So.. pop is nerfed because killers are too good?

Well, shouldn't killer be rewarded for more if he is capable of downing people fast? Isn't that survivor's fault for getting downed within the duration of pop? Isn't it the same as DS, where killers are punished for being too good?

Not to mention there isn't always a gen nearby that has some progress to be regressed.

I honestly don't understand the reason behind it.

Tagged: DevModTrusted

Comments

  • Because the devs want you to make a choice between regressing a generator and committing to chases. 45 seconds it still enough time to reach any generator on the map, even as huntress on mother's dwelling.

  • Seems so. Someone would get hooked, they'd down another person, regress gen, hang second person, then have Pop all primed again.

    It's either to create more urgency in using pop first, or is actually an indirect Freddy nerf since he's the main killer that benefits.

  • killers would hook someone go get someone else and then still have remaining time on pgtw to use it on a gen. reducing the time period to use it but keeping it at a high enough time to still be used even when across the map as a slow killer like huntress. You will have to put the gen over the survivor but thats fine and imo its a better option since the gen will regress more and if its highly progressed and you kick it you might find that it has been worked on later.

    this is just a straight nerf however this perk is still really good and imo the minute you had to kick a gen was very generous. i know that i will at least still use this perk on the majority of my killers.

  • @SkeletalElite said:

    Because the devs want you to make a choice between regressing a generator and committing to chases. 45 seconds it still enough time to reach any generator on the map, even as huntress on mother's dwelling.

    When killer proceed to chase survivors instead of popping gens, he's already made a choice with risks. He is betting that he can down that particular survivors within the time limit. For me this is already balanced risk reward.

    But with this nerf, there is no choice. You either use your pop, and give survivors distance, or you commit to chase and waste your pop. Either way, you are losing something.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643882#Comment_1643882

    When killer proceed to chase survivors instead of popping gens, he's already made a choice with risks. He is betting that he can down that particular survivors within the time limit. For me this is already balanced risk reward.

    But with this nerf, there is no choice. You either use your pop, and give survivors distance, or you commit to chase and waste your pop. Either way, you are losing something.

    That is the point. Devs never want situations where you can chain pops numerous times in a row unless the survivors are misplaying badly. Right now there is no hurry to use the perk, you can just do whatever and use your perk when you see an opportunity, with this you have to plan accordingly to make sure you do not waste your perk.

  • They nerfed pop, which is a regression perk, but they didn't nerf perks relating to gens on survivors and speeds I think.

    So duh.

  • @OmegaXII said:

    Well, shouldn't killer be rewarded for more if he is capable of downing people fast? Isn't that survivor's fault for getting downed within the duration of pop? Isn't it the same as DS, where killers are punished for being too good?

    Not to mention there isn't always a gen nearby that has some progress to be regressed.

    I honestly don't understand the reason behind it.

    No, Pop is being nerfed because...uh...you know, I actually can't think of a reason. Killers, even at the higher end still run into games where survivors just knock down gens without any real way to respond. It's like - you all know we'd earn more BP and you'd still rank up if you actually gave me some chases, right?

  • "Add some urgency back into the perk"

    facepalm.

  • I find it interesting that they didn't nerf PoP until the meta had shifted away from PoP/Corrupt into Undying/Ruin first.

  • Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Kind of like Decisive Strike?

  • @Tactless_Ninja said:

    Seems so. Someone would get hooked, they'd down another person, regress gen, hang second person, then have Pop all primed again.

    It's either to create more urgency in using pop first, or is actually an indirect Freddy nerf since he's the main killer that benefits.

    This isnt going to impact high mobility killers at all. It impacts the killers that actuslly need it, like clown or trapper.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    I find the reasoning behind the nerf understandable. It´s not even THAT much of a nerf tbf, it´s still good.

    The outrage is rooted in the fact that you guys do not apply the same logic to DS for whatever reason despite it being in a whole different league power wise. Why?

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    I mean that's fine and good but when is Decisive Strike going to get the change where jumping on a generator or hex totem infront of the killers face disables the perk. Anti-tunneling aside these survivors are "putting" themselves back in play by doing objectives for 60s usually forcing you to slug them with Soul Guard or Unbreakable to stand up on their own unless you hover that area every 20 seconds (is this better?)

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Are you planning on looking at or doing anything about combining DS and UB? Or about how you can use DS offensively to just do gens in the killers face then run into a locker?

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Like DS ?

  • It's good to have a definition of "too much time", turns out it's 15 seconds.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Can I just ask what the problem with that was? Why exactly is it so pivotal that this perk specifically gets changed out of all the others? What was the problem with holding out before using it?

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Sounds like Ds - doing a gen and healing whilst the killer is away from you - yet DS has no change - survivor bias?

  • This nerf was a slap on the wrist. Pop is still an S tier meta perk. Idk what you're complaining about.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Yet Decisive Strike goes unchanged despite its complaints more or less being the same?

    If your going to do it then please be consistent about it as if Pop Goes the Weasel has that issue then so does Decisive Strike.

