Nerf pop but not DS or UB, aight fam.

Why would you even think to do this? Like stop the "oh it's not final and it's just a sneak peek towards the mid chapter", no.

Why would you even think of nerfing pop without thinking of nerfing DS or UB.

It's pretty stupid to call the devs survivor biased, but when they do stuff like this it's hard to call them not.

This needs to be balanced out from both sides, pyramid is getting nerfed, his lose lose scenarios is what made him good, we'll have to see how he turns out though. Other survivor perks are getting buffed (thankfully none of them look busted) and now pop is getting nerfed with nothing to the survivor meta being nerfed along side it.

Pop is still going to be pretty good and usable, but just why did they need to nerf it in the first place? AND why not nerf DS UB in the mean time if we're touching meta perks?

Comments

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643059#Comment_1643059

    The issue is DS has been in the game for 4 years where it's in almost everyones perks for every match above rank 8. 4 years of the same broken perk, which even when it did get 'nerfed" it ultimately was buffs.

    I’m all for ds being changed but the whataboutism is stupid they are two different perks and is 15 seconds off really that big a deal it should never take you 60 seconds to reach a gen to kick

  • @KettleWettle said:

    Omg you guys are such babies, Pop needed to be nerfed and it's still a good perk, It barely even got nerfed and all of the killer mains always complain when their meta perk that carries their hand 24/7 actually gets dealt with. Stop saying " Why would you even think of nerfing pop without thinking of nerfing DS or UB " because first of all, UB is perfectly fine, the perk is literally a one-time use throughout the whole game whereas pop can be used infinitely throughout the whole entire match. Now for Decisive Strike, yes It is due for a change, but you guys always complain when an overpowered killer perk gets nerfed and expect the devs to nerf every semi-decent survivor perk.

    Stop demanding nerfs to gen stall perks and then telling killers to pressure gens. Admit gens are to fast and to easy and need to be changed at their core.

    It is funny now a perk that needs to be earned is getting nerfed while tapping a gen to stop progression with no time requirement or even a skillcheck (that must be done while holding the gen) is all fine and dandy.

  • Didn't know Scott lurked on the forums so much lmao.

    I don't agree with his DS rework, having it activate for infinite amount of time would be abused pretty easily, mainly for taking hits and rewarding survivors for bad unhook play. He has a good idea though.

    I would have it just pause in a chase and last 30 seconds, but it continues when you're downed. It rewards looping the killer while being tunneled and still punishes the team accordingly if they unhook in the killers face.

  • @Leachy_Jr said:

    Why would you even think to do this? Like stop the "oh it's not final and it's just a sneak peek towards the mid chapter", no.

    Why would you even think of nerfing pop without thinking of nerfing DS or UB.

    It's pretty stupid to call the devs survivor biased, but when they do stuff like this it's hard to call them not.

    This needs to be balanced out from both sides, pyramid is getting nerfed, his lose lose scenarios is what made him good, we'll have to see how he turns out though. Other survivor perks are getting buffed (thankfully none of them look busted) and now pop is getting nerfed with nothing to the survivor meta being nerfed along side it.

    Pop is still going to be pretty good and usable, but just why did they need to nerf it in the first place? AND why not nerf DS UB in the mean time if we're touching meta perks?

    This is honestly just gonna push killers to run ruin + undying and survs are complaining about that as well.

  • @Hopesfall said:

    -> ruin deleted

    --> pop becomes main slow down perk

    ---> wants pop deleted

    @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/973171#Comment_973171

    just run Pop and forget Ruin exists. 25% from Pop is more than you'll ever get from this version of Ruin.

    and in 2 months Pop will probably be destroyed so..

    @Hopesfall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1027279#Comment_1027279

    "gen slowdown perks to have less synergy.. "

    it's getting ######### pathetic at this point, what are killers supposed to do? seriously. You delete Ruin so people use Pop & Corrupt/Surge etc.. but now that's being targeted.. if they start touching Pop and Corrupt i legit give up

    i uninstalled borderlands 3 after the first month because every interesting gun/grenade i found got nerfed into oblivion and it kept happening over and over again, so it's like what's the point of "looter/shooter" if the loot is irrelevant a week after you get it?

    same trend is starting to reveal itself here, just not at warp speed like BL3. What's the point of trying to play killer if you can't prevent the matches from being over by the time you get 3 chases? everything out of their mouths is to the effect of "make things more challenging for the killer" and "more fun for survivor".. it's getting ridiculous

    this was so predictable

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643063#Comment_1643063

    Stop demanding nerfs to gen stall perks and then telling killers to pressure gens. Admit gens are to fast and to easy and need to be changed at their core.

