Prove Thyself
I looked at the quote from the Perk today, which says: "I'll show you what i can do."
Now "I'll show you" doesn't necessarily mean that they have to directly see it.
But the Perk does base its mechanics on this idea, as is shown with how the Perk currently works.
Why not make it so you get the bonuses when you're NOT near Survivors?
Whenever a Survivor is further away than 8 meters from you, gain a bonus in repair, healing and sabotage speeds.
- 1 faraway Survivor: Gain a 1/2/3% bonus.
- 2 faraway Survivors: Gain a 2/4/6% bonus.
- 3 faraway Survivors: Gain a 3/6/9% bonus.
This is NOT about the numbers btw, NOR is it about what else the bonus could be, this is JUST about how to make the Perk work.
I repeat, this is ONLY about how to make the Perk activate.
Comments
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I play both but I do agree. That simple change would be worth it but reduce it by 1% per tier so max is 6%.1
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This would encourage the gen rush meta more.
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I would prefer they make it work like Up The Ante, but it only applies to you and not everyone. So it would be: For each other survivor still alive, gain 1/2/3% increased speed bonus to repair, healing and sabotage actions.
At tier 3 that means:
3 allies alive = 9% action speed bonus.
2 allies alive = 6% action speed bonus.
1 ally alive = 3% action speed bonus.
0 allies alive = the perk is made null.This not only makes the perk far more usable, but it promotes good altruism because the user will want to work to keep their allies alive in order to maximize its use.
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@Nightshade said:
I would prefer they make it work like Up The Ante, but it only applies to you and not everyone. So it would be: For each other survivor still alive, gain 1/2/3% increased speed bonus to repair, healing and sabotage actions.At tier 3 that means:
3 allies alive = 9% action speed bonus.
2 allies alive = 6% action speed bonus.
1 ally alive = 3% action speed bonus.
0 allies alive = the perk is made null.This not only makes the perk far more usable, but it promotes good altruism because the user will want to work to keep their allies alive in order to maximize its use.
love it
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I see what you're saying,
but the perks synergy would feel lost. I thought the whole point was to use bond, have leader for them, have prove thyself for yourself while on an objective together.
Well, that's before the game went in the direction it did I guess.
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@Brady said:
I see what you're saying,but the perks synergy would feel lost. I thought the whole point was to use bond, have leader for them, have prove thyself for yourself while on an objective together.
Well, that's before the game went in the direction it did I guess.
There's enough Survivors whose Perks don't synergise.
Jake's Saboteur is the odd one out.
Nea's Streetwise is the odd one out.
Laurie's Decisive Strike is the odd one out.
Etc. etc.On a sidenote, if that were the reason for the devs to not go through with it, i'd heavily disagree.
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@Boss said:
@Brady said:
I see what you're saying,but the perks synergy would feel lost. I thought the whole point was to use bond, have leader for them, have prove thyself for yourself while on an objective together.
Well, that's before the game went in the direction it did I guess.
There's enough Survivors whose Perks don't synergise.
Jake's Saboteur is the odd one out.
Nea's Streetwise is the odd one out.
Laurie's Decisive Strike is the odd one out.
Etc. etc.On a sidenote, if that were the reason for the devs to not go through with it, i'd heavily disagree.
True :P
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@Boss said:
@Brady said:
I see what you're saying,but the perks synergy would feel lost. I thought the whole point was to use bond, have leader for them, have prove thyself for yourself while on an objective together.
Well, that's before the game went in the direction it did I guess.
There's enough Survivors whose Perks don't synergise.
Jake's Saboteur is the odd one out.
Nea's Streetwise is the odd one out.
Laurie's Decisive Strike is the odd one out.
Etc. etc.On a sidenote, if that were the reason for the devs to not go through with it, i'd heavily disagree.
How is streetwise the odd one out? (changing topics is fun!)
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It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense.0
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Nightshade said:
I would prefer they make it work like Up The Ante, but it only applies to you and not everyone. So it would be: For each other survivor still alive, gain 1/2/3% increased speed bonus to repair, healing and sabotage actions.
At tier 3 that means:
3 allies alive = 9% action speed bonus.
