worked on within 24 meters of you when you are being chased by the killer. So at least you know where to run the killer. It should also have the clause that makes it so the buff persists for 4 seconds after leaving the 24 meter range. I would also increase the bonus repair speed. 8% isn't very much for the added risk. But seriously, just delete this perk. Vittorio can be the first survivor with 2 perks.

Post edited by Rizzo on

Comments

  • LuthirFontaine
    LuthirFontaine Member Posts: 375

    Yeah fogwise aside the perks are hilarious bad. Damn near slippery meat level

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Fogwise is the only good perk here. The other perks they played way too safe.

    Potential energy is mostly fine just make it so that you only lose 5 tokens when injured

    For quick gambit increase the range greatly. Like 40 meters or something

  • TigerSnake
    TigerSnake Member Posts: 531

    If Fogwise needs anything, it’s a cooldown as the perk is borderline OoO 2.0 with a Hyperfocus toolbox build.

  • HamsterEnjoyer
    HamsterEnjoyer Member Posts: 732

    Potential Energy needs 2 things

    Lose only 5 tokens when getting hit

    and YOU DONT NEED TO MAX IT UP BEFORE WORKING ON A GEN! This is the biggest issue I have with the perk that I can't build it up little by little its either max it out to full 20 tokens or spend all your tokens just to continue working on the gen or another gen making the progress you built up worthless

  • Dreamnomad
    Dreamnomad Member Posts: 3,954

    Honestly, I think this is a non-issue. If someone wants to commit to the build that much then bully for them. Even in the hypothetical survivor team with mics, they don't gain that much information they don't already have.

  • Firellius
    Firellius Member Posts: 4,429

    Generally speaking, survivor perks are really bad, with most being way, way too conditional to ever really see the light of day. And when they do, the next day there'll be a forum post about how they should be nerfed.

    That said, I think Potential Energy can really be fixed by the aforementioned fixes, though I'd do a % of tokens lost, rather than a flat value so subsequent hits don't bite as much, gives it a little more of a minimum performance value.

    Quick Gambit is a perk that's just... not good design, as already mentioned. But buffing it very quickly runs the risk of making it too strong. It needs a redesign, really.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    Potential energy is such a cool perk, they really can fix the perk easily just by making the conversion rate 1to 1. The perk has already the risk of loosing all progress by getting hit, punishing efficiency was just unnecessary.

    Fogwise is perfect, honestly i thought it was gonna be OP, but its just pretty good, feels good to use, but has counterplay from the killers by either perks or powers. This one can stay.

    Quick gambit, this is the type of perk that really shows bhvr is so scared of releasing gen rush perks, i wonder why they even try. Fixes for the perk, they could lock the buff to just one gen that you choose on the map (similar to Red herring) and remove the range requirement or just buff the numbers on the range and speed boost. But again, if bhvr doesn't want to release good gen rush perks, then stop releasing perks like overzealous and quick gambit, they are boring and probably hurt you more than help and somehow those are also the perks that killers complain that will be OP before release, only for everyone to forget those perks exist 2 weeks after.

  • Dreamnomad
    Dreamnomad Member Posts: 3,954

    I like your idea of choosing a gen to give the bonus to. Perhaps if you haven't chosen a gen or the gen you did choose is finished it could work as is. I don't know. I was thinking it would be nice if you could see the auras of gens being worked on within 24 meters because that in itself is useful so you don't accidentally train the killer onto another player working gens. Which could probably be its own perk, but it would make a lot of sense just to staple it onto Quick Gambit.

  • NOEDaddy
    NOEDaddy Member Posts: 93

    I would change Potential Energy to lose one token every 3 seconds until healed or lose all tokens when downed instead of injured. Regarding Quick Gambit I think it would be better if it was something like it activates after being in a chase for 30 seconds all other survivors have increased repair/opening exit gates speed “same values” and it deactivates when the chase ends by losing the killer or getting downed. Fogwise is just a decent solo q perk.

  • Dreamnomad
    Dreamnomad Member Posts: 3,954

    Those are pretty good ideas. Especially the Quick Gambit one. High risk, high reward but also gets rid of training the killer onto team mate working gens aspect while still staying true to the theme of the perk. Well done. Hopefully they read this post and take it into consideration.

  • NOEDaddy
    NOEDaddy Member Posts: 93

    Hopefully

  • PE is 33% less efficient, not 50%. And that's entirely fine for the upside of being a pocket BNP.