Thoughts on a Potential Energy change to make it better at countering three gens

Your arcane abilities have adapted to The Entity's Realm after centuries of wandering, granting you unprecedented control over its many devices.

Gain a token (Up to a max of 20):

  • 1 token for 1 second of healing another survivor
  • 1 token for every 3 seconds of chase
  • 16 tokens for breaking a totem

While Potential Energy has at least 1 Token, press the Active Ability button after repairing a Generator for 8 seconds to instantly progress it by 1 % per Token, consuming all remaining Tokens and deactivating Potential Energy. The killer recieves a loud noise notification.

Potential Energy loses all Tokens and deactivates upon losing a Health State

Comments

  • eh, dislike this. potential energy is about sacrificing progress now for progress later. Gaining tokens passively in chase goes against that, and breaking a totem too.My suggestion:

    • No longer has 8s wind up
    • Tokens are lost on being downed instead
  • That would be a massive buff to the perk in general. Your version here allows basically gen progress anytime you do other actions. I could wander the map doing everything other than gens, and still be able to benefit my team's gen progress. Considering that's not only hugely beneficial to get double value on various actions, but also can be done in places the killer normally wouldn't bother checking... it's not a good approach.

    The current version I feel COULD be useful in denying gen kick value and an anti-3 gen perk, but the fact it loses all saved tokens after being merely injured kinda screws that. I feel like keeping its current iteration, but changing the loss of tokens would be the way to go. Have it so you lose tokens only when going into the dying state rather than being injured.

  • It's garbage perk.

    You are wasting longer gen time for tokens. And one hit, you are losing all tokens.

    This perk is terrible bad.

    It should be buffed tho.

  • Just make it so you don't lose energy if you get hit. You already get a poor conversion on the energy you store, there's no need for it to have another weakness.

  • @MikaelaWantsYourBoon said:

    It's garbage perk.

    You are wasting longer gen time for tokens. And one hit, you are losing all tokens.

    This perk is terrible bad.

    It should be buffed tho.

    That's what the thread is suggesting... a change. I feel like you didn't read anything past the perk name in the title.

  • @LordGlint said:

    That would be a massive buff to the perk in general. Your version here allows basically gen progress anytime you do other actions. I could wander the map doing everything other than gens, and still be able to benefit my team's gen progress. Considering that's not only hugely beneficial to get double value on various actions, but also can be done in places the killer normally wouldn't bother checking... it's not a good approach.

    The current version I feel COULD be useful in denying gen kick value and an anti-3 gen perk, but the fact it loses all saved tokens after being merely injured kinda screws that. I feel like keeping its current iteration, but changing the loss of tokens would be the way to go. Have it so you lose tokens only when going into the dying state rather than being injured.

    I was trying to figure out a way so that progress couldnt be stored very easily. Originally had the idea for a 30s until they were lost, but I couldnt find any good way and kinda hoped someone else had an idea

  • Three-gen counter should be basekit. Especially considering the fact that they clearly refuse to do anything about SM.

  • @CatnipLove said:

    Just make it so you don't lose energy if you get hit. You already get a poor conversion on the energy you store, there's no need for it to have another weakness.

    That is legitimately its biggest problem. It already has a drawback in lost effort, forcibly slowing down gen progression. The added risk of it all being lost upon getting hit once just turns the perk into a major hazard and more of a killer perk than a survivor perk.

    It either needs a better transferral ratio and keep the risk, or keep the innate drawback and lose the risk. It can't have both a drawback and a risk, that makes it too weak.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492158#Comment_3492158

    That's what the thread is suggesting... a change. I feel like you didn't read anything past the perk name in the title.

    They don't read anything in it's entirety, it's quite depressing since they make the most amount of posts on this forum atm.

  • That's way too powerful.

    Run the killer for 60s then gain 2 BNPs?

  • OP's suggestion is just bad - it's too much progression for not progressing.

    But if the perk was allowed to get say 90 tokens, it could be high risk, but potentially high reward (in 4-gen, you work on that last gen killer is ignoring for freaking 2mins 15s just to carefully come to a gen and fix it immediately). That would be niche-useful perk just against 3gens.

    Alternative would be to make it safer gen transfer by removing token loss altogether (or make the progression 1 to 1).

    In both alternatives - the perk will have some niche and would be useful at least sometimes. As it stands, it's never useful and always helps only a killer.