Nerfing Pop and Scourge hooks

So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

Comments

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905321#Comment_2905321

    You 'forgot' to mention that:

    1. Pain Resonance only affects ONE generator. And the Killer has to down someone near a Scourge hook. And carry them to a Scourge hook, at which point they are not pressuring gens or other Survivors.
    2. PGtW only affects ONE generator. And the Killer has to walk away from his hook. And walk to the gen he wants to kick. And is not chasing or pressuring Survivors. And is on a tight 45 seconds to do it, so he has to literally ignore Survivors and chases.

    But all that sounds worse than '15% free and 25% for a kick', huh?

    'Lmao' they are fine, when you use honest phrasing.

    One gen with most progress and 25% on another one. Keep using those perks you're gonna be good ONE day.

    @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905321#Comment_2905321

    Needs a down and a hook.

    Survivors are bad if they can't do 2/3 gens by the first down.

    OMG so hard to get a hook.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903900#Comment_2903900

    They are too strong stacked together.

    It unfairly removes too much of the survivor objective for simply doing the killer objective which in the current state of the game is expected for killers to easily get hooks. It also unfairly punishes casuals trying to enjoy the game.

    Imagine completing a gen to gain an extra life or cause the person on the hook to not lose dying process. That is how bad these perks are.

    Good survivors can do 3 gens before the killer gets one hook.

  • @MilManson said:

    Imagine the killer being rewarded for getting a hook, imagine it.

    Adrelanine rewards 5 gens done

  • @rangerdanger0 said:

    So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

    The answer is never because killer perks don’t get nerfed. I agree they should be though, it’s OP when used together.

  • 10 seconds to realistically pick up and hook, 20+ seconds to down (being very generous here and assuming already injured). That's 30 seconds. 30x 3=90 seconds since that's time given to the others. 90-32(that 40% gen regression)=58 seconds lost on every single down.

    That's assuming they're all injured already which obviously wouldn't be the case, not counting the time/ pressure lost to go and kick the gen(also assuming you can even make it in time), assuming very fast downs which can literally be countered by just pre throwing pallets, lastly assuming you can even get to a scourge hook every single time(which won't be the case).

    Yeah I don't see the issue looking at the numbers. Not even close to an issue.

  • Killer mains expecting everything hand down to them, don't even try.

  • @Blueberry said:

    10 seconds to realistically pick up and hook, 20+ seconds to down (being very generous here and assuming already injured). That's 30 seconds. 30x 3=90 seconds since that's time given to the others. 90-32(that 40% gen regression)=58 seconds lost on every single down.

    That's assuming they're all injured already which obviously wouldn't be the case, not counting the time/ pressure lost to go and kick the gen(also assuming you can even make it in time), assuming very fast downs which can literally be countered by just pre throwing pallets, lastly assuming you can even get to a scourge hook every single time(which won't be the case).

    Yeah I don't see the issue looking at the numbers. Not even close to an issue.

    Especially when it loves spawning 3 scourge hooks in the corner of the map.

  • Compared to pre-nerf Undying Ruin? I would take Pain Resonance + Dead Man's Switch/Pop over having to find and blow up practically all totem spawns every single game, easily.

  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/319194/nerfing-pop-and-scourge-hooks

    The answer is never because killer perks don’t get nerfed. I agree they should be though, it’s OP when used together.

    No they are not.

    You can't even use them on the SAME GEN unless a Survivor taps the gen that explodes, since Pain Reso causes regression, and you can't kick regressing gens to Pop them.

    It's amazing how it stops sounding 'OP' when you get into the specifics of how they interact, huh?

    @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905442#Comment_2905442

    Killer mains expecting everything hand down to them, don't even try.

    Says the Survivor main who will lie by omission to demand nerfs to 2 perks that don't even work together. 🤷‍♂️

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905444#Comment_2905444

    No they are not.

    You can't even use them on the SAME GEN unless a Survivor taps the gen that explodes, since Pain Reso causes regression, and you can't kick regressing gens to Pop them.

    It's amazing how it stops sounding 'OP' when you get into the specifics of how they interact, huh?

    https://forum.deadbydaylight.com/en/discussion/comment/2905446#Comment_2905446

    Says the Survivor main who will lie by omission to demand nerfs to 2 perks that don't even work together. 🤷‍♂️

    You realize survivors will often tap the gen or continue working right after the PR -right? That’s how they work together.

  • Good survivors won’t tap the gen. The regression from PR is slow, it’s not worth having the gen being poped.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905444#Comment_2905444

    No they are not.

