Prove Thyself is a disgustingly strong perk and should not even exist as is.
In fact I argue no perk should be made amazingly stronger because of SWF, every perk in the game should be balanced around solo play EXCLUSIVELY.
Even in SoloQ this perk provides such insane value that it is disgusting, and gens already go VERY fast with only 2 people on them, not even 3 or 4.
The values are insane, gens fly at a pace with this perk that frankly it genuinely feels unfair. There is a reason why there are so few perks that speed up doing gens, and the fact that this perk still exists to me personally is completely baffling.
Rework this perk into something else completely, until the Survivors get a secondary objective, NO perk should speed up doing gens.
Comments
I do think it could be toned down a bit.
For insight, here are the current numbers on generator repair times with and without this perk:
numbers say otherwise - in terms of time efficiency it's still slightly worse than if survivors were spread out on different gens (you can see it on wiki or by red bar suggesting you have slower individual speed)
this perk is okay, it's the gen mechanics themselves and map design that should be reworked to match soloq needs, because soloq is miserable rn
Prove Thyself is hard countered by a near-meta detection perk, and pretty much the only reason you don't see Discordance more than you do is because killers don't have room to run several detection perks and BBQ gives double bloodpoints.
You want survivors to group up so you can pressure them all at once. Survivors splitting up across the map is a bad thing for you as the killer. While admittedly CoH weakens the effect of finding a group of survivors (everyone you injure but don't chase will heal up at warp speed), interrupting a group of survivors is still unequivocally better than interrupting just one.
Prove Thyself also doesn't actually complete gens faster. You have less time to interrupt an individual gen, yes, but all it does is eliminate the inefficiency of survivors stacking on a gen. The same amount of gen is getting done as it would if all survivors were on separate gens. And if every survivor spawns together and sits down to complete a gen in 20 seconds - okay, you've lost a gen. Now you know where everybody is and the dreaded first-chase-three-gens-pop isn't going to happen because the team threw all their eggs in a single basket, so you're actually not in a bad spot.
Yes, there are times you don't want Prove Thyself - a 3-gen, a Tinkerer proc you're running to with a waiting Pop - but I find it helps me at least as much as it hurts me. Everyone grouping up at the start of the game when you know where spawn points are? Everyone jumping on the closest gen after an unhook? You love to see it.
It is not always about which gen is being done, how fast a particular gen is being done can be just as important. Some gens in particular being done can completely make a game unwinnable for Killer, and Prove Thyself cements this heavily. Of course this fact along with communication vindicates my point of just how disgusting it can be done in a SWF.
Nearly all these points are irrelevant when SWF exists and the Killer is only capable of chasing one person.
While it is true that it is generally more efficient for survivors to split up (Prove Thyself never allows any survivor's individual repair speed to go above 1 by itself), its strength is later in the match when there are less generators left. In this case it can be about the equivalent of a good toolbox.
I agree with you about other gen mechanics and poor map design being a problem though.
I think Prove Thyself is generally fine if survivors don't have toolboxes with it. It maybe should get autodidact treatment and only work when repairing a generator without a toolbox.
You can only commit to one person at a time, but you can sure as hell smack a group of scattering survivors and then chase the last one. Switching targets isn't just easy, it's the path of least resistance - the guy you hit gets a sprint burst and the other healthy guy running away is now closer.
SWF is its own can of worms, but I actually find solos running Prove Thyself more than SWFs - mostly because, again, good SWFs know that fanning out is the optimal play, can communicate gen status across the map, and have an easier time removing any Ruin that might be in play, so rushing individual gens isn't as important until the lategame. Prove Thyself is a good perk, but it's not meta. The more survivors use it, the more the killer can take advantage of them, and people generally don't make a strategy out of hammering gens out one at a time because a good chunk of the killer roster can absolutely tear it to shreds (Oni, Plague, Bubba, Myers, Blight, and Nurse can all easily party wipe you if they catch everyone in one spot, Legion is laughing hysterically at having their existence validated for once in their collective life, Huntress is very good at hitting and downing several fleeing survivors at the same time, and while Demo has no advantages towards chasing you off, he can set up portals at each gen and know wherever the team has moved, so he'll always interrupt you. Wraith, Freddy, Doctor, Pyramid Head, and Ghostface also have some individual advantages against this scenario, though they're not as pronounced or can be nullified.)
People might spawn in and all do the first gen together, but the typical use of Prove Thyself is two people on a gen, and that only shaves like seven seconds off the gen speed without it.
Prove Thyself is fine. Just stack 4-gen slowdown on Nurse/Blight if it really bothers you that much. A good SWF doesn't need Prove Thyself or any perk to win your average match.
Perk is mostly used for points anyway.
"Just play the best Killers with 4 perks dedicated to slowing down gens if this 1 perk being ran by 1 or 2 people in a SWF bothers you that much lmao" k bud
Discordance.
Wow a rare complaint lets see how this one goes. But survivors are said to complain the most.
https://media.giphy.com/media/tyqcJoNjNv0Fq/giphy.gifRun discordance.