    It is funny now a perk that needs to be earned is getting nerfed while tapping a gen to stop progression with no time requirement or even a skillcheck (that must be done while holding the gen) is all fine and dandy.

    Omg the perk barely even got nerfed, it's only a 15 second difference ! You also do realize that gens take longer to complete after the previous gen change update right ? I also never said that all gen regression perks needed to be nerfed... I said Hex: Ruin is a pretty balanced perk because the survivors can get rid of it. Now yes, if the killer is running Ruin and it gets broken, well tough luck you're going to get gen rushed if the survivors are actually decent, and yes I'm gonna keep telling the killer to pressure gens better If the killers running PGTW because they're responsible for getting gen rushed for not putting enough pressure because it's the best tip I can tell them if they want to get better. Also wdym ? I guess getting a hook is you "earning" the perks value, but it literally regresses the gen by 25%, and that's A LOT. The gen gets regressed by a lot and you have to get all of it's value back after repairing it for like 60 seconds.

  • @KettleWettle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643076#Comment_1643076

    Pop is overpowered because you can't get rid of it unlike Hex:Ruin, It is extremely strong on high mobility killers such as Billy, I'm not even gonna get started on Freddy with his teleportation ability, Spirit, Legion, and Blight. If you have a 3-gen going on, the survivors are pretty much #########. You're going to be fine. The perks still going to be meta, it's still gonna be the same old boring perk with literally just a 15 second difference. Is that enough for you ?

    if not that big of a deal let make ds 45 sec too ok.

  • Yes sure not nerf the uncounterable DS (need balance to be more antitunneling and less aggressive perk) + unbreakable/locker combo.I always abuse it, expecially on bad solo surv experience. But nerf pop, a perk that if you cant snowball/get fast down on early game, cause stealth/old W/very big maps, you cant even use it at all, because surv genrush you and close the gen in your Face, because you Need time to hook and traverse the map to the right gen.

  • @Godot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643640#Comment_1643640

    Nah, I'm good, I'm good, ta' for the offer.

    Now, focus on the topic at hand without derailing from it. After all, this thread ain't about me, it's about...whatever it's about.

    I can't derail it, because you can't derail a DS topic, as it will stay on topic until somethings happen to it, and there will always be at least 3-4 posts about it in the recent pages, but I will keep that in mind.

  • well with this nerf the dev are shooting them self in the foot with ds been needing a change more then pop both being 60 sec what more broken and abused.🙀

  • You never tried to understand the actual situation, right?

  • @NekoGamerX said:

    well with this nerf the dev are shooting them self in the foot with ds been needing a change more then pop both being 60 sec what more broken and abused.🙀

    Hopefully this is a 600 IQ rope-a-dope play by the devs.

    use this reasoning on pop then turn around and use the same reasoning on DS.

    i personally don’t have too much of an issue with the time reduction, but their logic leaves a lot to be desired.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642911#Comment_1642911

    Guess you have good luck but because of how prevalent tunneling/slugging are, DS/UB became meta. You can deny it and say it doesnt happen to you which is fair sense it doesnt happen to every one. It is very consistent. If it wasn't consistent these perks would not be meta.

    Exactly, people want D strikes anti-tunnel buffed even more, and its 60 seconds of immortality nerfed.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643385#Comment_1643385

    If its anti tunnel then why does it have a skill check?

    It was never solely anti tunnel and it still isnt. It has way to many effects to be solely anti tunnel. Also these same devs said in the patch notes using it outside of tunneling was smart.

    Azame, I like you but the "IT ISN'T ANTI TUNNEL" isn't exactly right. It is 100% meant for anti-tunnel, and don't bring up that peanits post, people here have evidence of developers like mclean saying it is meant for anti-tunnel. Even if it was anti-momentum, how is that fair, because perks that stop a killers momentum, just for simply existing with barely any input from the other side shouldn't exist, just like the hell that was old DS and MoM. If it wasn't anti-tunnel, it wouldn't activate if you were unhooked recently.

