is this your way to balance scavenger? SWF will abuse it why did you do this? please tell me
you dont think this through behaviour please. one guy refills a commodious wirespool and scraps and give it to his friend. this can be done by all survivors SWF will be unstoppable. why didnt you think this through? Please tell me
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btw this game has gen rush problem and u want to solve this by doing that? why?
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Just quit the game, its now worth it at this point.
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yes im already over it. im already dealing with toolbox gen rush squads with brand new part and built to last imagine this patch releases with the infinite use of scavenger. I'm outta here guys
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Wow this change is dumb as hell. This just goes to show bhvr has no idea what they're doing and have no business designing perks anymore. This game is already borderline unplayable do to gen rushing, and this change didnt help matters at all.
Wake up bhvr before its too late. August can't come soon enough.
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Like it would be totally easy to consistently refill a toolbox by consistently hitting RANDOM RNG BASED SKILLCHECKS and always hit great and give it to your friend which also must be with you and not in chase or whatever, and basically not repairing either because if you both repair you will certainly finish the gen before the refill
All this without considering any killer power/perk
If you pull all this off, congratulations you have a new toolbox for your friend.
And you'll probably be useless for 30 sec.
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I'm going to be patient about this change and see what significant difference this makes in reality. Although I feel llnow there ought to be a select few perks which won't work with "Stake Out". "Stake Out" will be big on usage alongside this, so my feeling is that some perks that are possibly as brutal as "Scavenger" should have the great skill checks based purely on that tiny, filled-in white mark at the end of a skill bar.
Besides, I am assuming what will happen is that the perk will be brutal for a couple of months whilst everybody buys the chapter, then nerfed a bit later on when newer content appears.
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It is baffling to me that most players seem to think gens are going by too quickly and so they release a perk that does have potential to further the problem...
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The perk sounds counter-productive. the entire point of the perk is to gen-rush and complete generators as fast as possible but the perk punishes you for using it to gen-rush. The last part of the post is confusing. If someone running this perk, they do not want to spend time healing, unhooking or doing totems, they want to do gens as fast as possible. Efficient survivor do not spend time doing these actions. they spend time... rushing gens like what. confusing post.
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This is really unrealistic. You expect two players to stop working on a gen, trade items, and then hop back on so one guy can refill a single toolbox and do this multiple times throughout a match.
Scavenger barely brings a net positive on the best toolbox with the best addons. No one is going to waste more seconds to do this, because you likely won't gain much value from doing so.
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Or play the other side?
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You can trade off the toolbox, but you'll still be unable to repair gens for 30 seconds. This doesn't offset the introduced counterweight.
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Okay, but 50% slower would completely negate whatever value you get out of the toolbox. This perk just ceases to exist if you trigger it and then spend the next 30 seconds repairing.
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It's slowed repair speed not unable to repair....so there is no real downside especially if someone is running other Gen speed perks that would make that slow repair speed normal repair speed.
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50% speed penalty is the same you get of a pentimento and a 4 stack thana combined.
It's not worth to repair if you are barely moving the bar
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Okay, but there's no upside either if you do repair.
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The upside is your replenishing a Toolbox with addons that will speed up Gen repairs more. The slower repair speed will also allow for more skill checks meaning a faster replenishment of said tool box.
Not to mention it can be used multiple times per match now instead of a single use perk. This will make Gen rush builds more obnoxious to go against.
Now I agree with the Pyramid head change because that could of been done a bit better
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I can’t believe people are scrounging to come up with scenarios to nerf this perk even further.
Your example is nothing more than a net time waste and would be laughably inefficient.
Scavenger is dead on arrival and you will never see anyone run this perk.
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The slow debuff comes after you already hit the 5 greats to activate the perk. That's the reason why is so unreliable to know when this debuff wil hit you.
And the 50% slower repair speed is something to be concerned on, considering that this is coming from your own perk without considering other killer perks.
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Most players don’t think that. Killer mains on the DBD forum say it.