    You can't even use them on the SAME GEN unless a Survivor taps the gen that explodes, since Pain Reso causes regression, and you can't kick regressing gens to Pop them.

    It's amazing how it stops sounding 'OP' when you get into the specifics of how they interact, huh?

    https://forum.deadbydaylight.com/en/discussion/comment/2905446#Comment_2905446

    Says the Survivor main who will lie by omission to demand nerfs to 2 perks that don't even work together. 🤷‍♂️

    They do, and they use them. Not obviously on the same gen that regressing, SMH.

    I know how the perks working and probably I have double or triple your hours. So please.

  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/319194/nerfing-pop-and-scourge-hooks

    The answer is never because killer perks don’t get nerfed. I agree they should be though, it’s OP when used together.

    killer perks don't get nerfed

    They do though.

  • The best part about threads like these are how it's easy to spot the people whose biased opinions reveal that they only play one side of the game, and that they have no idea what actual "balance" is.

  • Imagine trying to insist a perk combo is OP because of SURVIVOR-made mistakes.

    If Survivors tap a gen that just exploded; that is the SURVIVOR'S FAULT. That's not proof Pain Reso & Pop need to be nerfed. Rofl.


    @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905470#Comment_2905470

    They do, and they use them. Not obviously on the same gen that regressing, SMH.

    I know how the perks working and probably I have double or triple your hours. So please.

    Do you think I care about your hours?

    The perks aren't OP just because Survivors need something to complain about. And hours stop mattering after probably 10 or 15. By then; anyone knows enough about the game mechanics to know what's really OP if they're using their head and not their emotions.

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905241#Comment_2905241

    Good survivors can do 3 gens before the killer gets one hook.

    That happens in like 1 out of 20 matches. With a very bad killer in the match.

    The only way for survivors to win is to get gens done quickly because usually the killer will snowball after he gets a hook.

  • If survivors are playing well, Pain res + Pop on one generator isn't going to stop the other two teammates who should be working on gens from making progress

    Even with DMS, the killer still has to find a way to FORCE survivors to let go.

    Don't stack up on gens and spread the gens out (Aka don't make it easy to 3 gen). The easiest counter to these two perks.

  • @SeannyD115 said:

    The funny thing is pop and PR have anti synergy. If a survivor doesn't tap the gen with PR then the killer can't use pop on it.

    See that would require survivors to actually think about and consider the killers plan and think about the big picture gameplay, not "hehe hold M1, hehe hold W"

  • Survivors cry rivers about facecamping and then when Killers try a meta that requires hooking they cry about THAT.

  • @rangerdanger0 said:

    So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

    Lolwut?

    Both of these are extremely limited and carry a lot of risk for the killer. Pop requires you to physically go over and kick a gen before it expires, after hooking someone. PR is RNG on hook spawns, sometimes an additional spot for Agi and again, requires a hook. They both have viable counterplay.

    The only perks you've had 'nerfed' recently was a design oversight that allowed people to take games hostage and a blatantly broken nightmare perk that allowed duos to literally heal mid chase. Neither had viable counterplay.

    If killers are running hard regression perks as meta, it's because that's what's required to win right now.

    @JamnJelly said:

    Gen rushing has been brought up as an issue, and I think this might their idea of a solution. If both sides can push the speeds in their own direction, it's okay.

    It's not just 'genrushing' (ie. a SWF stacking multiple toolboxes and PTS to just slam gens out faster than they can be killed), it's more an issue of survivors now being savvy enough to make their first chase last a very long time, during which time the others melt gens.

  • @AngyKiller said:

    Imagine trying to insist a perk combo is OP because of SURVIVOR-made mistakes.

    If Survivors tap a gen that just exploded; that is the SURVIVOR'S FAULT. That's not proof Pain Reso & Pop need to be nerfed. Rofl.

    https://forum.deadbydaylight.com/en/discussion/comment/2905502#Comment_2905502

    Do you think I care about your hours?

    The perks aren't OP just because Survivors need something to complain about. And hours stop mattering after probably 10 or 15. By then; anyone knows enough about the game mechanics to know what's really OP if they're using their head and not their emotions.

    so, a perk where hooking just 1 survivor initiates 2 powerful regression perks isn’t OP? How is that even close to being true? You don’t even need to use both on 1 gen, you can simply go pop a different gen.

  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905567#Comment_2905567

    so, a perk where hooking just 1 survivor initiates 2 powerful regression perks isn’t OP? How is that even close to being true? You don’t even need to use both on 1 gen, you can simply go pop a different gen.