  • For the record, I would be 100% a-ok w/ a complete rework of Decisive Strike so that it doesn't even do the same thing anymore. Not just messing w/ the seconds.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    And what about DS? What? Survivors DON'T spend too much time doing anything they want without having to worry about being tunneled?

    A survivor could get unhooked, get healed, do half a gen, get chased, downed, picked up and still be able to use DS, oh and might I remind you that no mither and unbreakable are a thing? So when a survivor has ds and unbreakable/no mither, its a lose-lose situation for killer

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Literally the problem with ds people have been saying for years. Never heard a single person say it about pop

  • What do you mean here we go? Should we just pretend that DS isn't a problem or what?

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644009#Comment_1644009

    What do you mean here we go? Should we just pretend that DS isn't a problem or what?

    This sounded like he got his popcorn ready and settled in for the forum remarks.

    You need to chill.

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644009#Comment_1644009

    What do you mean here we go? Should we just pretend that DS isn't a problem or what?

    You´re going for the wrong target pal, Pigmainclaudette is quite a chill dude. My guess is he´s kinda bummed out about what is going to go down with the irrational screeching people now, be they right or wrong.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    Okay and why is the killer doing other things before he uses his pop unbalanced?

    @Ghoste said:

    This nerf was a slap on the wrist. Pop is still an S tier meta perk. Idk what you're complaining about.

    Just criticizing the lines of reasoning/logic the devs are using that they might apply to other things.

  • Be honest.. how many pops are you actually using between 45 and 60 seconds. 15 seconds is hardly a nerf.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    That’s the same problem people have DS. Nobody brought it up when talking about Pop, yet it gets nerfed while DS stays unchanged? That sounds pretty biased toward Survivors, don’t you think?

  • @Starr43 said:

    Be honest.. how many pops are you actually using between 45 and 60 seconds. 15 seconds is hardly a nerf.

    It's a nerf to midgame pops, but endgame pops are just as strong.

    In the end it means less pressure for the killers unless they can find survivors quickly... which is up to all of the variables in a match.

  • And honestly on the subject of DS.. hopping in a locker or doing a gen in the killers face is silly.. interacting with a gen or locker should disable DS. Simple.

  • @Starr43 said:

    Be honest.. how many pops are you actually using between 45 and 60 seconds. 15 seconds is hardly a nerf.

    For killers that require more methodical actions like Ghost Face 15 extra seconds of Pop is extremely useful at times.

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    So whens ds nerf then?

  • @Almo said:

    Pop's duration is being reduced because we found you could spend too much time doing other things and still have it available.

    So, DS is gonna get nerfed to 45 seconds too?

  • This game has been always survivor sided.

    And they prove it again.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644056#Comment_1644056

    For killers that require more methodical actions like Ghost Face 15 extra seconds of Pop is extremely useful at times.

    If we’re talking Ghostface then I say thrilling should be buffed to reset after every hook

  • if I may be honest I doubt this will affect my gameplay if I use the perk

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644056#Comment_1644056

    For killers that require more methodical actions like Ghost Face 15 extra seconds of Pop is extremely useful at times.

    Yeah, Ghostface doesn't take that much strategy lmao

  • @Starr43 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644071#Comment_1644071

    If we’re talking Ghostface then I say thrilling should be buffed to reset after every hook

    Those aren't the same thing though. And its not just Ghost Face, killers like Myers and Pig can get tons of use out of those 15 seconds.

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643975#Comment_1643975

    Why do you guys nerf one of the most balanced perk in the game, but you keep the one who has absolutely no counterplay? How is that even fair?

    Even though the nerf is negliible, the fact that they randomly chose to nerf one of the more well-rounded and fair perks:

    Requires hooks therefore killer needs to get consistent downs to get use out of it. If you're a bad killer, that won't happen.

    Only 5-6 uses that matter per match

    Doesn't stack. You hook 2 people , you don't get 50% regression on a gen. You do see killers sometimes making sure to kick a gen using pop, pick a survivor up and get another pop but again the that killer had to earn that.

    Still consumes time for the killer hooking the survivor and travelling to gen and kicking it.

    Only 25% regression which is 20 seconds if one survivor hops back on but only 10 second if two survivors hop on following the kick.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644071#Comment_1644071

    Yeah, Ghostface doesn't take that much strategy lmao

    You'd be surprised. After a hook stalking and getting an extra down can be useful, or just chasing regularly off a hook since his power is on a timer and is an m1 killer without it. You have to play quite methodically and plan out your moves while the game progresses, in which case those 15 seconds can be pivotal to getting the Pop off.

  • @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1643891#Comment_1643891

    This isnt going to impact high mobility killers at all. It impacts the killers that actuslly need it, like clown or trapper.

    Use different perks? The meta shouldn't be a monlith. Use Thanataphobia. That got a buff. Clown has a perk that slows healing. Perfect combo.

  • the reason is just like Decisive Strike there been time when Decisive Strike still available on two survivor at ones after they been unhooked.

    they go on doing gen totems healing with no risk or worry so DS getting the change.

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