  • @Brhoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643099#Comment_1643099

    If gen speed is broken then a 15 second difference wouldn't be such an issue for you.

    15 seconds might be the difference to pop that gen that u are looking for.

  • @skarsguts said:

    DS and UB can only be used once per match, if even given the chance all.

    PGTW can be used every time you hook someone. Why is this even something to complain about? You can't walk to a gen within 45 seconds?

    I can foresee DS being nerfed to 45 seconds now because of the crybabies in this thread.

    Also, did you really just say Tunnelhead's lose-lose scenario is good? You really think a killer that you can't vault or throw a pallet down against is good? A killer that can get away with hitting you no matter what you do? Please stop playing the game.

    And if you go watch the game from the last few days of the tournament you’ll notice consistently that good players aren’t getting hit at a lose/lose situation at every pallet. Imagine that, people that are good at the game find out how to play around it.

  • @Brhoom said:

    WTH do DS and Unbreakable have to do with PGTW???

    Why is it always the same argument with you guys?

    ''WAAAAAH they nerfed something, please nerf something from the other side''

    Because the is unbalanced, killers in high ranks struggle agaisnt survivors. When keep nerfing killers, it adds more fustrutions to killers. Playing survivor is boring, these no challenge, the only challenge comes with surivors quiting the game early

  • By all means I wouldn't care.

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642911#Comment_1642911

    Guess you have good luck but because of how prevalent tunneling/slugging are, DS/UB became meta. You can deny it and say it doesnt happen to you which is fair sense it doesnt happen to every one. It is very consistent. If it wasn't consistent these perks would not be meta.

    lul as if ds is an anti tunneling perk, you like to spread that story when in the game, you can get hit by ds without tunneling at all. so stop to accuse killers for the usage of that perk, it is busted af.

  • @OBX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644220#Comment_1644220

    Hopefully this is a 600 IQ rope-a-dope play by the devs.

    use this reasoning on pop then turn around and use the same reasoning on DS.

    i personally don’t have too much of an issue with the time reduction, but their logic leaves a lot to be desired.

    am the same the change going to do nothing but it the fact why they doing it not doing it to ds or any other broken perk on the survivor side.

  • @Brhoom said:

    WTH do DS and Unbreakable have to do with PGTW???

    Why is it always the same argument with you guys?

    ''WAAAAAH they nerfed something, please nerf something from the other side''

    DS is overpowered.

    Full stop.

    An utterly disgusting perk that any competent balance team would have nerfed into the ground over a year ago.

    Pop is not overpowered.

    It's barely even good.

    This isn't a one-time occurrence either.

    These devs have:

    • Removed Trapper and Hag's ability to trap under hooks.
    • Nerfed Brutal Strength (number hit)
    • Nerfed IG (number hit)
    • Nerfed Nurse (cooldown, add-ons)
    • Nerfed Hillbilly (overheat, add-ons)
    • Nerfed Myers (rip spine chill immunity)
    • Nerfed Spirit (blood in power, collision in power, vault animation)
    • Nerfed Oni (turning, power activation speed)
    • Nerfed Pyramidhead (rip zoning)
    • Nerfed Pig (rip endgame)
    • Removed instasaw
    • Removed instant windup hatchets
    • Removed instant stalk (via reworking Tinkerer)
    • Removed omegablink
    • Removed multiblink (except for one ultra rare that makes your power nearly worthless)
    • Removed the Machine Gun build
    • Nerfed "Forever" Freddy (lul)
    • Given survivors I-frames when they get unhooked
    • Nerfed BBQ (via locker aura blocks)
    • Nerfed NoED (via Hex)
    • Nerfed Pop
    • Nerfed Ruin
    • Nerfed PWYF
    • Nerfed Compound Twenty-One

    Were some of these changes justified? Sure.

    That said, the fact that they've found the time to do all this, but still can't find the time to balance DS after FOUR ######### YEARS is pretty telling.

