I don't know if I agree that it's Massively overrated but it is definitely a scape goat for some killers who aren't certain why they lost a match. I agree that in the early game PTS could even be detrimental, as the best thing survivors can do early on is spread out pressure, and with 7 possible gens to work on its impossible to pressure them all. In the late-game though when it's just 2 gens or 1 gen left it can be the difference between powering gates and getting the last gen regressed again. I appreciate that you're not saying it's a bad perk or claiming its not useful, I know you think it has valid applications. I guess what I'm getting at is a 4man who can coordinate a last gen push is going to get that epic pogchamp value from PTS and a team of solo queue megs definitely isn't going to benefit nearly as much from it.
While Prove Thyself is by no means vital to a team, it's main purpose is to greatly mitigate the efficiency drop when multiple Survivors work on a gen together so that every Survivor works at almost max efficiency at the same time without needing any kind of factor outside of another Survivor.
Combine that with possible toolboxes and other gen-boosting perks (like a second person running PT) and it's not rare to see gens being done before the first minute since Survivors tend to spawn together and close to a gen. Even the shittiest toolbox combined with PT with only 2 Survivors can make quick work of a gen if the Killer is occupied or just far away at the start.
I'd argue that the early gens are almost just as important as the last gen since doing a gen super-quick early makes most Killers panic and rage which tends to lead to tunnelling and camping (and the occasional DC) which, while boring, just gives even more gen time to the rest of the team, especially if the player getting tunnelled is a good juker with a decent area.
You cannot force 4 survivors off gens all at once lol. You have to commit to someone and Prove Thyself basically guarantees you can do a gen for every half-decent chase. The pros far outweigh the cons
Very true. I've actually stopped using it since before the overhaul, as even then it was overrated. Also I'm usually running solo q, so if someone gets hooked I'll usually be the one to pull the short straw, and get left on the hook by the survivors I was using Prove Thyself with in the first place! So I agree, I'm just surprised it's takin this long for a creator to mention it. Good on you Scott! I have a build I've been wondering what would look like. Especially on a SWF, Sabo, Wire Tap, Reassurance, and Kinship. Mainly the combo of a 4 man all running Reassurance, and Kinship. What would that look like!?
I don't think people see it as a "good perk", it's the lazy way to max out your objective, super fast. Noone wants to sit on multiple generators for 90 seconds each. You can max out at 10k objective if you do 2 gens with someone else. Lots of people including myself are chasing that prestige 100 number, and we want our bloodpoints quickly.
not to mention, in solo queue if you don't suck regardless if you die or not you should be getting 2 or nearly 2 pips every match if you got your prove value. It's the fact that you can get 10k score on objective within 100 seconds (uncontested) and go and do something else for the remainder of the match, such as go for saves & willingly take chase. imo, it's a good way to speed run to iri 1 a few days after wipe with less effort, but still ending up with 30k+ score by the end of the match even if you die. But yes, if you want to open the exit gates and actually get out, probably not the best choice.
Counter-point: It's insanely easy to use with no build-up at all.
At least with Stake Out/Hyper-Focus you probably want to hit first few Greats and be uninterrupted. With Prove it kinda doesn't matter. You just play the match and you will gain Perk value by literally doing nothing to trigger it or do some sort of "skilled" play.
It's basically giving you and teammate mini-Toolbox that is permament. It's also, a radius Perk and not based on interaction meaning 1 person with it can just heal themselves with Med-Kit while other person gets free extra Gen speed.
Additionally, it's one of Perks, you cannot ever even tell who has it, through entirety of match. You may think person A has it but suddenly it's B and/or C.
I feel like some of PT's strength does come from everyone's favorite map balance problems.
My gripe with Prove is just how currently, on mechanical side, is so stupid that I personally don't want to run in my Survivor builds simply because it's just like this. And that's despite extra BP it gives.
Also, had multiple times where I go to Gen I notice people work on it, go there and it pops right in the face, then check in post-match screen and notice Prove. Did I lose or win? I don't think it matters as long it leaves that bad aftertaste of the match as whole.
