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Balatro

Balatro

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Balatro
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  • @dugman said:

    Continuing a series of threads on the least picked perks according to aggregate site Nightlight, next up is Jonah’s perk Corrective Action (0.19% usage)

    Corrective Action - You start the trial with 1/2/3 token(s) and gain a token, up to a maximum of 5, for every great Skill Check. When a Survivor fails a Normal Skill Check while cooperating with you, 1 token is consumed and their failed Skill Check becomes a good Skill Check.

    There are a few things that I think make this perk not be used very often

    • It only works if you’re paired with another survivor on a gen, but generally speaking survivors should want to split up on gens so ideally you don’t want to be in a position where the perk is getting value. Of course sometimes you end up wanting to pair up in some cases just to push a specific gen out more quickly so this isn’t a game stopper for the perk, but it does cut into its ability to have broader appeal.
    • Survivors who have played the game somewhat regularly rarely miss Good skill checks. It does happen occasionally, mostly when a survivor leaves a gen and a skill check pops up at that exact moment, but it’s definitely not common beyond newer survivors. (Including me, I hardly ever play survivor and I sometimes miss skill checks because of it, but I’m positive if I played survivor more often it would not be much of an issue.) Unless you happen to be facing a killer with something like Unnerving Presence or Huntress Lullaby average survivors just aren’t going to fail checks that often.

    Looking at the numbers, when Corrective Action triggers it saves 10 seconds on that gen. For comparison, Prove Thyself is very popular but when you actually look at the numbers it only saves 6 seconds at most per generator if two people work on it together from start to finish (without the perk two people can finish a single gen in 52 seconds, with it the time is 46 seconds.) So a single trigger of Corrective Action is worth almost two gens worth of time with Prove Thyself. Similarly Resilience speeds up solo gen repair by about 8 seconds per gen but also requires you to be repairing gens while injured which is a bit risky.

    So crunching the numbers out it looks like Corrective Action could actually be a decent perk IF it triggers reliably 1-3 times per match. If it doesn’t trigger most matches though then it’s obviously not worth running.

    It would be an interesting experiment to go through a bunch of recorded games and count how often people fail skill checks while paired up on generators. I’m sure it happens at low MMR, but I’m not sure if it happens often enough at average or higher MMR. Without knowing that data it’s tough to tell if this perk actually needs a buff to be used more or if it’s a perk that’s actually a bit of a sleeper that the community is maybe underusing.

    I think that if Corrective Action worked within 4 meters of any Survivor instead of any Survivor you are working with, it could prevent Survivors that are healing you from missing Skill Checks. And maybe if each token increased the Good and Great Skill Check success zones of Survivors near you by like 10% then it would be a great asset to have if those around you are running Hyperfocus or Fast Track.

  • @RpTheHotrod said:

    My idea was the icon of the perk would be above the object with the aura. Either that, or the order you have your perk in determines the priority in aura reading colors. If you have a perk that makes a gen white, and have that in your first perk slot, then when it triggers, it will override any other colors until the perk aura goes away.

    I like that idea of perk slots determining the order at which auras overwrite each other, that would be a simpler change and it can be done by choice. Also if there was an aura for the actual blast mine model or wiretap (which there isn't one), the aura would have be like the Lament Configuration where it gets bigger the further away you are.

  • @dugman said:

    Continuing a series of threads about the least popular perks on the aggregate site Nightlight, next up is Yun-Jin Lee’s perk Self Preservation (0.13% usage)

    Self Preservation - Whenever another Survivor within 16 meters of you gets hit by a basic attack or a special attack, Self-Preservation activates. Your scratch marks, pools of blood and grunts of pain are hidden for 6/8/10 seconds.

    Hiding scratch marks, pools of blood and grunts of pain is a great combo, no doubt! The problem here is two fold - it only lasts 10 seconds at a time and only triggers when the killer hits someone while being so close to you that there’s a good chance they already see you anyway. Maybe it can help you hide on occasion but it’s very unpredictable when it will trigger and the window of opportunity to take advantage of it is narrow.

    Buffing this perk seems like a good idea. Fortunately in this case I think simply beefing up the numbers would do the trick. Just extend the duration and increase or even eliminate the range restriction and it can become a really effective stealth perk. The trick is just finding the number ranges where it’s good but not on most of the match.

    You could have it to where while you are within 20/22/24 meters of an injured, dying, or hooked Survivor the perk activates and it persists for 10 second or longer so it fits the theme of the perk where you hide yourself while near others, make the perk last longer and be decent to save yourself after being hooked. Also the range should be buffed but the duration at lower tiers is too short.