    The devs feed killer mains a slow drip of reasonable balance changes to keep most of them from quitting outright, but keeps the game solidly in the survivor's favor to make sure the ratio of survivor to killers is 4 to 1.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642926#Comment_1642926

    lul as if ds is an anti tunneling perk, you like to spread that story when in the game, you can get hit by ds without tunneling at all. so stop to accuse killers for the usage of that perk, it is busted af.

    Ik you can get hit without tunneling it isnt solely anti tunnel.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643615#Comment_1643615

    Azame, I like you but the "IT ISN'T ANTI TUNNEL" isn't exactly right. It is 100% meant for anti-tunnel, and don't bring up that peanits post, people here have evidence of developers like mclean saying it is meant for anti-tunnel. Even if it was anti-momentum, how is that fair, because perks that stop a killers momentum, just for simply existing with barely any input from the other side shouldn't exist, just like the hell that was old DS and MoM. If it wasn't anti-tunnel, it wouldn't activate if you were unhooked recently.

    Actions speak louder than words my friend. They say its anti tunnel despite the fact it has a skill check, can be used outside of tunneling, has zero deactivation condition, and has a timer. Also the devs have lied so I mean I dont expect or believe alot of what they say.

    I can understand that. Free anti momentum does seem bad like old MoM that as straight unfair. I dont really have any justification for that. If the name had a start game block like corrupt base kit i think it would be better. The problem with this is gens can go fast that's why this part is hated.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643781#Comment_1643781

    You hook someone. See someone on the gen you wanna protect across rhe map. Takes 20 seconds to get there. You see a survivor, hit then, they get away and you go to the gen. You hit the other survivor. All of a sudden, 40 seconds are gone.

    But see that’s my point it took you 20 seconds but you chose survivors over kicking it and that’s the issue they said they want fixed no matter how dumb it might be it doesn’t ruin the perk

  • I apologize in advance for my bad english


    what annoys most killer players is the constant changes in killer meter perks and that is very frustrating and it's no wonder if you as a killer player feel neglected by the devs 


    as a killer, you have to constantly adapt to them ruin+pop or ruin+ overloaded and many other combinations have been taken 


    no wonder the killers are angry about having to play against the same brain dead surviving metas 

    while as a killer you are forced to adapt again and again and have to find new ways to win the game without being an unfair killer 


    why not change something about surviving meta?


    why does DS have to work in the locker? why is DS not simply deactivated

    why is DS not deactivated when you have been healed


    and this is only an example 


    the pop change might be a small change now that has hardly any effect but what comes next and what situation do killer players have to adapt to in the future before even survivors have to adapt?


    thank you for your attention

  • @FFabeq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642859#Comment_1642859

    Pop can be used 10 times maybe 11

    Ds only once and you only have two changes to use it

    You can have 4 DS in one game, and each DS can give the team an extra 40s, even if the survivor sucks. You gain 20s of time *just by running in a straight line* let alone actually getting to a loop and then looping, this isn't even accounting for the killer having to play far more cautious when there's an obesssion at all. Pop delays a gen by about 15s, given time taken to walk to the gen, and the lack of pressure you're applying to other areas of the map. Surely you've played games where there wasn't an obsession, and seen the massive difference even having *just the obsession* can make due to how reserved the killer has to play.

    TL;DR If you think you're the only person on your team, or that DS only gives 5s of time, you haven't thought about the perks properly.

  • @SaltedSnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643204#Comment_1643204

    You can have 4 DS in one game, and each DS can give the team an extra 40s, even if the survivor sucks. You gain 20s of time *just by running in a straight line* let alone actually getting to a loop and then looping, this isn't even accounting for the killer having to play far more cautious when there's an obesssion at all. Pop delays a gen by about 15s, given time taken to walk to the gen, and the lack of pressure you're applying to other areas of the map. Surely you've played games where there wasn't an obsession, and seen the massive difference even having *just the obsession* can make due to how reserved the killer has to play.

    TL;DR If you think you're the only person on your team, or that DS only gives 5s of time, you haven't thought about the perks properly.

    Yes because every survivor has ds unlocked

  • How many people do not have it? In my last 10 games i faced 35 ds, so please stop acting like that is the case. One could also argue not every killer has pgtw or ruin etc.. there is no point to this.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642926#Comment_1642926

    Exactly, people want D strikes anti-tunnel buffed even more, and its 60 seconds of immortality nerfed.