Iam not running PTS because i want faster gen at the cost of having to group up on gens, iam having people group up on my gen every game so might as well make it faster
Two minds: 1. I want survivors to keep using this shitty perk; 2. I want bad killers with lack of game knowledge to stop complaining about this shitty perk as if it's actually valuable.
I legit only use this perk if I have a challenge to do coop actions so I'm not throwing QUITE as hard. Still throwing, though.
1. If you calculate timings, lots of perks seem to "not do that much". Sloppy, Thana, Botany,… Somehow these few seconds saved do still matter.
The comparison to toolboxes is unfair, because items are much stronger than there perk equivalents in general. Which is why, the downside of finding a chest and plundering outweighs the benefit of the low rank item, if you don't equip one for the game. Toolboxes have a very limited use.
2. It really shines, if you are dealing with the last gens / 3-gens scenarios. Imagine a killer coming back to his gen, after each hook to kick it. You might not be able to finish it ever. But rushing the gem with remaining 2/3 people, might be possible.
3. Extra bloodpoints.
4. For solos grouping up on gens with 2 people is not such a bad idea, because it makes the coordination easier.
5. With all these new killer perks for kicking/blocking gens, Prove Thyself is even more useful because you can finish a gen with 2 people, while the killer is chasing, instead of having 2 gens at 50%, which get blocked and regressed. This, once again, is especially useful for solos, because you can't tell your teammates, to get back on your gen, while it's regressing.
"Why don't I bring a toolbox on top of that?" Stacking things like a toolbox to do gens faster with Prove Thyself means spending less time on the gen. Which as a result means getting less value from Prove Thyself. It's basically like the same diminishing returns you get from stacking heal speed. Then factor in things as well like skill checks and the time you save with Prove Thyself becomes even less. Then those 6 seconds become even less. Even more useless when you factor in survivor team time vs killer time. If you save less than 6 seconds with 2 survivors. Then it's like saying less than 3 seconds as a team because 4 survivors. But that's also ignoring the fact even with Prove Thyself, you are still penalized as Prove Thyself doesn't negate the penalty completely. Even with Prove Thyself, it's still better to split up. Then there is the other issue that it's a perk slot used that could've been something else. Perk's like Adrenaline, BT, Off the Record, Unbreakable, DS, any Exhaustion Perk, Deliverance, Reassurance, Botany, CoH, Breakdown, Kindred (for solo) are far more valuable compared to using Prove Thyself for the limited perk slots. I actually rather use Diversion over Prove Thyself. If a killer looks at the pebble even for 3 seconds. I believe that's already more value than Prove Thyself.
it's worth noting that "it saves you 6 seconds" is 6 seconds for two people. sorta similar to 12 seconds for one survivor. I still think the perk is woefully underrated, but if you have a coordinated group in voice and you have 2-3 people who are comfortable looping and someone who's running boons and/or is good at hiding or something, it can at least earn it's keep as a one of for the team.
I agree grouping is bad, but with voice it can be a bit better, where someone looping can take the killer away from the group's gen and can coordinate to send the gen-doers to an area where the killer isn't. Obviously I'm not suggesting someone will straight loop a killer for a full gen reliably, but there's likely going to be a time where it can come in as one of the best perk options, especially when trying to finish the final gen(s) of the game.
Prove thyself is still good for putting yourself in a win/win scenario. If you are doing a gen solo, you are doing the best possible thing you could be doing. If you are doing a gen together, you will finish it faster and are not slapped by a penalty.
1. With gen kicking happening more often after overcharge and call of the brine, there is a lot more argument that a gen can’t regress if it’s done.
2. Usually when two survivors are picked off a gen, one will be going back to finish the job, not always the case for probably better games but I’ve seen it a bit in mine
3. Honestly, the double points make it worth it, nothing really gets increased points anymore and anything that can get me max objective points helps. That’s definitely not a competitive reason just one I enjoy
Sure is funny that the same sorts of people that keep insisting every second counts for pressuring any objective in the game also say that 6 seconds is inconsequential. 6 seconds can mean the difference between you getting to a generator in time to push survivors off and not getting there in time and the gen just gets completed in your face. Wasting all that time walking to that gen in the first place.
