Someone explain to me "Scavenger"
- Modifier: Chaos shuffle ... Among the various useless perks I have Scavenger.
- I had never used this perk actively (I don't like "gen perks"), I think I only used it for the Gabriel adept. Seeing this perk I activate to make it "work" just for fun... but then I discover that I have a strange debuff and the red bar in my "generator work". I think about some of the killer's perks and continue my game. At the end of the game, intrigued by this perk, I read the perk description and discover this
- "Recharging a Toolbox will reduce your Repair speed by -50 % for the next 40/35/30 seconds".
- I don't understand what the point of this perk is... give the toolbox to a teammate and do something else? why am I punished for activating my perk? Am I punished to avoid genrush? but if Devs want to discourage genrush....why make a perk for genrush? should I use the toolbox to sabotage?
- And as a final thought....if Build to last exists....why should I use Scavenger? Scavenger requires 5 perfect skill checks, so it's not even that easy to activate 🤣 This perk (for me) is a mystery
Comments
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I actually had this perk in a few of my builds for roughly a month:
CoH + Shadow Step + Exponential + Scavenger
CoH + Shadow Step + Illumination + Scavenger
Fogwise + Hyperfocus + Stakeout + Scavenger
Calm Spirit + Lightweight + Other + Scavenger
Etc…The general concept was to use the Toolbox asap, trigger Scavenger, then do something else like Boon, rescue, etc. The Hyperfocus build also let me circumvent the negatives associated with Scavenger by forcing my progress to primarily come from skill checks as opposed to base repair speed. Basically, in most cases, it was to use Scavenger as a stand-alone generator perk that let me do generators faster while also enabling the rest of my build during the 30 second debuff phase.
That said, even after extensive testing, I had to drop it.
Scavenger's debuff often proc'd at critical times when I needed the base repair speed, especially if I had Stakeout and could not avoid a great skill check. There were also plenty of games where I would not get enough skill checks to proc the perk at meaningful times, like before an unhook, to body block someone else, or before I get seen and forced into a chase. And even if there was an opportune time to use the perk, it was pretty frequent I would not get enough skill checks to actually activate the perk at all. Of course, even if I had the ideal scenario to use the perk paired with an adequate number of skill checks, there was also no guarantee I would hit them. The perk was just so conditional that, if I was lucky, I would get it to proc once or MAYBE (very rarely) twice per match.
It became so frustrating to make work consistently that I dropped it for another perk you mentioned, Built to Last, which is just so far superior to Scavenger in every way that it is kind of disappointing. With Built to Last I get guaranteed 2 more uses of my item (which almost never happened with Scavenger), I could use it on demand, the time to use the perk was only 12 seconds as opposed to the 15 second gen time penalty you'd get if you tried repairing with Scavenger's debuff, and, as a stealth player, I hide in lockers anyway so it was perfect.
Even if you consider the guaranteed toolbox from searching a chest, if you actually use this aspect of the perk, you're wasting the time saved from the perk itself. It just… none of it makes sense to me either.
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TLDR:
I really tried to like and utilize this perk, but… yeah, it's pretty bad.
Just use Built to Last for a better and more consistent experience.3 -
So first thing: Scavenger in chaos shuffle if you weren't planning for it and didn't bring a toolbox into the game with you, is not a good perk. It is generally not worth using its built-in rummage feature to get a toolbox, you will spend more time doing that than the benefit you'll get from the perk in most cases.
The way to use Scavenger is to bring a toolbox into the match, use it, then get 4 great skill checks, and then try not to hit the 5th one until a time where the generator debuff won't hurt you because you have something else to do. Maybe you need to go save a teammate or heal someone, or do a totem (I like to use it with CoH which gives me something else to do for a little bit during the 30 second penalty). Or hit it when you're right about to finish the generator and will have to spend time running to another one. You don't want to just eat the 50% slowdown if you have nothing else better you can be doing during that time (and this is also why I do not recommend trying to run Stakeout with this perk, because while it may help you get the great skill checks, it will often end up forcing one at a bad time).
Overall, BTL is stronger and easier to use, especially if you can use it while you needed to hide from the killer anyway. Scavenger is harder to use, but can be situationally better since you don't ever have to sit and do nothing.
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Scavenger is far too RNG dependent to work. You need 5 Great Skill Checks (only after the toolbox is depleted, any ones while the toolbox has any charges do not count), which you have no control over when they appear.
In the Developer Update, they said they wanted Survivors to "plan accordingly" and use the time the debuff is active elsewhere, such as healing, unhooking, etc. However, this doesn't really make much sense. You have no control over when it activates, and if you do get it to activate, there are a lot of times where there is nobody to heal or unhook. You just have to spend 30s with Old Freddy generator speeds, or do nothing.
In my opinion, the following changes should be made to Scavenger:
- Reduce the amount of Great Skill Checks required to 3. This will reduce the effects of Skill Check RNG on the perk activating. I've had games where the Perk never charges due to bad Skill Check luck.
- When charged, it no longer immediately activates. It now requires you to press an Active Ability Button to refill the toolbox and receive the repair speed penalty. This will allow you to activate it at times where there is something else you need to do, such as a heal or unhook.
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- as I already said, I don't like "gen perks", so it's not a problem for me... I didn't use this perk and I never will, especially having realized how bad it is. I'm just shocked at the amount of useless/bad/situational/trap perks in this game. with a few exceptions, playing "chaos shuffle" is like playing constantly perkless (therefore very fun)🤣
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It's meant to promote a different kind of playstyle. Basically, you do Generators quickly for a bit, then it forces you off the Generator, you go and heal teammates or take chase, then go do Generators again with the toolbox from before.
It's not a bad perk, but it is a bit gimmicky.
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- the problem is that everything is linked to the RNG of skill checks, you don't decide when to reload the toolbox..... if you have nothing to do (as happened in my game) you are punished and that's it. Not the best game design ever🤣
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Well to you, it may not be easy to get 5 great skill checks. But to others, it's actually easy. Also, Scavenger has unlimited usages while built to last weakens with every refill, btw, you waste time going into a locker to activate while you at least do some progression with Scavenger. Even if u are at a rebuff 50%.
Overall, Scavenger is a bit harder for newer players while built to last is pretty easy to use.
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The PTB version was too strong. It required only four great skill checks and there was no penalty (but you could only get it once).
if you have nothing to do (as happened in my game) you are punished and that's it. Not the best game design ever
That's kind of what the DbD game design is - randomness is a huge element of what happens. Sometimes it works out for you, sometimes it doesn't.
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Before, the perk was more stronger… And then, people complain, and BHVr just… Nerf this one, like they nerf all survivor perk
And, surprise, nobody want to use it anymore
here it was the perk in the PTB0 -
Build to last let you prepare the toolbox before starting to work on a new Gen. Get into a locker to refill it then continue on Gen is not a good move.
Scavenger with a Brown toolbox saves you 5.5sec, or Commodious saves you 9sec. Then instead you can progress 30sec of Gen in 30sec, you only progress 15sec of Gen, it takes you always 15sec. A perk puts a penalty more than it gives.
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actually scavenger is obscene with hyperfocus with you get the 50% slow on gens repair speed it also reduce the toolbox charge draining toolbox increase the amount of skillchecks that you get by a good chuck with hyperfocus you can abuse it so hard that if you're really good at it you deleted gens out of the maps but its a high skill ceiling combo hitting the consecutive skillchecks
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