We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
It's stats time! Sign up for our newsletter with your BHVR account by January 13 to receive your personalized 2024 Dead by Daylight stats!

Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1

Shoulder the burden what happened?

13»

Comments

  • NarkoTri1er
    NarkoTri1er Member Posts: 711

    kind of Deliverance/Reassurance syndrome. It's a very strong perk in hands of teams that know how to play the game and actually get it's value, but very bad in hand of teams that have little to no idea of how to use it properly

  • LockerLurk
    LockerLurk Member Posts: 117
    edited January 8

    I regularly run Potential because I like the perk. I run it on Alucard. I have gotten some really dumb plays and done some amazing work with it. I play mostly in SWF with it. More perks SHOULD be designed like STB, Potential, WS… and far far far less like Lithe, old MFT, etc. Perks shouldn't all just give flat perfect value every single time, but create interesting scenarios and I think some perks are far better when they create really helpful effects but also carry risk in using them. That's fun. Risk is fun. Gambling is fun, more fun than just slapping on Lithe-Info Perk-Genperk-Endurance Perk like every other Survivor I play with does, anyway.

    I also just a) aggressively do not care about winning as Survivor, b) am not interested in always running things that stomp half of all Killers into the dirt or rely on the Killer sucking more than me to get value. I have no need or want to always run the best things forever and spike my MMR into the stratosphere amongst the sweat-blights and turbo Nurses. It baffles me why anyone on either side would want that. Like do you really need to win that hard and get absurd Survivor winstreaks in the hundreds just to have a good time? Do you need thousand plus 4k streaks as Killer to enjoy the game? That sounds like miserably chasing a dragon to me…

    I think Potential's niche is fine, it can be strong in the correct setup, and requires effort and luck in a SWF to use well. I think that's true of any perk that has risk attached. That you think perks like these be weak, even "a Killer perk", is telling to me… and greatly betrays a rather bad case of "Gotta Win Syndrome" similar to Killers who always only ever want to 4k every single round.

  • Firellius
    Firellius Member Posts: 4,576

    Perks shouldn't all just give flat perfect value every single time, but create interesting scenarios and I think some perks are far better when they create really helpful effects but also carry risk in using them.

    I'm fine with perks being risky, I'm not fine with perks being flat-out detrimental to use.

    Potential reduces your repair speed by 33% -at best-, not counting ferry time. (Well, technically, at best it does nothing, since you can opt not to use it)

    Weaving Spiders gives you 50 seconds of gen repairs for 60 seconds of work -at best-.

    These perks are both very risky to use since Potential Energy makes you lose all progress if you get hit and Weaving Spiders has you sitting in the basement and becoming permabroken, but on top of that, they don't break even.

    You don't get all of the repair value put into PE back out again. You get less repair value out of WS than you put in. It's not the 'risky' part that's the problem, it's the 'bad' part. Both of these perks actively hinder your team more than they help.

    And I don't run cookie-cutter builds. I loved Autodidact before they buffed it, I'm a big fan of Fixated, and I wish the chase-breaker perks were any good to use, but the perks do need to confer a benefit, not a drawback. I -wish- Potential Energy was good because I love the animation, but I'm not taking a 33% repair speed penalty ON TOP OF an additional 66% if you get hit, just for a fancy graphic and maybe being able to challenge a trickier gen a little bit.

    If PE -either- cost more than it returns -or- lost you all stacks on hit, it'd be fairer to use, but since it's buried in drawbacks, it truly does become a perk that favours the killer far more than the survivors. Risky or not, that's not acceptable. A survivor perk must benefit the survivors, otherwise I'm not picking it up and it deserves to be called 'bad'.