    To get that regression you have to win 2 chases, carry the survivor to one of 4 special hooks placed at random across the map, and make it to the 2nd gen before the timer for pop is up. At that point, I'd consider the regression earned, especially considering the survivor can tap the gen that was hit with PR while the killer is racing to get the other one before the pop timer stops.

    Yes, it is an undoubtedly powerful combination, however it takes a large amount of both luck and skill to even pull off. Also, it directly encourages the killer to leave the hook, which judging by these forums, solves the #1 issue complained about by survivor players.

  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905567#Comment_2905567

    so, a perk where hooking just 1 survivor initiates 2 powerful regression perks isn’t OP? How is that even close to being true? You don’t even need to use both on 1 gen, you can simply go pop a different gen.

    Not at all. It's not just 'hook a survivor'. It's a 'hook a survivor on these specific hooks which may be nowhere near you'. It's got a huge RNG component to it.

    PR also has extremely reliable counterplay.

    • You can sabo.
    • You can bodyblock.
    • You can avoid going down near a scourged hook.
    • You can release gens before someone gets hooked (I can do it and I'm a terrible survivor)
    • You can play around DMS

    In order to make PR work, you essentially have to dedicate a spot to Agi. And it's numerically inferior to Pop. PR is basically a big boy Surge. It's for killers who need to minimize downtime.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905756#Comment_2905756

    Not at all. It's not just 'hook a survivor'. It's a 'hook a survivor on these specific hooks which may be nowhere near you'. It's got a huge RNG component to it.

    PR also has extremely reliable counterplay.

    • You can sabo.
    • You can bodyblock.
    • You can avoid going down near a scourged hook.
    • You can release gens before someone gets hooked (I can do it and I'm a terrible survivor)
    • You can play around DMS

    In order to make PR work, you essentially have to dedicate a spot to Agi. And it's numerically inferior to Pop. PR is basically a big boy Surge. It's for killers who need to minimize downtime.

    of course I know they need the specific hook, I’m not an idiot, and In the games I’ve played the killers seem to have no trouble getting there most of the time. Your suggested counters are useless, especially since we can’t tell which hooks are scourge anyways. You have convinced me of nothing.

  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905767#Comment_2905767

    of course I know they need the specific hook, I’m not an idiot, and In the games I’ve played the killers seem to have no trouble getting there most of the time. Your suggested counters are useless, especially since we can’t tell which hooks are scourge anyways. You have convinced me of nothing.

    Shrug. Fortunately, reality exists independent of your opinions.

    You don't know the hooks right off the bat, but you can take note of which are white when you/someone else is hooked and until you know, just let go of gens before someone gets hooked.

    This is one of those situations where I say go play a few dozen games as killer with PR. See how often simple RNG, absent any effort from the survivors, makes it impossible to use those hooks - especially on maps like Swamp, RPD and Eyrie.

  • @Megmain80 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905567#Comment_2905567

    so, a perk where hooking just 1 survivor initiates 2 powerful regression perks isn’t OP? How is that even close to being true? You don’t even need to use both on 1 gen, you can simply go pop a different gen.

    And what happens if other gens are barely started? Wasted Pop, wasted time that could have been spent chasing or hooking.

    What happens if your Scourge Hooks spawn at the outer corners of the map? No Pain Reso the entire match.

    You're acting like the perks are uncounterable. Other Survivors are acting like they stack on the same gen. Both are wrong, and the perks are fine. Survivors need to stop thinking anything even mildly effective on the Killer side needs a nerf.

  • @rangerdanger0 said:

    So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

    they only hurt 1 gen and not that much. why would you nerf these perks. these perks hurt gen rushers by a lil.

  • @Aurelle said:

    Pop and Pain Resonance are both fine. Scourge Hooks are supposed to be strong.

    Who decided they are "supposed" to be so? You?

  • Who's deciding they are OP? You? Other Survivors?

    Question works both ways.

  • The devs, by making them so situational and hard to get. If it was every hook, or even half of them that would be one thing. But it's literally 4 scourged hooks per map, no matter what, with no options to control where they go. As previous perks on both sides have shown, the more situational and RNG based a perk is, the more powerful the effects will be to justify the extra effort. This has been the same design philosophy for the entire life of the game to date.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906178#Comment_2906178

    The devs, by making them so situational and hard to get. If it was every hook, or even half of them that would be one thing. But it's literally 4 scourged hooks per map, no matter what, with no options to control where they go. As previous perks on both sides have shown, the more situational and RNG based a perk is, the more powerful the effects will be to justify the extra effort. This has been the same design philosophy for the entire life of the game to date.