This is why simply looking at data is not enough. It’s rich considering Scott also knows not to take data at face value without context. Come on, guy.
You missed mentioning why people are running it more now than before. It's the new 10k Objective category cap which is a pain to get without Prove. I run it every game as survivor just because of that and I know it's a shit perk.
I'm going to disagree here; although I cannot dispute the math or reasoning you provided, and understand the benefit is minimal, the amount of times I have completed a gen with a buddy in the killer's face with Prove Thyself just before we hits one of us is too damn high. When I'm running it, this happens almost once a match, no joke.
If Prove Thyself is massively overrated why do i see a least 2 survivors running it every single match? The same can be said for Dead Hard, a perk that’s been nerfed twice but is still better than all the other exhaustion perks like Sprint Burst or Lithe.
I've always said this. Prove Thyself is a good perk, specifically for the purpose of banging out the last 1 or 2 gens, when an extra 6 seconds often means the difference between a 4k and an escape. Using it to try and 'gen rush' from minute 1 has been nothing but disappointing.
True strength of PTS comes from pushing the final gen, where usually, one person is either dead or hooked, and 2 ppl work on gens, and one guy is getting chased. With eruption being the meta perk and pain res being used a lot, PTS comes in clutch.
It's also a 'team perk', bringing one effects not only you but others as well.
this might just be different cause nz but trend i've noticed is every survivor = one chase perk, one killer detection, one survival based (ie used to be decisive, sometimes is other things like hex heal your fucking self now) and one gen or synergy based perk with any of the prior.
We usually have a lot of people grouping up. in red ranks, or high mmr. and still having similar escape kill ratios, not because people don't know how to deal with them, but because there super fucking efficent.
i knew of multiple comp level squads back in the day (a year ago) who would run a single object of obsession/other killer finding perk, and just…. counter rotate the map. calling out locations on a near constant basis. helped when they sent themselves to large maps with long lines of site.
it was horrid. if you were playing an m1 killer.
they would always run from gens early, and not get caught cause they would hide super efficently, as you'd always have one set of eyes on you. hell i even did this playstyle with major success. if a gen was at 20% or 99% doesn't matter. they'd leave it and purposefully draw out games against any killer except ones they purposefully would have to rush (ie nurse, blight, spirit) when and only then they would split up
if they group up on a gen over here its a bonus for them. because they know they will not and cannot be caught. its that level of confidence even to this day. sure you can suprise them. i had a lot of luck with eruption pop builds on blight. but it was difficult. atleast 2 of them were running spine chill, dark sense or an equivalent. and usually always a toolbox or even two. usually two medkits.
The perk is probably still worth bringing 1 or two of in a swf just because the scenarios of where you need to get the last gen/ break a 3 gen could be pretty important and this perk might actually get you through that in time.
I used prove because it was great to get important gens done quicker like in a 3 gen scenario or even at the start of the game to get a central gen done fast. The bonus BP are also nice to max out on objective category. However with hyperfocus + stakeout i rather use that now, saves a lot more time.
Trickster rework idea. I would also like feedback on how yall would feel about it and improvements also your own idea. Basically the rework would add a random status effect when injuring a survivor with your power… this would only last 60 seconds after becoming injured if its oblivious, hindrance, blindness, or broken….if its mangled that would last until you heal.(free sloppy). Also add to base kit: when hitting a survivor with the first 2 knives the survivor becomes oblivious for 10 seconds, the trickster loses his red stain for 4 seconds and he can see the aura of the survivor for 4 second(this would dissappear when the survivor is injured in anyway or when the 4 seconds is up)(m1 injure: oblivious removed and rain stain regained) (injured with power: then it adds random status effect like I said above)
Saying that you should basically only group up on the last gen is a massive oversimplification. Group up when you have a chance to finish a difficult to do gen, a gen that splits the gens, a gen that is around the basement, a gen that is in a potential 3 gen, and while waiting to heal a guy finishing a gen don't just stand there help. That doesn't mean you go running around the map looking for someone to do gens with, that's a time waste, but if you are passing by already some gens have priority. The way I play killer is to specifically force 3 gens by ignoring some gens and prioritizing other ones. Don't let killers do this because gen positioning can be more important than fast gens. Some of the 3-4 gens that can spawn in this game are just stupid and while I am not a great player I totally out patient 90% of the player base as killer.