    It’s not 60s of immortality. The survivor can still be slugged and even killed via Mori.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644302#Comment_1644302

    It’s not 60s of immortality. The survivor can still be slugged and even killed via Mori.

    And then they jump into a locker. And if there's a mori they just ragequit at the load screen.

  • Heh who knows, maybe they didn't change DS cause they are in the mids of remaking it

  • @Nazia said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645607#Comment_1645607

    And then they jump into a locker. And if there's a mori they just ragequit at the load screen.

    Being in a locker isn’t invincibility. You aren’t doing anything productive just hiding in the locker.

    Also, assuming you didn’t just hard tunnel that person off the hook you probably only have to wait less than 15s for their DS to deactivate.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645590#Comment_1645590

    How many people do not have it? In my last 10 games i faced 35 ds, so please stop acting like that is the case. One could also argue not every killer has pgtw or ruin etc.. there is no point to this.

    This entire post has no point lol. but whatevs

  • You only need one to make an obsession. You only need 1 DS on 1 survivor to delay the killer by a minimum of 40 seconds. Pop doesn't even get used half the time, and given the last 2-4 hooks in a game don't have much use given the game is over by then, and that the first hook generally doesn't as 2 gens tend to pop around the end of first chase, thats only 7-9 pops per game that have the potential to be used to the maximum effort. Only 1 DS in 16 perks needs to exist for 2-3 pops worth of time, and that isn't counting any time wasted by the killer slugging due to 1/16 perks in the game being DS.

    1/16 wastes as much time as 1/4. That's just not right.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645621#Comment_1645621

    Being in a locker isn’t invincibility. You aren’t doing anything productive just hiding in the locker.

    Also, assuming you didn’t just hard tunnel that person off the hook you probably only have to wait less than 15s for their DS to deactivate.

    https://www.youtube.com/watch?v=EPa5oVG-nII


    And sir, the instant you walk away from the locker what happens? The survivor gets away and will work on a gen and do whatever. This isn't difficult to understand.


    I am genuinely curious, what is it like living in some alternate universe where up is down and left is right? Because that's where survivor mains live. Logic doesn't exist in your world and contradictions are rampant.

  • You know what I’ve been doing some thinking and after seeing some posts, content creators responses, and the devs own responses I’m on board with the ds should be changed if pop is. At first I disagreed as I assumed it was more whataboutism that doesn’t relate but I see now they do relate very much in this situation. Especially Almo’s response is what really got me. I had ptsd of when ruin got changed for over use but ds was fine. Now it’s pop got changed cuz you do other things while it’s active but I guess in their mind you can’t do gens and have ds active still? So yeah sorry for the over defensiveness before but you know on these kinds of things you got to be cuz people whine over dumb things and they end up just being that but I see this is different. Also so glad Scott called one of my comments out and showed me how wrong I was and now I feel extra stupid lmao.

  • i thought i give an explanation to the person that made the post

  • @Leachy_Jr said:

    Why would you even think to do this? Like stop the "oh it's not final and it's just a sneak peek towards the mid chapter", no.

    Why would you even think of nerfing pop without thinking of nerfing DS or UB.

    It's pretty stupid to call the devs survivor biased, but when they do stuff like this it's hard to call them not.

    This needs to be balanced out from both sides, pyramid is getting nerfed, his lose lose scenarios is what made him good, we'll have to see how he turns out though. Other survivor perks are getting buffed (thankfully none of them look busted) and now pop is getting nerfed with nothing to the survivor meta being nerfed along side it.

    Pop is still going to be pretty good and usable, but just why did they need to nerf it in the first place? AND why not nerf DS UB in the mean time if we're touching meta perks?

    "his lose lose scenarios is what made him good" AH!!! So you admit it! Those scenarios were never counterable.

    PH stans just wanted to pretend like Survivor's could do something about it. "Oh just fake the window, just fake the pallet, just use a cheat engine to turn off collision!"

    I see through Killer stans' act. People who claim Spirit/DeathSlinger (+ others) are fine just like to get cheap downs with the Killer's ability to put survivors in a lose/lose situation.