    Not really, it seems like you're just cherry picking examples to suit your situational idea. But if you look at the numbers, most perks are just situational, yet only a few of them are viable let alone strong

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906204#Comment_2906204

    Not really, it seems like you're just cherry picking examples to suit your situational idea. But if you look at the numbers, most perks are just situational, yet only a few of them are viable let alone strong

    Ok, can you provide an example of a perk that has multiple conditions to activate and isn't at all powerful? Also, as I didn't actually provide a single example myself, I'm not sure how I can be accused of "cherry picking" them. If I were to provide an example it would be IS (Or whatever they call it now). Basically self care, but faster and not seen by nurse's calling. Why? Because you have to fulfill a condition to activate it first (break a totem).

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906222#Comment_2906222

    Ok, can you provide an example of a perk that has multiple conditions to activate and isn't at all powerful?

    Furtive chase

  • Is probably a bit low powered for the conditions, but reducing TR for the duration of the match is definitely a powerful effect.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906228#Comment_2906228

    Is probably a bit low powered for the conditions, but reducing TR for the duration of the match is definitely a powerful effect.

    It's IN CHASE though lmao. If it just flat reduced your TR for the rest of the match it would actually be a pretty good perk.

  • @OpenX said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906236#Comment_2906236

    It's IN CHASE though lmao. If it just flat reduced your TR for the rest of the match it would actually be a pretty good perk.

    Like I said, it could probably be improved. I'd also say it's easier to hook a certain survivor than it is to put a survivor on a certain hook, especially with no real control over where they are downed. You've definitely shown why nobody ever picks that perk unless they have to for the adept, lol.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906222#Comment_2906222

    Ok, can you provide an example of a perk that has multiple conditions to activate and isn't at all powerful?

    Jolt. Here's your example.

  • @WesCravenFan said:

    Survivors cry rivers about facecamping and then when Killers try a meta that requires hooking they cry about THAT.

    Killers cry rivers about gen rushing and when survs use boon totems the they cry about them

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903945#Comment_2903945

    You truly believe that is the consensus of this forum and community?

    Absolutely. They just don't like to admit it.

  • @AngyKiller said:

    The game according to Survivors:

    Killer Meta? EVIL! Nerf it! No META should survive! Force the Killer to use subpar perks via nerfing! Nothing should be effective! If it works; it should be nerfed!

    Survivor META? Should only change if we're given better perks! Only ever make Survivor meta better! 🙃

    This is what I've been saying. To shake up the killer meta, the devs nerf their best perks in the hopes that they use lesser used perks. To shake up the survivor meta, the devs buff their worst perks in the hopes that they use the lesser used perks. It's double standards towards balancing. The killer meta gets nerfed and the survivor meta stays the same or gets better.

  • So putting one survivor (any one survivor, at that) into the dying state is "multiple conditions" to you? Or is it that you don't think jolt is powerful?


    To reiterate, a perk that has multiple conditions to activate (as in, more than one) that isn't powerful (as in, doesn't do much)

  • @rangerdanger0 said:

    So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

    what about making the map tiles more balanced first🤔

  • @rangerdanger0 said:

    So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

    They ONLY get 40% ON ONE GEN, if Survivors tap that gen.

    If they don't Pain Reso makes it regress, which means it cannot be kicked with Pop.

    Why should the perks be nerfed for what amounts to a 100% Survivor-controlled misplay?

  • @rangerdanger0 said:

    So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

    we hear your complaint, and so we decided to nerf boil over once more!

  • @rangerdanger0 said:

    So when are we going to nerf/balance these perks? With them both combined, the killer gets a 40% regression on gens. We get all our perks nerfed but we can't get a balance on some killer perks? All killers run these days are those two perks together, talk about meta perks.

    Ok, I'll just be over here with my hangman's trick and lightborn, it's fine, you don't need to care that killers like me exist

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905695#Comment_2905695

    Killers cry rivers about gen rushing and when survs use boon totems the they cry about them

    Killers do not cry about boon totems. It is the Circle of Healing that can be used an unlimited number of times and replaced if destroyed.

  • They're supposed to be strong by design, same with Boons and Hex perks. The downside is the RNG that comes with it. Boons are strong perks, but their downside is that they can be snuffed. Hex totem perks are very strong, but they're downside is that they can get cleansed. So... Yeah. 🤷‍♀️

  • IMO both perks are fine as Survivors have BNP and PT to counter this issue. I wish overall that speed of gens and base regression was addressed but as the devs have proven several times that they don't see it as an issue then Killers should have gen regression and gen blocking perks as it gives them more time to kill Survivors which is supposed to be their overall objective.

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