Comment from a discussion about Pop's horrendous design.

I thought that this comment was too much work to let it sit in someone else's post, so I thought I'd give it it's own place at the top of a discussion (also so I can find this in My Discussions for potential later use).

" It's 100% bad design. I agree with changing its functionality, use, and whatever else is required to make it not the perk it is rn.


People are so adamant in defending it because without it, it can often feel like killers have 0 ability to combat the pressure from survivors doing gens. The core mechanic and process of starting repairs should be addressed, but while perks like Pop exist, the devs can continue to ignore the issue because changing the core mechanic would make Pop immensely stronger than it is now. The same thing happened when Ruin was being changed. I detest the rework of Ruin, which instead of addressing the immediacy of the usage and giving it a token-based system off of hooks, gens done, etc. eviscerated the perk and made it rely on the most unfun aspect of generator repairs i.e. regression. Once Ruin no longer served its purpose, killers turned to Pop for their solution to a glaring issue being improperly addressed. The only caveat was that this new perk relied on killer action first before becoming active. That difference (a change that should have been made to old Ruin) made the developers happy for whatever reason. For many killers, the hook requirement made absolutely no difference especially after clamoring that the active timer be increased, and this was done so that Pop could more easily serve in place of old Ruin.

TL;DR The issue of gen completion speed/ gen repair initiation speed has not been addressed and Pop is Ruin by another name/mechanic. Many players who experience both sides do not bring up Pop as an issue (similar to Ruin's case) because they recognize the base mechanics of the game need special attention but are satisfied in using perks as bandages to staunch a festering wound. People who do bring it up are told to **** off.

The worst part about Pop is that if a survivor wants to avoid the usage of the perk, he/she needs to be much more aggressive in completing a gen, which contributes to the "genrush" and bad feelings of gens popping in a killer's face (if not prepared for the outcome). Pop inherently encourages survivor genrushing where Ruin did not. For survivors who aren't streamers and just want to play the game for the atmosphere, repeatedly being forced to complete the same part of progress on a generator over and over again is not any part of the horror experience and forces the survivor to think about how to be most efficient rather than allowing the survivor to enjoy the experience, which is the same thing that killers face in every game. Pushing the problem from one role onto the other role when there are many players on both sides who dislike the problem is a terrible way to do game balance. While I enjoy the confetti from the new flashlight, the secrets on the new map, and the care it appears the asset developers are putting into their assets, it appears to me that core game balance changes on the level that are necessary are not currently on the developers' minds. Additionally, the effort that the developers for props and sounds are putting into the maps such as the humming around the statues on that second map in the awful Yamaoka realm and the intricate detail on the floor and corners of various, small structures are being completely ignored because of how often survivors are focused on doing gens and being in chase. The developers seem content with their atmosphere going to waste. People who might want to enjoy it are too focused on the frustrations caused by latency, poor collision, gen issues, bad animation/visual information, and heaps of bugs, many of which relate to the fact that the game does not support a three dimensional sound map, or really anything three dimensional other than props (why couldn't the nurse project a sphere instead of a circle? That would have prevented the unnecessary, but extremely consequential buffs to her in The Pig's patch. That change was the sole cause of the increase of power in the Omega blink and the subsequent nerfs that made the Nurse a species that doesn't exist anymore--I've only seen four Nurses since the changes, and they've all gotten 0 kills except for one who found a meg that was particularly awful, on Lery's no less.). I want to be able to enjoy the game, and many other players are just waiting for some change to happen to give them more of a challenge and less frustration (those are the ones who have to do cards on streams for lack of mechanics attention and care the game is apparently receiving). When people see one of their lifelines for dealing with all of the lack of core game balance come under attack for being ****** design, those players are going to react viscerally and make judgements based on their feelings, often not thinking about the need for the underlying issue to change and that Pop's ****** design enables the problem. This kind of analysis shouldn't be my job or any other player's job, but this kind of post doesn't seem to be coming out of any DbD representative's mouth, so it became important for someone to say it."

Feel free to go to https://forum.deadbydaylight.com/en/discussion/162001/pop-needs-a-nerf-seriously for the discussion I made this comment in.

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