Noone talks about how uselles mindbreaker is

It's desinged to counter exhaustion perks. You waste one perk slot to counter perks that survivors may not have, and even if so, this perk doesn't do it's job. As i can see this perk counter sprintburst the most. But it just takes 3 seconds to get your sprint burst back. You can just throw a pallet, then walk for few seconds, and it becomes old abusable sprintburst, you can use whenever you want. It actually makes SB better. What a joke perk.

Comments

  • I don't really understand why it wasnt buffed

  • Its actually more useful against deadhard imo, as it prevents the anti heal genrush squads from going instantly to a gen to try and pop it. however it should have its gen percentage raised considerably, as its only really useful at the start of a match despite that not being its intended purpose (as the demogorgon and all of its perks become stronger towards the endgame, ie surge allowing for potential 3 gen strategys, cruel limits becoming more useful as there are less pallets avalible etc etc.)

  • @humanbeing1704 said:

    I don't really understand why it wasnt buffed

    Buffing it from 3 to 5 seconds would be enough.

  • It hasn't been useless for My Pig Build: Mindbreaker, PGTW, BBQ, Thana. + Amanda's Letter, Video tape. Before mindbreaker Trying an ambush attack almost always resulted in survivors Sprint Bursting away, now however, I'm getting plenty of successful ambush attacks. The only thing that could make my build better is the new Dying Light, but that's bug ridden atm and I haven't been able to properly test it.

    Other than on Pig, I haven't really tried it with anyone else yet, so I don't know how good or bad it will be. In theory with Freddy it has potential to keep survivors from gaining too much distance with a SB when teleporting to a gen they were working on, but idk, that 5 seconds of teleporting gives them ample time to shrug off the exhaustion effect, so its probably not that good in practice.

    I agree, it would be much better if it either kept the exhaustion on them for 6-10 seconds after leaving the gen, or if it affected them if the gen was under 75% done. As it is right now however, its really niche with who can actually get an advantage from it.

  • The duration of the exhaustion needs to be considerably raised. At the moment it ONLY works reliably against sprint burst, and really only delays when that happens. As it is it's VERY easy to wait out 5 seconds of not sprinting in a chase either behind a pallet, or in a jungle gym.

    It also stops working altogether if they gens to a higher percentage so it isn't even like it affects them every time, only really early game.

    It's just too crappy to ever consider.

  • @[Deleted User] said:

    I get why it’s so low (3 seconds).

    It’s to account for stealth killers running the perk and survivors not noticing the killer has approached till they’re right on top of them.

    Even with a 3 second recovery, a survivor banking on their exhaustion perk is taking a hit in that scenario.

    In which case it has nothing to do with exhausting them, just stealth.

  • In my opinion surge has become great to use. Ive never been able to actually use cruel limits that well as gens always get done while I'm in a chase and never in my face.

    Mind breaker is absolutely not that great. Great idea but the limitation to it is absurd. After a gen hits 50% you may as well have an empty slot. It doesn't work well on demogorgon because his stealth ability isn't entirely that stealthy. He lets everyone know he's about to portal so everyone is immediately alert and on lookout to see where he might be coming from. Ghostface and pig might work well with him but I'm yet to test that out

  • Its just useful against DH, BL, etc.

    Its honestly worthless if Survivors can play without their exhaustion perks...

  • @FireHazard said:

    Its just useful against DH, BL, etc.

    Its honestly worthless if Survivors can play without their exhaustion perks...

    It isn't survivors can wait behind a pallet for few seconds and they get thier perk back.

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/696705#Comment_696705

    It isn't survivors can wait behind a pallet for few seconds and they get thier perk back.

    Than its worthless, why would I use it lmao.

    It should have a hindred effect if anything, not a exhaustion effect...

  • With Nancy's new walk faster perk, a lot of people want to try pairing it with Sprint Burst (I do, just haven't unlocked it yet). Maybe it's supposed to help counter all the people doing that.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/696708#Comment_696708

    Than its worthless, why would I use it lmao.

    It should have a hindred effect if anything, not a exhaustion effect...

    Or make exhausted survs repeair gens slower as passive

  • @Ksoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/696713#Comment_696713

    Or make exhausted survs repeair gens slower as passive

    Or something, not a 5 seond exhaustion debuff... Thats not worth a perk slot... Nobody in the right mind repairs gens when they're injured, unless they know they won't be found.

  • @[Deleted User] said:

    The ONLY upside to it is that survivors suffering from exhaustion from a recently used perk MIGHT (emphasis on might) actually wait to recover their exhaustion if they’ve reached a gen that is less than 50% repaired before actually helping repair it, thus wasting some time.