If I did my math right, stake out w/o hyperfocus is still less effective than prove thyself for cooperative repair. But stake out synergizes better with the optimal tactic of splitting up. All in all, I guess it is overrated. A toolbox with built to last is a lot more scary I think.
You said it, though, Scott. Prove Thyself is clutch when it's down to one gen and the killer is [correctly] patrolling gens and those few seconds can mean the difference between death hooks and escape.
You're also thinking about people going in empty handed. With a toolbox, it speeds up as well. I can certainly test builds with Prove Thyself and then also with the perks you mentioned, however. For science.
People complain about it because they dont understand what it actually does. They just see "faster gens" and complain. DbD-Players are not smart.
I don't know if I agree that it's Massively overrated but it is definitely a scape goat for some killers who aren't certain why they lost a match. I agree that in the early game PTS could even be detrimental, as the best thing survivors can do early on is spread out pressure, and with 7 possible gens to work on its impossible to pressure them all. In the late-game though when it's just 2 gens or 1 gen left it can be the difference between powering gates and getting the last gen regressed again. I appreciate that you're not saying it's a bad perk or claiming its not useful, I know you think it has valid applications. I guess what I'm getting at is a 4man who can coordinate a last gen push is going to get that epic pogchamp value from PTS and a team of solo queue megs definitely isn't going to benefit nearly as much from it.
While Prove Thyself is by no means vital to a team, it's main purpose is to greatly mitigate the efficiency drop when multiple Survivors work on a gen together so that every Survivor works at almost max efficiency at the same time without needing any kind of factor outside of another Survivor.
Combine that with possible toolboxes and other gen-boosting perks (like a second person running PT) and it's not rare to see gens being done before the first minute since Survivors tend to spawn together and close to a gen. Even the shittiest toolbox combined with PT with only 2 Survivors can make quick work of a gen if the Killer is occupied or just far away at the start.
I'd argue that the early gens are almost just as important as the last gen since doing a gen super-quick early makes most Killers panic and rage which tends to lead to tunnelling and camping (and the occasional DC) which, while boring, just gives even more gen time to the rest of the team, especially if the player getting tunnelled is a good juker with a decent area.
Saving 6 seconds on a gen can go a long way to avoid a 3 gen or juice a good teammate on a long chase
You cannot force 4 survivors off gens all at once lol. You have to commit to someone and Prove Thyself basically guarantees you can do a gen for every half-decent chase. The pros far outweigh the cons
But Bloodpoints go brrrrr
Very true. I've actually stopped using it since before the overhaul, as even then it was overrated. Also I'm usually running solo q, so if someone gets hooked I'll usually be the one to pull the short straw, and get left on the hook by the survivors I was using Prove Thyself with in the first place! So I agree, I'm just surprised it's takin this long for a creator to mention it. Good on you Scott! I have a build I've been wondering what would look like. Especially on a SWF, Sabo, Wire Tap, Reassurance, and Kinship. Mainly the combo of a 4 man all running Reassurance, and Kinship. What would that look like!?
I'm going to be honest I only run the perk for the extra bloodpoints haha.
