Huge unnecessary Pop nerf and why is Dead Hard gonna be OP Borrowed Time any time?

The last thing survivors need is a literal THIRD HEALTH STATE before they're even hooked once that lets you do anything while in it and even gives you a 150% speed boost after getting hit.

Comments

  • All they need to do is prevent you from interacting with pallets or windows for 2 seconds and it'll be golden.

    And if nothing else, at least getting successfully DH'd puts them in deep wound. Messing up before would get you absolutely nothing.

  • @Grandpa_Crack_Pipe said:

    All they need to do is prevent you from interacting with pallets or windows for 2 seconds and it'll be golden.

    And if nothing else, at least getting successfully DH'd puts them in deep wound. Messing up before would get you absolutely nothing.

    Hey at least they would be stuck in the animation and unable to do anything, the 150% speed boost still sounds so overpowered because you can just run away in a straight line. You won't even need to vault pallets or anything if you can just Sprint Burst BT.

  • don't see how pop is unnecessary, gens are being increased to 90 seconds as well as losing 2.5% on the gen per kick.

  • @Sheridan_LT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024799#Comment_3024799

    Hey at least they would be stuck in the animation and unable to do anything, the 150% speed boost still sounds so overpowered because you can just run away in a straight line. You won't even need to vault pallets or anything if you can just Sprint Burst BT.

    It all depends on how the DH interaction actually plays out. If you have to finish the animation before you can do anything, its going to be a whole lot better, since now you can't just DH to make a window or pallet vault. A pallet drop might still be iffy, though.

  • @ermsy said:

    don't see how pop is unnecessary, gens are being increased to 90 seconds as well as losing 2.5% on the gen per kick.

    You can make it 15% or less but somehow they made it to regress 20% of CURRENT charge, which is extreme nerf.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024815#Comment_3024815

    You can make it 15% or less but somehow they made it to regress 20% of CURRENT charge, which is extreme nerf.

    is it though? if a gen has barely no progression then its not worth kicking anyway, if its 80% or more done then you get 20% of that plus the extra 2.5% which is probably just barely less than its original 25%

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024827#Comment_3024827

    is it though? if a gen has barely no progression then its not worth kicking anyway, if its 80% or more done then you get 20% of that plus the extra 2.5% which is probably just barely less than its original 25%

    if it's 50% it will be 12.5% kick, which is only half of original and even much less in actual seconds.

    I won't consider 25% or 50% progression "barely"

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024809#Comment_3024809

    It all depends on how the DH interaction actually plays out. If you have to finish the animation before you can do anything, its going to be a whole lot better, since now you can't just DH to make a window or pallet vault. A pallet drop might still be iffy, though.

    Should disable a pallet drop if they're making it a full second now and you have collision. Could also be used in some really disgusting, dirty sandbagging and bodyblocking strats. Honestly the for distance part of Dead Hard isn't nearly as bad as the idea that now Sandbagging will be even more encouraged.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024831#Comment_3024831

    if it's 50% it will be 12.5% kick, which is only half of original and even much less in actual seconds.

    I won't consider 25% or 50% progression "barely"

    if we say for example a gen is 80% done and you kick it with pop.

    right now it will take off 20s

    new patch it will take off 16.65s

  • Dh will probably be a lot healthier then before. There is a animation so it'a highly unlikely you can do anything during it.

    So if the killer didn't swing when you activated it you're probably going down.

    Even at pallets there is a short time between throwing the pallet and getting the stun so after a bit you'll get muscle memory to hit them between the dead hard and the stun.

    I'm a big fan of the change. Dead hard will still be strong but the unfair aspect will be gone.

    If it will work as i think it will ofcourse

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024835#Comment_3024835

    if we say for example a gen is 80% done and you kick it with pop.

    right now it will take off 20s

    new patch it will take off 16.65s

    If you cherry pick 80%, of course, and which is already much weaker.

    And it only gets weaker and weaker the less it has.

  • you're not actually complaining about 1 second endurance ๐Ÿ˜‚

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024874#Comment_3024874

    If you cherry pick 80%, of course, and which is already much weaker.

