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Joshumms

Joshumms

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Joshumms
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  • @Raven014 said:

    My only issue with it is that the regression is not enough for the benefit. I would increase it to 10-15% instead of just 8%.

    I think it should be able to hit more gens rather than have higher regression.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282285#Comment_1282285

    That would be a bit OP especially in a 3 gen scenario.

    Increase the range and you make it a lot better. Doesn't need to be anything crazy.

    Also yes it should work when putting them into dying from any means like Infectious. Would make it more viable for certain killers.

    In a 3 gen scenario most survivors don’t split gen pressure, many focus on the same gen and it only has 8% regression for each proc and it will not stop the gen from popping. RNG in the game is kind of annoying because you could easily have a longer range and not regress any generators or only regress 1. Not every gen is going to have progress, it just isn’t how the game plays out.

  • @MojoTheFabulous said:

    I don't really think it needs a cooldown and I feel like maybe any melee attack should trigger it.

    Even without the cooldown or using your power to proc surge it has a high chance that the gens around you won’t have progress and surge will do nothing

  • @thesuicidefox said:

    I like it because it saves me the trouble of kicking gens. I just wish it had a greater range.

    Instead of greater range it should just guarantee it regresses a couple generators at any range.

  • @immortalls96 said:

    Weak..barely touches the gen and is reliant on where the survivor takes you for it to be effective, the devs hilariously thought it was a good perk and made it even worse before release..now it just sits being put in niche builds for the occasional meme..its sad honestly

    It’s underrated but still not a great perk. It only procs twice for me in the average game which is only 16% regression.

  • @MadArtillery said:

    Pop requires a hook and actually kicking. That's why it regresses more. Surge is more of a free hit to gens, unfortunately it usually fails to do anything a majority of the time which is why it's so much worse than pop

    i think this buff will fit well. Pop is really good at regressing a gen with a full 25%, and surge will be able to split the 24% across 3 gens.

  • @MadArtillery said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282214#Comment_1282214

    No.

    https://forum.deadbydaylight.com/en/discussion/comment/1282207#Comment_1282207

    Think that would be overkill. Just blowing up the nearest generator with progress would help. Then atleast it'll go off occasionally. Most of my matches running it it only activated once on average.

    8% regression once is absolutely worthless. That is literally only 6.4 seconds of regression. If This surge buff is overkill then pop is overkill as pop has slightly more regression per use.

  • @Stitch7833 said:

    honestly just reduce the cooldown, its way too long in the sense of how short chases need to be to get all 12 hooks. i understand some limitations on it like basic attacks and some hat of a cooldown but 40seconds is overkill with basic attacks, should be 30 at most but id say 25seconds, afterall if the survivor doesnt want surge to happen they can heal instead of doing the gen injured or play smart and run away from that gen. surge has alot of counter play and would punish those trying to rush gens

    I don’t think just reducing the cooldown is enough. The biggest issue with surge is there might not be a gen close enough to where you down a survivor or the gens that are close have no progress. Making it guaranteed to regress gens will make it much more viable

  • @MadArtillery said:

    If it worked with any down it might be okayish, I find a lot of the time I run it the survivors rarely go down close enough to a gen to matter though.

    That’s why it would be good if instead of within 32 meters it should regress 3 random gens so it will always have value.

  • @HollowsGrief said:

    Have it add the broken status.

    I think forcing survivors to endure the effects of blood echo might be a little unhealthy. I think giving the survivors a choice to endure the effects or heal at a slower rate is better.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282161#Comment_1282161

    Yeah. It’s current cooldown is perfectly fine. It’s entirely possible to pop 3 gens at once with surge in a 32m radius. That’s a HUGE time saver.

    This will guarantee that if there are 3 gens being worked on, you can regress them. Again it is as much regression as pop and pop is in a great spot.

  • @Hippie said:

    This would make the perk Meta.... and even more busted on Legion! Although I think I'd just keep the base effects of Exhaustion and Hemorrhage (and maybe lower the values a bit), since it wouldn't be on a timer anymore.

    The effects of just hemorrhage and exhaustion are not very noticeable considering you can’t affect the hooked survivor with it and you probably will only affect 1 of the 3 survivors you can affect after hooking a survivor.

  • @Ghoste said:

    For reference, Sloppy Butcher is a perk that applies the Mangled effect and that's it. You want Blood Echo to inflict mangled, exhaustion, hemorrhage, AND a repair penalty? With no cooldown? It'd be the most broken perk in the game.

    the thing about blood echo is that you must hook someone and it doesn’t apply it instantly, which means other injured survivors may have already healed. The repair penalty is only 2 seconds and for exhaustion to be good it would require you to find that survivor and chase them. It also doesn’t effect the hooked survivor at all unlike sloppy would. It has more effects but cannot get as many survivors as easily.