I don't think people see it as a "good perk", it's the lazy way to max out your objective, super fast. Noone wants to sit on multiple generators for 90 seconds each. You can max out at 10k objective if you do 2 gens with someone else. Lots of people including myself are chasing that prestige 100 number, and we want our bloodpoints quickly.
not to mention, in solo queue if you don't suck regardless if you die or not you should be getting 2 or nearly 2 pips every match if you got your prove value. It's the fact that you can get 10k score on objective within 100 seconds (uncontested) and go and do something else for the remainder of the match, such as go for saves & willingly take chase. imo, it's a good way to speed run to iri 1 a few days after wipe with less effort, but still ending up with 30k+ score by the end of the match even if you die. But yes, if you want to open the exit gates and actually get out, probably not the best choice.
Counter-point: It's insanely easy to use with no build-up at all.
At least with Stake Out/Hyper-Focus you probably want to hit first few Greats and be uninterrupted. With Prove it kinda doesn't matter. You just play the match and you will gain Perk value by literally doing nothing to trigger it or do some sort of "skilled" play.
It's basically giving you and teammate mini-Toolbox that is permament.
It's also, a radius Perk and not based on interaction meaning 1 person with it can just heal themselves with Med-Kit while other person gets free extra Gen speed.
Additionally, it's one of Perks, you cannot ever even tell who has it, through entirety of match. You may think person A has it but suddenly it's B and/or C.
I feel like some of PT's strength does come from everyone's favorite map balance problems.
My gripe with Prove is just how currently, on mechanical side, is so stupid that I personally don't want to run in my Survivor builds simply because it's just like this. And that's despite extra BP it gives.
Also, had multiple times where I go to Gen I notice people work on it, go there and it pops right in the face, then check in post-match screen and notice Prove. Did I lose or win? I don't think it matters as long it leaves that bad aftertaste of the match as whole.
Bless you Scott for trying to save my solo queue games kissses
Iam not running PTS because i want faster gen at the cost of having to group up on gens, iam having people group up on my gen every game so might as well make it faster
HE PROVED THYSELF!!!!1!
You run Prove Thyself to do Gens faster, I run Prove Thyself for the extra co-op Bloodpoints, we are not the same.
Two minds:
1. I want survivors to keep using this shitty perk;
2. I want bad killers with lack of game knowledge to stop complaining about this shitty perk as if it's actually valuable.
I legit only use this perk if I have a challenge to do coop actions so I'm not throwing QUITE as hard. Still throwing, though.
I strongly disagree.
1. If you calculate timings, lots of perks seem to "not do that much". Sloppy, Thana, Botany,…
Somehow these few seconds saved do still matter.
The comparison to toolboxes is unfair, because items are much stronger than there perk equivalents in general. Which is why, the downside of finding a chest and plundering outweighs the benefit of the low rank item, if you don't equip one for the game. Toolboxes have a very limited use.
2. It really shines, if you are dealing with the last gens / 3-gens scenarios. Imagine a killer coming back to his gen, after each hook to kick it. You might not be able to finish it ever. But rushing the gem with remaining 2/3 people, might be possible.
3. Extra bloodpoints.
4. For solos grouping up on gens with 2 people is not such a bad idea, because it makes the coordination easier.
5. With all these new killer perks for kicking/blocking gens, Prove Thyself is even more useful because you can finish a gen with 2 people, while the killer is chasing, instead of having 2 gens at 50%, which get blocked and regressed. This, once again, is especially useful for solos, because you can't tell your teammates, to get back on your gen, while it's regressing.
"Why don't I bring a toolbox on top of that?" Stacking things like a toolbox to do gens faster with Prove Thyself means spending less time on the gen. Which as a result means getting less value from Prove Thyself. It's basically like the same diminishing returns you get from stacking heal speed. Then factor in things as well like skill checks and the time you save with Prove Thyself becomes even less. Then those 6 seconds become even less. Even more useless when you factor in survivor team time vs killer time. If you save less than 6 seconds with 2 survivors. Then it's like saying less than 3 seconds as a team because 4 survivors. But that's also ignoring the fact even with Prove Thyself, you are still penalized as Prove Thyself doesn't negate the penalty completely. Even with Prove Thyself, it's still better to split up.
