Pop should get a buff instead. Since we're reducing the time its active, we increase the amount it takes off the gens to 30%.
If you wanted to compare them like that you'd get 1 Pop per survivor, however it could only be used if that survivor touched a gen within 60 seconds of an unhook. The counter would be to not touch gens for 60 seconds.
I think if it were more like "after 45 seconds, 1% regression is lost on the next damaging action." So that way you have 45 seconds to kick, but after 45 seconds you lose 1% all the way to 10% left at 60 seconds, then to none when it deactivates.
People aren't always going to be able to tap it without wasting a lot of time, though, and regardless it certainly is good information. I'd imagine this would be especially dirty on high mobility killers in the late game.
Yeah it's nerf in form that all killer are all hit the same but overall your version is harder than the one the devs present.
25% of a timer that will impact high mobility less
40% overall efficiency reduction for all killer.
Well, first and foremost, I don't tgink Pop needs a nerf. Tgis is entirely unnecessary. A 15 second nerf is not a big deal, but it will encourage use of BBQ with Pop. Why risk checking for random gens being progressed when you can single out ones survivors are working. That is a problem if you ask me. Pop is great on its own atm, but will become less viable without synergy from other perks. Huge mistake.
They mad this type of mistake when they heavy handed the healing nerf, driving the game into the massive gen rush era.
Fox news is a US based far right extremist "news" source. They're best known for their less than 25% accuracy ratings across the board in their reporting because they make claims such as "Everyone believes x" and other straight up lies. They're trying to say that your using tactics similar to fox news. I dont agree, just thought you deserved an explanation.
I think normally kicking a gen should cause some small regression amount (5% sounds good) due to the time it costs the killer as compared to a survivor being able to tap the gen to stop the regression. Then we can "nerf" pop from 25% to 20%.
Pop doesn’t take an entire gen from survivors. DS takes a hook from the killer. Very different
How about no?
Pop would take 60 seconds off a gen, you mean. So instant 75% regression.
It's NOT THE NERF to 45 seconds people are against. It's the reasoning for it. When that same reasoning is EVEN MORE relevant when applied to other perks.
/looks at bad survivors being carried by DS, Adren, BT, UB
The better nerf would be not to nerf it to be totally honest. Most killers are currently utterly powerless after having 40% or even 60% of the survivor's objective being finished in less than two minutes of playtime. Survivors can literally escape by pre-dropping every single pallet when chased, because there's TOO many resources around if the rest of the squad is connected on voice and knows exactly they can commit to just holding M1 consequence free because a player is already in chase.
We still desperately need a fix for gen times and i say that as someone who plays both roles, and even more survivor than killer. It's not even funny how much stronger survivors are than killers at the moment, even able to outright defeat killers that don't have built in anti-loop or anti-second-chance-perk mechanisms 1v1 (or at least just brute force gens without the killer having significant power to stop them from doing so)
I played against a Rank 9 squad earlier and they finished 5 Gens in 3 minutes and 27 seconds. By that time i had gotten 3 hooks because i was landing some decent deathslinger shots, but they just didn't care, simply held M1 through my Ruin and walked out with BT and DS. And i've done the same to killers at Rank 1 myself, sometimes even in soloqueue. We need to reach a game state where matches do not end after 6 minutes, because most maps have enough resources available for 8-10 minutes of just raw chase time (plus finding survivors, plus carrying to hooks etcetera) if survivors play in an optimal way.
So nerfing another one of the few tools killers have available to make sure that there isn't a gen per minute is just not helpful whatsoever. If anything this reduction in reach pushes the "strategy" of outright camping 3 generators and defending through slugging and refusing to leave an area pretty early one. I find that to offer no interesting gameplay or challenge, it's just a borefest every time on survivor and super stressful on killer for very little reward.
I'd be happy if Gens went back to 100 seconds and the effectiveness of coop repair was increased at a drastic decrease of solo repair. Currently if you chase 1 player for 45 seconds, carry them to a hook, and start a ~10 second period of searching for a second survivor, 3 gens pop. That's not fun.
LOL that's not how the time works at all though.
Just tried to use Pop for another game - first survivor chased happily threw the first 3 pallets she ran through INSTANTLY, took me a total of 67 seconds to chase her down, hooked her and 3 gens finish. 60% of the survivor objective done before i even get to use Pop once. LOL please keep nerfing Gen Defense, devs, we really need more 4 minute matches because that doesn't encourage tunneling and slugging to the biggest possible extent.
A nerf "good thing" ? 🤣 100% survivors yes but the killers...
A lot of survivors will go cry now, me first, because now we're going to eat tunnel, NOED, and camp for the weaks killers, and for the good killers is NOED + slug to the end of game.. COOL !
getting hit with a 59s pop can be just as annoying as getting hit with a 59s ds, and noed isnt even a good perk, it will get you 1 extra hook and doesnt even guarantee you a kill and no one really asked for a pop nerf the devs just kind of decided it for us
Lol. Thinking PoP carries a match. How sad is that.
Imagine talking about PGTW nerfs when there was nothing wrong with it in the first place. Be happy that PGTW exists in the first place to encourage hooking instead of slugging. With the -15s nerf on PGTW, killers won't commit to kicking gens that are further away on the map. Have fun getting camped survivors. Have fun having to stick to 3 genning killers. First ruin, now this.
The problem with this nerf, is that undying paired with ruin is flooding the meta, and then comes this nerf, encouraging the undying ruin combo.
Also, rework of Blood of trail (kick gen), and a massive buff by the way. Plus dragon grip (kick gen) just went out. A kick gen build is envisageable, but Pop goes the weasel, which was good, is now nerfed. It makes no sense, you'll see BBQ / Ruin / Undying everywhere...
The regression does not need to be nerfed. What the devs should do is make base kicking of a generator instantly regress 10% and then add the extra 15% to pop.
No kicking a gen allredy regress a gen after some time soooo how about no...
You must realize how base core game regression is, this is why most good killers run 4 gen slowdown perks at a time now. The gen regresses at 0.25% per second. This means 15 seconds of progress on a gen would take 75 seconds to regress to 0. You do realize how insane that is right?
Sounds ok to me, what is your Problem?
If you don't see what is wrong with this then I'm genuinely concerned.
Honestly, I think a better nerf would be that it both instantly regresses a certain percent (maybe like OP said 15%) and it increases regression speed by x percent until a survivor touches the gen or it reaches a certain amount of regression. Still rewards skillful play the same, but a little easier for survivors to work around.
I don't use pop but I play survivor and killer and I know that survivors have some pretty good perks so if you are going to nerf pop you might as well nerf a bunch of survivor perks.
because dbd is a 4v1 game so if survivors play smart they should be able to win no matter what perks the killer has, some survivors in the trial will probably die but that is expected and unless you have complete trash teammates who can't stop themselves from getting on a hook every two seconds you should be fine