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Has anyone actually tried potential energy against a SM 3 gen.
With all the complaining about 3 gens at the moment (a change from people whining about DH I guess) I'm wondering if anyone has actually tried using potential energy at all. Because I see lots of complaining but not many suggestions of how to counterplay.
It's a pretty useless perk tbf but if you deliberately leave a gen outside the 3 gen setup and 2/3 players running potential energy I reckon you could brute force it. I'm tempted to give it a try today with my swf, but I've only seen one skull merchant all weekend and that one was simply camping a devour hope hex.
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I have. It’s decent but can’t keep up with the constant regression from CoB and overcharge and is too risky since getting hit disables it
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Yh that combo should definitely not apply the CoB 200% regression.
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I wouldn't, its too hard.
I use BnP, hyperfocus, and PTS+ a friend.
I will try potential energy later, just to test it, but its reliant on the other survivors doing useful things, so it usually fails before I can put it in the right place.
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Yh i think you'd have to run it as part of a dedicated 4 man team. 1 solo q player would probably just pop the farming gen.
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Against CoB and overcharge? Can't keep up, the perk takes 8 seconds to activate and then you repair at 33% penalty (bigger than pentimento).
The idea of the perk is great, but prove is the only perk that can realistically help you on that situation.
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Also, has anyone tried having a dedicated healer to patch the team up and send them right back in to keep pressure?
I play solo, so this would never work for me, but what about Circle of Healing, Autodidact, Botany Knowledge, and Desparate Measures? Setup your boon away from the gens (not too far, to save on run time).
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No point in running autodidact with all that heal speed since you’re much less likely to actually get a skill check
Better off running better than new or Leader tbh
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I actually have, after going up against 8 SM in a row I threw it on to see how useful it would be. The time it takes to set up, the necessary cooperation in SoloQ and losing the perk upon a hit makes it almost completely useless. I managed to finish the last gen exactly one time with it because she committed to a death hook survivor and I had another survivor with Prove so we cranked it out, but the Cheryl even needed to take a hit so that we would have enough time.
I would say that in SoloQ SM is just a go next killer. You waste 20-30 minutes of your life just to hope that your random teammates will understand what you are doing and work together.
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Tbh if you're gonna use auto didact it functions best on it's own. Need to get as many skill checks as possible. I did max it out on lery's yesterday with one friend plus 2 randoms and damn it heals fast.
Best to run it with empathy or aftercare so you can find the injured ones.
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No. We manage to break the 3 gen by Teamplay and PE isnt a great perk to break a 3 gen. It would be more efektiv to bring a Overpowert Toolbox with Build to last. Sounds sad but is true.
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Autodidact would be terrible in that situation (As it is in any other), as its benefit would be negated by the other heal speed perks. Popping a skillcheck for 50% progress doesn't matter much if your time to heal is 6 seconds.
Empathic Connection would add another 10% and make you easy to find for injured survivors. I actually did run this once and we got an end-game where two survivors were fishing for an unhook on the third, and I was standing by and patching folks up in record time whenever they got injured.
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Yup. PE is too conditional to work in soloq and it's crap shot even in a swf. You need people to leave a gen to farm stacks, more than one person must run the perk, the push to break the 3-gen must be synchronized and you have to pray you don't lose a health state before you can dump all the stacks.
And in all that if the killer can interrupt the gen then CoB will obliterate any progress that was achieved rendering the whole ordeal a big waste.
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The problem with bandaid perks as a counter is that they're so niche they become useless unless you get lucky and run into the exact situation they're designed to counter. For every one game you get some value out of PE, you have 2 or 3 games where you hurt your team by having a useless perk slot.
I always stress that DbD is not a counterpick game. You hurt yourself more often than you help yourself if you're building for a specific scenario instead of guaranteed value.
That's before we get into how inefficient PE is. It doesn't need to be an efficiency reduction in terms of charges per second. That already naturally happens when you factor in the travel time and risk of losing all charges. It's a terrible perk.
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every single perk in the game that can stack, stacks additively. So CoB + overcharge starts out at 100 (normal regression) - 25 (overcharge) + 100 (CoB) = 175% regression.
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As a SWF you could coordinate it quite easily by leaving a gen at the opposite side of the map as a farming gen that's the 2nd to last to complete and have someone with Prove Thyself, someone with a Commodious Toolbox with the speed and capacity expanding add ons and also Built to Last and Streetwise and someone to distract whilst the last gen is slammed but good luck doing any of this in solo queue! Someone will pop the farming gen straight away or won't realise what you are doing when charging it up and everything will fall apart.
In theory the perk sounds good but it's like Exponential in that it sounds good but you only get any real value from it once in a hundred games if you are lucky, when all the stars line up perfectly in Solo Q.
Plus I've only faced three SM's in a week since it was released so taking a build specifically for that killer (and possibly Knight) isn't going to work.
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I don't run it, since it is so easily disabled if hit. I have been running Dejan Vu, and it is sweet when you see the last 3 gens spread out over the map.
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That's still insane. And then it ramps up as the overcharge strengthens.
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175% regression means the generator loses .43 charges per second. Generators PROGRESS at 1 per second. Base regression is 1 charge every 4 seconds.
So no, it is not insane. Non-instant regression is pretty terrible in fact because it gets countered by simply gen tapping. And since the skill check for overcharge follows you, any decent survivor will be able to hit that skillcheck and it won't really matter much.
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In a 3 gen situation it's a problem. Because the killer is on top of all the gens all the time.
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What's your proposal then? You think .43 -.5 with 2 regression perks is too strong? What do you think the base regression rate should be and the max you can take it with perks?
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PE takes too long, is too risky, and requires your soloq teammates to not do safe gens and prevent you from getting PE stacks. The numbers on the perk are just bad. We've been in a 3 gen meta since the knight and no one uses it, if that's not a sign idk what is.
Also its an empty perk slot if the killer isn't actually 3 genning
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We tried it in a duo but it only worked for reasons outside what any solo can normally expect to happen. Specifically, we both filled it to max and I grabbed a green toolbox from basement. We then both used all our charges and worked on that gen with prove and a Commodus and the killer spent a few seconds to long trying to harass the remaining random off a gen.
It CAN work but not within reason.
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