Pop is really strong

I've been running Thanataphobia Legion for a while to some success, but I finally just bought Clown for Pop Goes the Weasel. OH MY GOD. It's night and day. The Gen Pressure and synergy you can have with Legion+Discordance+Pop is phenomenal.

Now I can scare people off generators and buy time to commit to a chase without automatically losing an important generator. So strong, honestly.

Comments

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1173833#Comment_1173833

    The bigger the map, the more important it is to identify which gens to let go of, and which gens to pressure.

    So let’s just pretend PGTW doesn’t exist.

    Most killers should already know (and agree) that trying to protect every gen, and to chase all survivors everywhere is not realistic, and a poor way to play. Every map will have some gens at the edge of a map that don’t matter, some that it’s best to try and protect, and 1 or 2 gens that absolutely under no circumstance should be allowed to be repaired otherwise it’ll be clear that the match is lost.

    With that in mind, it gives us a clear guideline as to which chases should be abandoned: Not just chases that take too long, but also chases try to take you too far (survivors know this. Most are trying to get you as far from key gens as they possibly can)

    On the same page? Good.

    Now for any players that weren’t able to grasp how important it was to limit their map patrol after their first initial lap at the beginning of the match, then original PGTW with its 30 second restriction was able to teach players better map control. There was no point downing and hooking survivors away from the gens you needed to use it on.

    New PGTW with its 60 seconds has let killers develop poor habits in the same way old Ruin allowed killers to develop poor habits: letting any chase go anywhere on the map, and not think about how far they’re getting from important gens. There’s no point having 60 seconds if the other survivors are going to have plenty of time to repair important gens because the killer stupidly allowed themselves to travel so far away.

    I wouldn't exactly blame poor habits on a perk, infact I don't really think the fact that the perk has a longer duration is really making people make a bad play as they're likely going to make mistakes without the perks anyways. Being fine with a nerf to a perk because someone who happened to have the perk played poorly with it and lost as a result of doing so doesn't really seem very logical in my eyes, unlike wanting to nerf a perk that causes a fundamental issue with the flow of the game instead (which pop doesn't do).

    Lastly it isn't exactly a good sign if people should have to expect that they will lose 1-2 gens without being able to do anything about it as that's 20-40% of your objective gone without competition or any form of interaction regardless of your skill. That would be like telling a survivor that they should be fine with losing 2-5 hookstates at the start of the match within a minute of the game without being able to do anything about it no matter how good they are.

    I should also bring up that certain makes make it straight up impossible to defend generators if the survivors are somewhat competent such as on Ormond (due to no deadzones) or Mother's Dwelling because the gens are way too spread apart usually and this is where the higher duration on pop actually ends up being a fine change as no matter what, pop is still going to remove the same 20 seconds off of a gen anyways but only if you earned it.

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