    Anywho, Decisive Strike needs a change, that's a fact.

  • @JawsIsTheNextKiller said:

    If you thought there weren't enough killers using Ruin+Undying, that's about to change now.

    Detectives hunch/red map = killer dc = ez

    Those two perks are so trash and so easily countered that i just smile the whole game when someone is using that build

  • Another thread buried because survivor mains are never silenced, give each other ass-pats, and anyone who goes against the narrative is told to be quiet and the devs will ignore them.


    It is an absolute travesty that all other attempts at an asymmetric horror game have failed because Behaviour needs a fire lit under their ass.

  • @Nazia said:

    Another thread buried because survivor mains are never silenced, give each other ass-pats, and anyone who goes against the narrative is told to be quiet and the devs will ignore them.

    It is an absolute travesty that all other attempts at an asymmetric horror game have failed because Behaviour needs a fire lit under their ass.

    Bro the thread has 6 pages and pretty much everyone is aware of the topic, its not being buried it just died like every other thread does.

    Plus it's not really survivor mains, the devs just have some very questionable thinking when it comes to perks. We are complaining to help the devs see that they should balance DS as it's kinda messing with the game.

  • "Nerf Unbreakbale"

    "My proposed nerf is to remove recovering from the dying state."

    You can't nerf Unbreakable without gutting it.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645330#Comment_1645330

    You shouldn't be forced to choose, because ignoring the survivor in almost every scenario will guarantee that you lose. They get the unhook or get to a very strong loop. Now that time is completely gone.

    The whole point is, survivors can have a full minute of immunity, but killers can't have a minute to kick a gen?

    I actually made an update comment on this I did some better research through the forums and content creators and I fully agree ds needs changed the same way as pop. Dev that shall not be named or ill get banned again 🙄 really showed that. He tried to have the opposite effect but showed why ds needs changed even more. Also I never disagreed on ds needing a change. I just assumed this was more whataboutism with perks that didn’t have anything in common, but I see now they have a lot more then I thought.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643288#Comment_1643288

    That's what we want, we want the anti momentum part of it gone but the anti tunnel to stay.

    The anti momentum is pretty BS.

    The anti tunnel part of it isn’t good enough on DS they should make it so it’s active EVERY SINGLE time you get off the hook. That’s the point and it’s a PERK! It should have its benefit! Where are the killer one time uses? Hex perks? That doesn’t count because survivors don’t have REALLY powerful hex perks 😂 DS is by all means NOT as effective as killer perks.

  • Name one “one time use” killer perk besides the potential of it being a hex perk where the purpose is to delay the survivors from completing their objective 😂 there are NONE. They all are usable continuously throughout the match as many times as you’d like. Pop doesn’t have any limitations as to how many times you can use it. It’s bs! A DS stun doesn’t do enough. The killer is back on your tail moments after you stun him because the stun duration is so small. so why shouldn’t DS be usable every time you get off the hook? You guys are worried about how long it’s active for? Well, you also have to consider that it’s a perk and it’s a one time use.

  • A perk is supposed to benefit you! Not simply delay the killers objective one time by 5 seconds. That’s so crappy compared to the killers ability to have an impact on the survivors objectives all game long!

  • @Leachy_Jr said:

    Why would you even think to do this? Like stop the "oh it's not final and it's just a sneak peek towards the mid chapter", no.

    Why would you even think of nerfing pop without thinking of nerfing DS or UB.

    It's pretty stupid to call the devs survivor biased, but when they do stuff like this it's hard to call them not.

    This needs to be balanced out from both sides, pyramid is getting nerfed, his lose lose scenarios is what made him good, we'll have to see how he turns out though. Other survivor perks are getting buffed (thankfully none of them look busted) and now pop is getting nerfed with nothing to the survivor meta being nerfed along side it.

    Pop is still going to be pretty good and usable, but just why did they need to nerf it in the first place? AND why not nerf DS UB in the mean time if we're touching meta perks?

    ngl I’m getting rid of pop in my builds I’m using undying and ruin if this goes live like yeah don’t nerf ds even tho you get unhooked fully healed and on a bend and I down you and I still get ds’d if they are gonna nerf pop then nerf ds.

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