2 allies alive = 6% action speed bonus.
1 ally alive = 3% action speed bonus.
0 allies alive = the perk is made null.This not only makes the perk far more usable, but it promotes good altruism because the user will want to work to keep their allies alive in order to maximize its use.
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@Dabrownman1812 said:
That would be bad and make gen time stupid, everyone would run this always active toolbox ability. The conditions stops it from being brokenThat actually occurred to me shortly after posting. I like the concept, but the tricky part of making a good speed perk for survivors is the risk of it being abused like the rest of the meta. It could still work, but the devs would first have to figure out a fair way to keep survivors busy without having to rely on Hex: Ruin, like 2 or 3 of the generators requiring a hidden part for each one somewhere on the map to be fully repaired.
Another possibility is to make it a token based perk for survivors; When the user accomplishes something useful to the team like repairing a generator, healing an ally, saving an ally from a hook, cleanse a totem, open the door, etc, they receive the bonus in increments.
Post edited by Nightshade on0 -
The teamwork thing is too broad, 5 totems, it makes them quicker as game goes on. I see what you mean though. Game ends in 5 minutes or less already, we gotta remember how quick this is. A minute and a half or so for each gen, minus 9% gets you about 11 seconds off, not counting leader or toolbox which makes it 33 seconds sooner possibly. We gotta remember how abilities stack too.
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@Dabrownman1812 said:
It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense.It's Prove Thyself, to me that means you'll show off how you yourself are a great player.
If you work together with others, you prove that working together is good.
If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.)"But still, how do others see that?", you may ask.
My answer is: The HUD.
Repaired a generator? The counter goes down by 1 for everyone to see.
Healed yourself? Your icon switches from Injured to Healthy for everyone to see.0 -
Boss said:
@Dabrownman1812 said:
It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense.It's Prove Thyself, to me that means you'll show off how you yourself are a great player.
If you work together with others, you prove that working together is good.
If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.)"But still, how do others see that?", you may ask.
My answer is: The HUD.
Repaired a generator? The counter goes down by 1 for everyone to see.
Healed yourself? Your icon switches from Injured to Healthy for everyone to see.0 -
@Dabrownman1812 said:
Boss said:@Dabrownman1812 said:
It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense.
It's Prove Thyself, to me that means you'll show off how you yourself are a great player.
If you work together with others, you prove that working together is good.
If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.)
"But still, how do others see that?", you may ask.
My answer is: The HUD.
Repaired a generator? The counter goes down by 1 for everyone to see.
Healed yourself? Your icon switches from Injured to Healthy for everyone to see.
Once again, the leader, he works with the team. Not solo, his perks within a certain range, makes sense guy. He proves himself where people can visually see him, makes sense. You show through people seeing. Idk if you're a troll or not but his perks work best when close, that's the theme. The point is to not do well on your own, hence his perks fight against being alone like bond.
Dwight ain't a leader, his backstory proves more than anything he sucks in social life.
Leader's just a Perk that makes him better at that.He can prove himself by doing well on his own and surviving, and my version of Prove Thyself would encourage that.
No need to call me a troll btw, you were being nice up till then.
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Boss said:0
@Dabrownman1812 said:
Boss said:@Dabrownman1812 said:
It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense.
It's Prove Thyself, to me that means you'll show off how you yourself are a great player.
If you work together with others, you prove that working together is good.
If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.)
"But still, how do others see that?", you may ask.
My answer is: The HUD.
Repaired a generator? The counter goes down by 1 for everyone to see.
Healed yourself? Your icon switches from Injured to Healthy for everyone to see.
Once again, the leader, he works with the team. Not solo, his perks within a certain range, makes sense guy. He proves himself where people can visually see him, makes sense. You show through people seeing. Idk if you're a troll or not but his perks work best when close, that's the theme. The point is to not do well on your own, hence his perks fight against being alone like bond.
Dwight ain't a leader, his backstory proves more than anything he sucks in social life.
Leader's just a Perk that makes him better at that.He can prove himself by doing well on his own and surviving, and my version of Prove Thyself would encourage that.
No need to call me a troll btw, you were being nice up till then.