    Nobody will feel the diffrience when playing with this perk. It also shloud apply hindred when leaving a gen for 5 seconds.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/696841#Comment_696841

    As it stands in its current state, it’s in the running for being more pointless than Furtive Chase.

    Even Aura Blindness would be more “useful”. Remove the gen % restriction, have a blanket “survivors repairing generators will be afflicted with the Blindness status effect. Blindness will persist for 30 seconds after ending the repair action.”

    Even against SWF Blindness can still be a nuisance.

    After they released Furtive Chase i thought that they can't make a perk more uselles than this but look, mindbreaker is here.

  • Please rename the title to: "No one talks about how useless all the perks of the Demogorgon are". Would be more fitting. No really after the massive nerfs to all killer perks the vault denial + "Bitter Murmur" is probably the best synergy.

  • I think this perk is meant to be very situational which in this game usually means useless.

  • @Johnny_XMan said:

    I think this perk is meant to be very situational which in this game usually means useless.

    Wonder what's in devs mind when creating perk like this. Let's make a killer perk that poorly counters few survivor perks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/696913#Comment_696913

    Surge is fine too.

    Killers are too focused on the low regression %, whilst being completely oblivious to how much time it can potentially save.

    The problem with surge is, that it only hits one gen on the most maps. And 12% are like 10 additional seconds. Even when you surged a gen, it can be instantly tapped and stopped from regression. And if the gen you should've surged is not on? Nvm then.

    "Surge" would be useful, if it would affect the three nearest generators, easy like that.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/697037#Comment_697037

    Time is STILL saved by having no need to go over and damage that generator except to check is survivors have jumped straight back on it. In all other instances you could be lucky enough to jump straight back into another chase with a gen regressing that you didn’t have to manually break.

    So the "Surge", that gets three times activated in a game and regresses for 12% automatically can keep up with PGTW, that activates every hook AND got a 25% regression AND you can choose the gen? I think it's relatively clear why "Surge" is not even niche.

  • Yeah honestly I want it to be buffed to work the same as now but in addition, if in TR, it should work on a gen with any level of progress.

  • I'm probably never gonna use Mindbreaker apart from the adept DaddyGorgon achievement.

  • I would prefer it so the longer you work on a generator the longer the exhaustion you have is (up to 85% of gen completion)

    Time repairing gen divided by 2 equals amount of exhaustion you get.

    So 34 seconds working on gen gives you 17 seconds of exhaustion.

  • Make the exhaustion last 30 seconds, and up to 80% completion of the gen.

    That way, I can see it being used.


    I honestly have no idea how to use it in it's current state... I still need my adept demo, but I plan on fully ignoring this perk after that

  • It could use some buff though.

  • I just suggested on my forums that Mindbreaker should be buffed from 1/2/3 to 3/4/5. And that anytime a Survivor works on a generator, above or below 50%, they suffer from the exhaustion. Mindbreaker has potential, but was probably nerfed last second before it’s release.

  • So you actually just dont understand how the perk really works. It stops exhaustion regression while being on a gen <50%. So survivors have to decide to regress their exhaustion and not working on a gen OR working on a gen and pausing their exhaustion, which means they lose their perk cause while being in chase the exhaustion doesnt regress too.

  • YOU BETTER NOT DIS ON MY MINDBREAKER

  • It actually killed me once, when i didn't pay attention, but yeah, its worthless at this point

  • They could change the values to 3/4/5 and at 50%/75%/100% gen progress.

  • address exhaustion addons first, thanks

  • @Spooky13 said:

    They could change the values to 3/4/5 and at 50%/75%/100% gen progress.

    If the'd this that, i would be fine with that perk

  • They should just remove the 50% generator requirement completely. It's already a pretty conditional perk.

  • @Ksoni said:

    It's desinged to counter exhaustion perks. You waste one perk slot to counter perks that survivors may not have, and even if so, this perk doesn't do it's job. As i can see this perk counter sprintburst the most. But it just takes 3 seconds to get your sprint burst back. You can just throw a pallet, then walk for few seconds, and it becomes old abusable sprintburst, you can use whenever you want. It actually makes SB better. What a joke perk.

    We dont talk about it because we said this before the PTB was over (how bad the perk was) but they still launched it like that anyway, meaning they aren't gonna do jack frost about it.

  • Yea it needs to work while working on a gen period and should last like at least 5-10 seconds after you are off it