The previewed change to Pop is a death blow to Dead Man's Switch

Like, this perk is already dogshit, but this just makes it confirmed dead.

DMS blocks gens until 45 seconds after the hook happened.

This has some synergy with the current Pop, because you can force survivors off of a gen to block it and prevent it from getting done, and then you can chase the survivor and come back to it later, since you'll have a 15 second window between DMS ending and Pop expiring.

With this version of the perk, using DMS alongside Pop will effectively make it impossible to use the two perks together.

As if people needed more reasons to avoid using Dead Man's Switch...

Comments

  • It's actually an issue now that you mention it. What could they do to change it? I do agree with the timer reduction for pop but i think there should be a synergy between the perks. Maybe gens blocked by the killer should still be able to be kicked? It could have a unique animation where the Entity tendrils part aside while you kick it, and then close back up.

  • You say that like Dead Man's Switch wasn't by design meant to be bad with Pop. They added perks specifically to not stack with the top meta stalling, the same way Pyramid Head's power is designed to not work with the top meta perks on either side.

    The issue is they made a perk that triggers on 1/4 hooks and isn't guaranteed to do anything.

  • @Bard said:

    Like, this perk is already dogshit, but this just makes it confirmed dead.

    DMS blocks gens until 45 seconds after the hook happened.

    This has some synergy with the current Pop, because you can force survivors off of a gen to block it and prevent it from getting done, and then you can chase the survivor and come back to it later, since you'll have a 15 second window between DMS ending and Pop expiring.

    With this version of the perk, using DMS alongside Pop will effectively make it impossible to use the two perks together.

    As if people needed more reasons to avoid using Dead Man's Switch...

    Unfortunately, that is BHVR's design path - designing all game-slowing perks to not synergize with one another because they're "too strong" that way.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/194820/the-previewed-change-to-pop-is-a-death-blow-to-dead-mans-switch

    Unfortunately, that is BHVR's design path - designing all game-slowing perks to not synergize with one another because they're "too strong" that way.

    Because they can be.

    The same way stacking second chance perks on survivor is too strong.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/194820/the-previewed-change-to-pop-is-a-death-blow-to-dead-mans-switch

    Unfortunately, that is BHVR's design path - designing all game-slowing perks to not synergize with one another because they're "too strong" that way.

    Imagine Freddy with all the Gen slowdown perks and addons, that's a pain.

    The same goes for Survivors if they use every second chance perk they have.