Potential Energy needs the penalty removed!

As you all know, currently if you have stacks of Potential Energy, and lose a health state, you lose all of your stacks. In my opinion, this is unjustified. This perk is arguably only good at countering 3-gen situations. You spend the amount of time on a gen that's required for 30% of progress, to get tokens that carry over 20% of progress.

There is no way this can be abused or is OP or anything. You spend more time on gens than usual like this. Genrushers will always opt for a good gen perk, like: Built to Last, Streetwise, Scavenger, Hyperfocus. If people want to genrush, they'll bring some of these. (also cough BNP cough)

Being able to lose stacks of Potential Energy simply by losing a health state makes this perk almost not worth running. It just helps the killer with their 3-gen situation.

Please remove the penalty, I really don't see the justification for it being there. This is not a genrush perk. :)

Comments

  • What if you lost half your stacks per hit instead?

  • @Emeal said:

    What if you lost half your stacks per hit instead?

    I see no reason to lose stacks at all. The perk is not strong. It mostly counters 3-gens or helps finish a gen that's repeatedly "harassed" by the killer. You sacrifice 10% of gen worth of time to get 20 stacks. I barely see anyone run this perk as it is.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458552#Comment_3458552

    I see no reason to lose stacks at all. The perk is not strong. It mostly counters 3-gens or helps finish a gen that's repeatedly "harassed" by the killer. You sacrifice 10% of gen worth of time to get 20 stacks. I barely see anyone run this perk as it is.

    It would be kinda busted if you couldn't lose tokens.

    Start of the game is safe time for survivors, everyone would simply charge this perk on 5-gens.

    Then you could basically skip almost whole last gen. Last gen where it's sided towards killer.

    Perk that allows you to skip this without drawback, or counterplay would be too strong.

  • yea PE is pretty bad borderline unstably so imo but i don't blame bhvr for being scared of the perk

  • Potential energy, self-care on it's own, no mither, dark theory. These are all the perks that actively lower your chance to survive the trial if u take them.

    Perks should help those, that take them. At least these 4 help killer more then survivors...

  • This is a good topic I agree that losing all your progress is bs but the perk without some restrictions will make an sprint burst to safety play everytime the killer goes to the gen or the stacking problem mentioned above. Maybe they could just make you lose a third of the stacks per hit and see if it works fine

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458719#Comment_3458719

    It would be kinda busted if you couldn't lose tokens.

    Start of the game is safe time for survivors, everyone would simply charge this perk on 5-gens.

    Then you could basically skip almost whole last gen. Last gen where it's sided towards killer.

    Perk that allows you to skip this without drawback, or counterplay would be too strong.

    the perk has drawbacks. you repair gens at 0.66 c/s conversion with the perk. you get double punished currently for using the perk. The perk is ok at transferring progression on a corner gen to a more centralized gen but I think the 0.66 c/s makes the perk not attractive to use.

    @Gandor said:

    Potential energy, self-care on it's own, no mither, dark theory. These are all the perks that actively lower your chance to survive the trial if u take them.

    Perks should help those, that take them. At least these 4 help killer more then survivors...

    dark theory+made for this is 5% speed. wasn't one of your suggestions for dark theory to buff it to 4%? you can technically buff it to 5%.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458719#Comment_3458719

    It would be kinda busted if you couldn't lose tokens.

    Start of the game is safe time for survivors, everyone would simply charge this perk on 5-gens.

    Then you could basically skip almost whole last gen. Last gen where it's sided towards killer.

    Perk that allows you to skip this without drawback, or counterplay would be too strong.

    I mean, if BHVR hates 3 genning that much, we should just buff this perk or even make basekit to the point last gen always gets done within a second.

    So they can finally balance the maps/games without so swingy gameplay, at least it would be consistent.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458799#Comment_3458799

    the perk has drawbacks. you repair gens at 0.66 c/s conversion with the perk. you get double punished currently for using the perk. The perk is ok at transferring progression on a corner gen to a more centralized gen but I think the 0.66 c/s makes the perk not attractive to use.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458911#Comment_3458911

    dark theory+made for this is 5% speed. wasn't one of your suggestions for dark theory to buff it to 4%? you can technically buff it to 5%.

    At cost of 2 perks. At limited range. With quite a long setup. That can be snuffed in a single second. Or you could never be chased in it's vicinity.

    The chance that the perk will do more harm (keep you off gen) then good (extend the chase) is almost guaranteed.

    Like sure - even no mither can save you and win you game. But it's more likely you loose the game for it. That's why I call all of those harmful (but there's another category of survivor-team harming perks like left behind, sole survivor, etc)

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458959#Comment_3458959

    At cost of 2 perks. At limited range. With quite a long setup. That can be snuffed in a single second. Or you could never be chased in it's vicinity.