Then there is the other issue that it's a perk slot used that could've been something else. Perk's like Adrenaline, BT, Off the Record, Unbreakable, DS, any Exhaustion Perk, Deliverance, Reassurance, Botany, CoH, Breakdown, Kindred (for solo) are far more valuable compared to using Prove Thyself for the limited perk slots. I actually rather use Diversion over Prove Thyself. If a killer looks at the pebble even for 3 seconds. I believe that's already more value than Prove Thyself.
it's worth noting that "it saves you 6 seconds" is 6 seconds for two people. sorta similar to 12 seconds for one survivor.
I still think the perk is woefully underrated, but if you have a coordinated group in voice and you have 2-3 people who are comfortable looping and someone who's running boons and/or is good at hiding or something, it can at least earn it's keep as a one of for the team.
I agree grouping is bad, but with voice it can be a bit better, where someone looping can take the killer away from the group's gen and can coordinate to send the gen-doers to an area where the killer isn't. Obviously I'm not suggesting someone will straight loop a killer for a full gen reliably, but there's likely going to be a time where it can come in as one of the best perk options, especially when trying to finish the final gen(s) of the game.
Thanks Scott, I will now bookmark this to convince folks I SWF with instead of bothering to explain AGAIN
I like it cause it gives extra bp
The only reason I used prove is to farm objective points quickly. Something's that's probably going to be removed soon like BBQ and Live Forever.
Prove thyself is still good for putting yourself in a win/win scenario. If you are doing a gen solo, you are doing the best possible thing you could be doing. If you are doing a gen together, you will finish it faster and are not slapped by a penalty.
I have a few arguments I have for the perk
1. With gen kicking happening more often after overcharge and call of the brine, there is a lot more argument that a gen can’t regress if it’s done.
2. Usually when two survivors are picked off a gen, one will be going back to finish the job, not always the case for probably better games but I’ve seen it a bit in mine
3. Honestly, the double points make it worth it, nothing really gets increased points anymore and anything that can get me max objective points helps. That’s definitely not a competitive reason just one I enjoy
Sure is funny that the same sorts of people that keep insisting every second counts for pressuring any objective in the game also say that 6 seconds is inconsequential. 6 seconds can mean the difference between you getting to a generator in time to push survivors off and not getting there in time and the gen just gets completed in your face. Wasting all that time walking to that gen in the first place.
This is why simply looking at data is not enough. It’s rich considering Scott also knows not to take data at face value without context. Come on, guy.
Guys don't listen to him, he's lying it's actually great, I should know, I'm a Legion main
You missed mentioning why people are running it more now than before. It's the new 10k Objective category cap which is a pain to get without Prove. I run it every game as survivor just because of that and I know it's a shit perk.
I'm going to disagree here; although I cannot dispute the math or reasoning you provided, and understand the benefit is minimal, the amount of times I have completed a gen with a buddy in the killer's face with Prove Thyself just before we hits one of us is too damn high. When I'm running it, this happens almost once a match, no joke.
your math is so wrong oh my god
Just run hyperfocus and do gens like crazy it's just better
If Prove Thyself is massively overrated why do i see a least 2 survivors running it every single match? The same can be said for Dead Hard, a perk that’s been nerfed twice but is still better than all the other exhaustion perks like Sprint Burst or Lithe.
I've always said this. Prove Thyself is a good perk, specifically for the purpose of banging out the last 1 or 2 gens, when an extra 6 seconds often means the difference between a 4k and an escape. Using it to try and 'gen rush' from minute 1 has been nothing but disappointing.
scoottttt make a video ab texas chainsaw massacre and your thoughts on it now that there's a gameplay preview
I think it helps out in situations against like a nurse or blight where your more likely to two stack ona gen
True strength of PTS comes from pushing the final gen, where usually, one person is either dead or hooked, and 2 ppl work on gens, and one guy is getting chased. With eruption being the meta perk and pain res being used a lot, PTS comes in clutch.