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@Dabrownman1812 said:
Boss said:0@Dabrownman1812 said:
Boss said:
@Dabrownman1812 said: It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense. It's Prove Thyself, to me that means you'll show off how you yourself are a great player. If you work together with others, you prove that working together is good. If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.) "But still, how do others see that?", you may ask. My answer is: The HUD. Repaired a generator? The counter goes down by 1 for everyone to see. Healed yourself? Your icon switches from Injured to Healthy for everyone to see.
Once again, the leader, he works with the team. Not solo, his perks within a certain range, makes sense guy. He proves himself where people can visually see him, makes sense. You show through people seeing. Idk if you're a troll or not but his perks work best when close, that's the theme. The point is to not do well on your own, hence his perks fight against being alone like bond.
Dwight ain't a leader, his backstory proves more than anything he sucks in social life.
Leader's just a Perk that makes him better at that.
He can prove himself by doing well on his own and surviving, and my version of Prove Thyself would encourage that.
No need to call me a troll btw, you were being nice up till then.
His perks revolve around leadership, and his wanting to be a leader. So it still fits. Even for the lore, working as a team and communication due to his aspirations, the leader within. Plenty of people aren't leaders at their jobs but in other areas are leaders, just not where a hierarchy is established. This is a real phenomenon. So makes sense still.
Often you can read about people "taking the lead" without actually leading.
Usually coincides with leading a charge: You're not doing anything, yet you're taking charge due to sheer motivation.
Perk could be exactly the same like that.Besides, my previous point still stands: You can prove yourself without having to show it off within Line of Sight, you're taking that too literally.
Bond doesn't focus on being a leader btw, it focuses on being close to your comrades.
Just because it works well with Leader doesn't make the Perk by itself leader-focused.0 -
Boss said:
@Dabrownman1812 said:
Boss said:0@Dabrownman1812 said:
Boss said:
@Dabrownman1812 said: It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense. It's Prove Thyself, to me that means you'll show off how you yourself are a great player. If you work together with others, you prove that working together is good. If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.) "But still, how do others see that?", you may ask. My answer is: The HUD. Repaired a generator? The counter goes down by 1 for everyone to see. Healed yourself? Your icon switches from Injured to Healthy for everyone to see.
Once again, the leader, he works with the team. Not solo, his perks within a certain range, makes sense guy. He proves himself where people can visually see him, makes sense. You show through people seeing. Idk if you're a troll or not but his perks work best when close, that's the theme. The point is to not do well on your own, hence his perks fight against being alone like bond.
Dwight ain't a leader, his backstory proves more than anything he sucks in social life.
Leader's just a Perk that makes him better at that.
He can prove himself by doing well on his own and surviving, and my version of Prove Thyself would encourage that.
No need to call me a troll btw, you were being nice up till then.
His perks revolve around leadership, and his wanting to be a leader. So it still fits. Even for the lore, working as a team and communication due to his aspirations, the leader within. Plenty of people aren't leaders at their jobs but in other areas are leaders, just not where a hierarchy is established. This is a real phenomenon. So makes sense still.
Often you can read about people "taking the lead" without actually leading.
Usually coincides with leading a charge: You're not doing anything, yet you're taking charge due to sheer motivation.
Perk could be exactly the same like that.Besides, my previous point still stands: You can prove yourself without having to show it off within Line of Sight, you're taking that too literally.
Bond doesn't focus on being a leader btw, it focuses on being close to your comrades.
Just because it works well with Leader doesn't make the Perk by itself leader-focused.0 -
Perhaps it can be the survivor version of Fire Up then. For each generator completed, gain a token that stacks with prop interaction speed (basically everything affected by Resilience). It wouldn't be a gen rush meta perk since it can't be taken full advantage of till the end of the round (assuming your team is doing well), but it'll still be better than the current Prove Thyself outside of a coordinated SWF lobby.
It could also simply do what it currently does and grant the user a bonus when in proximity of other survivors, but it would have to grant the full 9% (assuming it's tier 3) when in proximity of any survivor regardless of how many in order for it to be viable. So whether you're near one survivor or 3 survivors, you gain that 9% as long as at least one is within 8 meters.
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