Pop needs toning down

I am sorry but your last buff to Pop was a big mistake. I am getting fed up with high tier killers (Nurse, Blight, Spirit, Wesker) running Pain Res AND Pop. It’s too much.

Oh, and to add. Why is DMS/Pain Res still a thing?

Comments

  • Can't pop a regressing gen, so it doesn't combo with PR unless you tapped it for the killer.

    Also, pop got a significant nerf, not a buff.

    Also also, PR is very manageable. Only works 4 times in a match, does damage between 1-25% depending on how much progression the most progressed gen has, AND you're supposed to get a gen that's safe from killer patrol (ie far away from 3 gen area) to 99% to eat all of the tokens. You can completely nullify PR's effect by juicing a decoy generator. PR is all about countering it properly. Be lazy or make the mistake of completing what would be a perfect decoy gen is a fault of the survivors, not of a busted perk. You have to manage certain perms just like killers do.

  • @RpTheHotrod said:

    Can't pop a regressing gen, so it doesn't combo with PR unless you tapped it for the killer.

    Also, pop got a significant nerf, not a buff.

    Also also, PR is very manageable. Only works 4 times in a match, does damage between 1-25% depending on how much progression the most progressed gen has, AND you're supposed to get a gen that's safe from killer patrol (ie far away from 3 gen area) to 99% to eat all of the tokens. You can completely nullify PR's effect by juicing a decoy generator. PR is all about countering it properly. Be lazy or make the mistake of completing what would be a perfect decoy gen is a fault of the survivors, not of a busted perk. You have to manage certain perms just like killers do.

    I don’t know what you are on about.

    • 4x 25% regression is huge
    • 30% of a generator’s progress is a lot, up from 20% since the last buff
    • Pair this with the strongest killers and not a generator gets done for minutes

    Prior 6.1 survivors had a lot more means to stay longer in chase without going down and the gen time was shorter.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580566#Comment_3580566

    I don’t know what you are on about.

    • 4x 25% regression is huge
    • 30% of a generator’s progress is a lot, up from 20% since the last buff
    • Pair this with the strongest killers and not a generator gets done for minutes

    It's not guaranteed x4 25%, it's a range of 1-25% each token.

    30% of current progress could mean it would shave off 1 second. It's current progress. It also means even at full use of 30% time-wise, it's not much stronger than it's original form, but the majority of the time, pop isn't going to get full value. If the killer is consistently getting full value 30% seconds-wise, he's getting his ass kicked on gen progress, as that means all generators hes coming across are essentially 99'd. This means in almost every situation, it's weaker than it's original form, and if it's stronger than original pop, survivors are killing it in gen progression.

    Pairing anything with strong killers isn't an issue. That's an issue of strong killers needing to be looked at balance-wise. Nerfing perks just because it's good on blight could mean destroying weak killers who need those perks to stay viable.

  • DMS/Pain Res is still a thing because it only happens four times, and because DMS isn't actually that good. It's fine, it's a decent enough combo, but it's not overtuned.

    As for Pain Res and Pop, I have to say I disagree. Both perks have pretty significant RNG elements to how good they are (a token of Pain Res can be completely wasted if it's used at the wrong time, and Pop is even more heavily dependant on the progression of the generator it's applied to), and both perks are of a healthy design. Even combined, those two elements aren't changed in any meaningful way.

    It sounds more like the issue is particularly strong killers that can generate their uses of those perks very quickly, but ask yourself, if they weren't using those two perks but still got hooks that quickly... wouldn't you be losing anyway?

  • Pain Res pop combo is indeed too strong on high tier killers. I think as we balance the maps, buff killers, nerf survivor perks, etc it might be time to talk about stacking four gen perks being a bit much in the average match. Having some sort of hard limit on how many regression/slowdown perks someone can bring might be a good idea. There's no good reason a Nurse should be able to bring four slowdown perks. How are you even supposed to win against this if the killer is remotely competent? I think the right solution would just be to nerf Nurse and Blight but Behavior seems opposed to this at the present time for whatever reason. I do expect it will happen eventually but who knows how long that will be.

  • @I_CAME said:

    Pain Res pop combo is indeed too strong on high tier killers. I think as we balance the maps, buff killers, nerf survivor perks, etc it might be time to talk about stacking four gen perks being a bit much in the average match. Having some sort of hard limit on how many regression/slowdown perks someone can bring might be a good idea. There's no good reason a Nurse should be able to bring four slowdown perks. How are you even supposed to win against this if the killer is remotely competent? I think the right solution would just be to nerf Nurse and Blight but Behavior seems opposed to this at the present time for whatever reason. I do expect it will happen eventually but who knows how long that will be.

    Combine this with…suboptimal (ahum) matchmaking and even non high tier killers will win matches. Example: I played a match against a Huntress who sent themselves to Midwich. My fellow players kept going down. After my 2 gens got obliterated by Pain Res, she came out with Pop. Fun, a match dragging on forever and ended by bad matchmaking.

  • An what are all the other killers suppose to do?

  • It can't be inevitable that all generators will get completed, that's a proverbial cakewalk.

    Both concepts of 'survivors powering the gates' as well as 'killers stopping gates from being powered' need to be well within the scope of reason, otherwise we wouldn't be playing a game.

    Pop Goes the Weasel was previously over-nerfed with the near negligible '20% of current progress,' but is presently fine with the '30% of current progress' alteration opposed to the original 25% of the entire progress bar with each use.

  • @Anti051 said:

    It can't be inevitable that all generators will get completed, that's a proverbial cakewalk.

    Both concepts of 'survivors powering the gates' as well as 'killers stopping gates from being powered' need to be well within the scope of reason, otherwise we wouldn't be playing a game.

    Pop Goes the Weasel was previously over-nerfed with the near negligible '20% of current progress,' but is presently fine with the '30% of current progress' alteration opposed to the original 25% of the entire progress bar with each use.

    Survivors had a lot more resources pre 6.1 and were in a much better spot.