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Okay, so you get 30 seconds of -50% repair speed in exchange for up to 52 seconds of +50% repair speed. If you repair during those 52 seconds, you end up getting 30 x .75 + 22 x 1.5 = 55.5 seconds' worth of work in 52 seconds.
You win 3.5 seconds.
You HAVE to negotiate the drawback if you want to get any meaningful value out of this. You HAVE to spend those 30 seconds doing something that isn't a gen if you want to get value out of this.
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Also, who are these 4 man comp squads that so many people on this forum swear they play every other game? I play about 1 in every 50 matches. The vast majority of SWFs are just buddies playing for fun and messing around, not bringing BNPs and gen perks.
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Exactly. Ask 90% of the playerbase and they’d tell you they’re lucky to make it to endgame. Unless you started playing last year, gens are slow as hell. There’s no time anymore to waste running around and opening chests and doing totems. If you don’t have 1 to 2 people on gens at all time you lose 9 times out of 10.
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And even the ones who bring toolboxes and genrush dont bother with gimmicks like toolbox swapping, they usually split and hit on different gens while being totally alone.
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Ehh I disagree. I don't think it's fair to say only Killer mains feel this way.
Personally, I think they are fast only because of how killers don't have much in terms of gen defence.
Not even going into all of the gen buffing perks, BNP alone is problematic. The fact that a team can get an entire gen done instantly is problematic even if it doesnt happen consistently
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I would like to add that gen-rush is team effort. trading items does not change fact that one of your teammate has -50% repair penalty for 30 seconds. that is still 30 second of less repair time. looks like they killed the perk.
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It provides slowdown, as the person exchanges a toolbox for a short-timed reduction in gen repair. Effectively, one person is rendered pretty useless for a time. People felt that the original perk provided too much benefit for no downside, so they've given a downside. I don't see an issue with this at all.
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Basically at the start of the game and you're not first found, use up the toolbox at around 15%-25% of the gen (still needs to be tested to accurate gage when to use) and by the time the double charge addon commodious runs out you will most likely get 4-5 skillchecks and be a near completed gen.
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what are you talking about? your description of how your using the perk makes no sense. let me pull up description.
you need to use toolbox fully and carry the empty toolbox while repairing a generator. After that you need land 5 great skill-checks(was 4) and after you land 5 skill-checks, you suffer 50% repair penalty for 30 seconds. you do not refresh toolbox while using toolbox. So in your average match, you use a toolbox, finish a gen. you work another gen, let's say you get 5 skill-checks at 80% of the next gen, then you suffer 30 second penalty. You get net 0 value because if you go off gen, your wasting time but if you do not go off gen then you suffer repair penalty. Sometimes you might repair a gen fully and not even get 5 skill-checks so then you need to go next gen and get 1 great skill-check to suffer penalty. The perk makes no sense. It kinda what @Crowman said. you get no value from using the perk. The perk defeats itself.
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It’s a net loss. That’s the issue. But it’s really an issue because there are superior perks that survivors could (and should) bring to push gens. This is like Potential Energy: it might have niche uses. But deriving value from it costs more than what it yields.
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wow one of a thousand things that can abuse swf...
but i'm really worried about hyperfocus + stack out, together with scavanger because if you have an Engineers toolbox (100% repair speed) + charge addons = 36 charges permanently on the toolbox, if the calculation is as follows like healing then they are -50% negated means you repair the gen at the same speed while you get permanent skill checks, which you can do by hyperfocus and stackout to make the gene glow, that's such a circle
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I think the change is fine,50% slow down is already stronger than any kind of killer perk,and it last 30sec.
I think it is as strong as built to last (maybe still a little bit stronger) now.
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Where can see this?
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Yes im saying wait until 15-25% to star using the toolbox where by the end of the tool box charges you still have 40-50% of the gen left to go which not getting at least a couple skill checks is just very rare.
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The perk is well balance trash like potential energy. Could only be ok with hyper focus but even than built would be way better.
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If a person keep running to a locker then it fine by me. One less person doing a gen.
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