    And it only gets weaker and weaker the less it has.

    yes but the the less the gen has, the less you'll need it in the first place.

    and it combos well with mercilless storm or tinkerer so you may be more likely to pop gens at high percentage.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024945#Comment_3024945

    yes but the the less the gen has, the less you'll need it in the first place.

    and it combos well with mercilless storm or tinkerer so you may be more likely to pop gens at high percentage.

    The amount you need doesn't change no matter how progressed a generator is, due to the fact survivors can work on as many generators as they want and their progression speed is always same.

  • @foodie said:

    you're not actually complaining about 1 second endurance ๐Ÿ˜‚

    No yeah I think I am complaining about the 150% speed boost you get with your free health state.

  • @foodie said:

    you're not actually complaining about 1 second endurance ๐Ÿ˜‚

    Fr. Like really? They got rid of DH for distance and they still complain.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024950#Comment_3024950

    Fr. Like really? They got rid of DH for distance and they still complain.

    What, you think you can't make distance within 1 seconds of free move? what kind of game are you playing?

  • its difficult to judge new dh until we see it in action. if you can proc dh and jump through a window or pallet, it could be a problem but thats just speculation at this point.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024981#Comment_3024981

    What, you think you can't make distance within 1 seconds of free move? what kind of game are you playing?

    You don't move unless you take the hit. A hit that you have to time for your perk to work. DH will take some actual skill now. When it works It'll be the definition of they out played you.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024981#Comment_3024981

    What, you think you can't make distance within 1 seconds of free move? what kind of game are you playing?

    Well considering it can't activate during deep wounds if you're getting tunneled off the hook, you more than likely won't even get to use DH and it's only a 1 sec wait out now, but let's say someone gets unhooked and the killer hits them , they have BT but he continues the chase, DH isn't gonna do anything for you at that point, when you need it the most you won't be able to use it and not only that but the distance aspect is gone and that's what made the perk good now its going back to the days where people are gonna cry theyre always on the ground when trying to use it, anyone who thinks dead hard got a buff needs a iq test

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024982#Comment_3024982

    You don't move unless you take the hit. A hit that you have to time for your perk to work. DH will take some actual skill now. When it works It'll be the definition of they out played you.

    Oh yeah time a FULL SECOND of Endurance yeah alright, that's gonna be some really tough easy to miss timing.

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024982#Comment_3024982

    You don't move unless you take the hit. A hit that you have to time for your perk to work. DH will take some actual skill now. When it works It'll be the definition of they out played you.

    Hm, where did they state you can't move during DH? if that's true it'll be interesting perk.

    @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024982#Comment_3024982

    Well considering it can't activate during deep wounds if you're getting tunneled off the hook, you more than likely won't even get to use DH and it's only a 1 sec wait out now, but let's say someone gets unhooked and the killer hits them , they have BT but he continues the chase, DH isn't gonna do anything for you at that point, when you need it the most you won't be able to use it and not only that but the distance aspect is gone and that's what made the perk good now its going back to the days where people are gonna cry theyre always on the ground when trying to use it, anyone who thinks dead hard got a buff needs a iq test

    so wait out till pallet which otherwise unreachable? hm?

  • The increase from 80s to 90s is a 12.5% nerf to gen speeds. This has a compound effect, because this also serves as a 12.5% relative buff to all gen regression. (and an 11% nerf to toolboxes)

    Without touching Pop at all, this would make it equivalent to 28% up from 25%. 12.5% more effective.

    The 20% maximum value for the new Pop, accounting for the 12.5% effective buff from the gen speed nerf, equates to 22.5% under the old system. Plus the 2.5% base kick regression = 25%.

    So using Pop on the gen at 99%, is exact the same as it used to be.


    The nerf is only due to the scaling effect.

    Considering that their secondary goal was to shake up the meta and improve perk variety, making Pop and Ruin used less often. This is entirely fair.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024993#Comment_3024993

    Hm, where did they state you can't move during DH? if that's true it'll be interesting perk.

    https://forum.deadbydaylight.com/en/discussion/comment/3025024#Comment_3025024

    so wait out till pallet which otherwise unreachable? hm?

    You don't get the dash is what I meant.