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Potential Energy Makes No Sense
How is it worth it to use when in order to charge it requires 1.5% of a repair for 20 seconds adding up to 30% only to accumulate ONE PERCENT per 20 tokens which is only 20%, while the generator stops being repaired as Potential Energy is charging up?
What's the incentive to use it when it can also be lost from a single hit? It doesn't make sense.
I could see it being useful if ALSO after Potential Energy charges it gives a 10% boost to repair to explain the extra .5% requirement when PE is being charged up.
That's just my opinion.
Comments
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You basically have a 33% repair penalty with potential energy, that is a bigger penalty than pentimento. Thats what the 1.5 to 1 means in practice. That 10% boost wouldn't really touch on the issue of the perk.
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Yes it is kinda bad. For a reason.
The perk has a very specific use case. You can repair a gen outside the "danger zone" and use the charges to immediately power a guarded gen.
It was surely created with a Knight guarded 3 gen in mind. Thats what most people think.
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The point of a perk is to be able to transfer a significant chunk of progress from a generator that isn't important to a generator that is important. This is primarily for breaking up 3-gens before they happen, or finishing off a generator that is near completion without giving the killer a chance to interrupt at the last seconds.
Losing ALL tokens upon being injured, however, is too much of a punishment. I'd say lose some tokens instead of all, maybe 10 tokens upon getting hit.
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The point of the perk is to transfer progress from a generator that doesn't matter to one that does matter. It's contextual, it's mostly useful for helping to break up a 3-gen situation before it happens, or finishing a generator that is nearly done before the killer gets a chance to interrupt.
I agree though that losing all tokens upon getting injured is too harsh, it should take away some tokens but not all, maybe 10 tokens lost per hit.
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I just think they should be lost on down if anything
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Its a perk good vs. a 3 Gen Killer.
Good thing we aint got any of those.
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Only in SWF if whole team takes it. And at that point BNP does the same but much better. Useless perk
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This is not only your opinion, but the opinions of people who asked to strengthen it with PBT. This perk is really useless and I don’t understand why take it at the risk of losing everything + it doesn’t repair the generator during this. What's the point of developers?
You need to make a category like "I want to complicate my game or an empty slot is much better than this garbage perk" where they will be:
perk "Calm Spirit" which is already not popular with players so it also slows you down by 30% ahah WHAT?
perk "No Mither" oh let me die within 3 minutes as the killer sees that I am 1) injured 2) that I can not heal 3) And let him see that I have been using this perk since the beginning of the game. Solution - Your gaming community asked that the survivor at the beginning of the game be healthy and then this perk will have at least some meaning and not ruins for other players.
Well, I'm sorry... the "Potential Energy" perk Guys, I think it's not worth saying that the main goal is to repair the generators and this perk takes the same time from you without giving anything in return so the funny thing is that after the hit you lose it ahah WHAT? I'll say it again WHAT???? This is the worst perk in the history of all games in the world.
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Nah, it just helps. But ofc if 4 people all take its gonna be stronger.. like come on ok.
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It should help, but just can't keep up with CoB and overcharge. The perk takes 8 seconds to activate and then you have a 33% repair penalty.
Add the fact that is risky since you can loose all tokens by a skill check when leaving a gen or a hit by the killer, its too risky.
This perk for solos could be more of hindrance. Even in SWFs seems too hard to use
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The problem is, that it takes way too long for it to be prepared AND at the same time does too little when you are actually able to use it. Think about it - you are in 3gen situation with 1 other gen killer is actively ignoring (or 4 other gens killer is ignoring - this is something that already happens). So you charge up this perk. You come to gen and use it. Killer comes back and applies CoB and OC on it. The gen regresses way more before you can charge it up again + it's not far enough for you to actually force it to complete. Effectively voiding practically everything this perk is designed to do. If this perk was 1/4th of it's current speed, had same nasty conditions of loosing all the tokens, but had no limit - then this perk would actually be viable in it's niche - meaning killer can camp his 3gen for 10 minutes, but then comes a survivor that was out from game for 10 minutes and instantly completes problematic gen. Then this perk would actually have (very niche) use, because it could effectively break 3gens if killer just decides he does not want to chase ever (and 10 minutes is usually long enough time for whole game to complete).
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Let's not forget the ridiculous oversight of making it so that a player using No Mither will still automatically bleed blood bubbles for the Oni to track when the perk is not supposed to allow a No Mither survivor to bleed AT ALL.
How about No Mither already being a detriment to the entire team for the WHOLE MATCH if the killer uses Thanatophobia?
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