    The chance that the perk will do more harm (keep you off gen) then good (extend the chase) is almost guaranteed.

    Like sure - even no mither can save you and win you game. But it's more likely you loose the game for it. That's why I call all of those harmful (but there's another category of survivor-team harming perks like left behind, sole survivor, etc)

    unless your facing an instant down killer. you get a speed boost to almost always make it to the boon. Yes it has setup but your extending chases with said perk. dark theory is not great perk but it is not negative like no mither and self-care is.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458965#Comment_3458965

    unless your facing an instant down killer. you get a speed boost to almost always make it to the boon. Yes it has setup but your extending chases with said perk. dark theory is not great perk but it is not negative like no mither and self-care is.

    When the perk was new and I was trying it our, it extended my chases by negligible amounts. It was super complicated to use it in a loop where there would be reach, but far away so it doesn't get snuffed for free and in a loop where I could stay long enough to actually get some value.

    Overall trying to use it cost me more downs then trying to chain new loops. This does not even factor setting up time. So overall, let's agree to disagree

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458799#Comment_3458799

    the perk has drawbacks. you repair gens at 0.66 c/s conversion with the perk. you get double punished currently for using the perk. The perk is ok at transferring progression on a corner gen to a more centralized gen but I think the 0.66 c/s makes the perk not attractive to use.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458911#Comment_3458911

    dark theory+made for this is 5% speed. wasn't one of your suggestions for dark theory to buff it to 4%? you can technically buff it to 5%.

    It takes longer on gen where you are in perfectly save spot.

    Then you basically get BNP you can use multiple times on gen in deadzone or 3-gen.

    It's not soloQ perk, but we had players using. Not that much anymore, because there is less 3-gens after CoB nerf.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458799#Comment_3458799

    I mean, if BHVR hates 3 genning that much, we should just buff this perk or even make basekit to the point last gen always gets done within a second.

    So they can finally balance the maps/games without so swingy gameplay, at least it would be consistent.

    Oh right, because everyone believes they are able to do it in one patch and it wouldn't make killers trash for over a year.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458964#Comment_3458964

    Oh right, because everyone believes they are able to do it in one patch and it wouldn't make killers trash for over a year.

    I don't know, if it actually makes killer trash then game would quickly crumble down into trash because survivors NEED killers too, and I don't see problem in there because BHVR tend to act against those kind of problem rather quickly.

    We can always play any other games if they are so slow and incompetent, something radical and more fundamental is needed if we actually want to change the game.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459213#Comment_3459213

    I don't know, if it actually makes killer trash then game would quickly crumble down into trash because survivors NEED killers too, and I don't see problem in there because BHVR tend to act against those kind of problem rather quickly.

    We can always play any other games if they are so slow and incompetent, something radical and more fundamental is needed if we actually want to change the game.

    I would rather they don't break it at all instead.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458964#Comment_3458964

    Oh right, because everyone believes they are able to do it in one patch and it wouldn't make killers trash for over a year.

    they said they want to nerf 3 gens. I don't understand why they buff deja vu but do not buff potencial energy. giving 1:1 progression and remove of loss stacks would make soloq player maybe run it.

  • But they gonna do it anyway, just slowly.

    I'm asking for quick change instead of slow and careful change which prolongs "making killers trash" part.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459223#Comment_3459223

    But they gonna do it anyway, just slowly.

    I'm asking for quick change instead of slow and careful change which prolongs "making killers trash" part.

    It's still not really good, but it's way better than two years ago.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459213#Comment_3459213

    they said they want to nerf 3 gens. I don't understand why they buff deja vu but do not buff potencial energy. giving 1:1 progression and remove of loss stacks would make soloq player maybe run it.

    SoloQ will never use it so long there's just 20 tokens. It's too little if u r not coordinated. The perk would need to be able to at minimum give 45 stacks (so 68s prep time) so that it's actually felt - but this would make the perk unproportionally better in SWF (basically removing 3gens from game).

    The perk will never be good in soloQ. But right now, the perk is practically never good period.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459233#Comment_3459233

    SoloQ will never use it so long there's just 20 tokens. It's too little if u r not coordinated. The perk would need to be able to at minimum give 45 stacks (so 68s prep time) so that it's actually felt - but this would make the perk unproportionally better in SWF (basically removing 3gens from game).

    The perk will never be good in soloQ. But right now, the perk is practically never good period.

    Just add "you can't use it's effect to a gen more than once, resets when progress reaches zero" or something like that.