It's also a 'team perk', bringing one effects not only you but others as well.
this might just be different cause nz
but trend i've noticed is every survivor = one chase perk, one killer detection, one survival based (ie used to be decisive, sometimes is other things like hex heal your fucking self now) and one gen or synergy based perk with any of the prior.
We usually have a lot of people grouping up. in red ranks, or high mmr. and still having similar escape kill ratios, not because people don't know how to deal with them, but because there super fucking efficent.
i knew of multiple comp level squads back in the day (a year ago) who would run a single object of obsession/other killer finding perk, and just…. counter rotate the map. calling out locations on a near constant basis. helped when they sent themselves to large maps with long lines of site.
it was horrid. if you were playing an m1 killer.
they would always run from gens early, and not get caught cause they would hide super efficently, as you'd always have one set of eyes on you.
hell i even did this playstyle with major success.
if a gen was at 20% or 99% doesn't matter. they'd leave it and purposefully draw out games against any killer except ones they purposefully would have to rush (ie nurse, blight, spirit) when and only then they would split up
if they group up on a gen over here its a bonus for them. because they know they will not and cannot be caught.
its that level of confidence even to this day.
sure you can suprise them. i had a lot of luck with eruption pop builds on blight. but it was difficult. atleast 2 of them were running spine chill, dark sense or an equivalent. and usually always a toolbox or even two. usually two medkits.
deadly efficency.
The perk is probably still worth bringing 1 or two of in a swf just because the scenarios of where you need to get the last gen/ break a 3 gen could be pretty important and this perk might actually get you through that in time.
I used prove because it was great to get important gens done quicker like in a 3 gen scenario or even at the start of the game to get a central gen done fast. The bonus BP are also nice to max out on objective category. However with hyperfocus + stakeout i rather use that now, saves a lot more time.
This is scott lying and hoping people fall for the bait and stop using the perk
Trickster rework idea. I would also like feedback on how yall would feel about it and improvements also your own idea. Basically the rework would add a random status effect when injuring a survivor with your power… this would only last 60 seconds after becoming injured if its oblivious, hindrance, blindness, or broken….if its mangled that would last until you heal.(free sloppy). Also add to base kit: when hitting a survivor with the first 2 knives the survivor becomes oblivious for 10 seconds, the trickster loses his red stain for 4 seconds and he can see the aura of the survivor for 4 second(this would dissappear when the survivor is injured in anyway or when the 4 seconds is up)(m1 injure: oblivious removed and rain stain regained) (injured with power: then it adds random status effect like I said above)
I just wanted the bonus BP to reach the 10k mark
most of the people use the perk for bp, it helped me reach p100 by maxing objectives every single match.
I literally only run it for more points
Saying that you should basically only group up on the last gen is a massive oversimplification. Group up when you have a chance to finish a difficult to do gen, a gen that splits the gens, a gen that is around the basement, a gen that is in a potential 3 gen, and while waiting to heal a guy finishing a gen don't just stand there help. That doesn't mean you go running around the map looking for someone to do gens with, that's a time waste, but if you are passing by already some gens have priority. The way I play killer is to specifically force 3 gens by ignoring some gens and prioritizing other ones. Don't let killers do this because gen positioning can be more important than fast gens. Some of the 3-4 gens that can spawn in this game are just stupid and while I am not a great player I totally out patient 90% of the player base as killer.
If I did my math right, stake out w/o hyperfocus is still less effective than prove thyself for cooperative repair. But stake out synergizes better with the optimal tactic of splitting up.
All in all, I guess it is overrated. A toolbox with built to last is a lot more scary I think.
Discordance crew sound off!
Yeah okay but with no one left behind and prove thy means 8.2k alturism points on late unhook and coop heal. Points go brrrrrrr
You said it, though, Scott. Prove Thyself is clutch when it's down to one gen and the killer is [correctly] patrolling gens and those few seconds can mean the difference between death hooks and escape.
You're also thinking about people going in empty handed. With a toolbox, it speeds up as well. I can certainly test builds with Prove Thyself and then also with the perks you mentioned, however. For science.