Pop Goes The Weasel buff
Pop Goes The Weasel is a perk too weak: the gen regression cannot be used, if the killer is in a chase or the gens with a good progression are far from the hook, and 30 seconds are not enough to look for a gen worthy of that perk. Moreover, you cannot damage gens without using PGTW, if it's on. Until we'll have a better totem placement, that means a Ruin able to stand more than 30-60 seconds, Pop Goes The Weasel is one of the perks the killer can use to slow down gen rushes of well organized teams. It should be buffed and could become a good alternative to more "toxic" killer perks.
POP GOES THE WEASEL (first version)
A deep bond with The Entity unlocks great strength.
After hooking a Survivor, you gain a Token, up to a maximum of 1/2/3. When you break a Generator, a Token is consumed and it's instantly regressed by 15/20/25% of its total progression. Normal Generator regression applies after the damage is done.
After hooking a Survivor, you gain a Token, up to a maximum of 1/2/3. When you break a Generator, a Token is consumed and it's instantly regressed by 15/20/25% of its total progression. Normal Generator regression applies after the damage is done.
POP GOES THE WEASEL (second version)
A deep bond with The Entity unlocks great strength.
After hooking a Survivor, the next Generator you break is instantly regressed by 15/20/25% of its total progression. Normal Generator regression applies after the damage is done.
After hooking a Survivor, the next Generator you break is instantly regressed by 15/20/25% of its total progression. Normal Generator regression applies after the damage is done.
Comments
This is exactly what the perk needs to be more viable. Just make it a token system like you mentioned. +1
This would remove the stupid timer.
+1
Or... just increase the timer to 60. That works too
yeah, just increase the timer, instead of tokens, since that would be op on any mobile killer.
As the others said, just increase the timer.
Tokens would make this perk op. You could decrease one single generator by 75% in a short amount of time.
I did not say "the killer kicks a damaged gen". Guys, it's not that hard:
1st kick: minus 25%
survivor taps the gen to stop the regress -> killer comes back
2nd kick: another minus 25%
survivor taps the gen to stop the regress -> killer comes back
3rd kick: another minus 25%
The alternative would be for the survivor to not touch the gen. But hey, that isn't an alternative because the gen would continue to regress.
I don't like the multiple token part, but I would be in favour of the timer being doubled or being removed, effectively storing 1 token until you regress a generator. I would also not rule out the need to lower the % regressed if it ends up applying too much pressure.
There's a significant amount of time you could gain from this perk, you seem to take that part very lightly, because you want a band-aid against organised teams, the ones who aren't well organised are not going to have a good time if you make a perk that by your suggestion extends the game by 1-2 generators worth of time.
It's also a bit weird that you refer to saying that your idea is good because then other "toxic" perks won't be used, especially considering your idea of balance is really backwards when you want to buff it to a stronger version of Ruin that will only work by hooking a lot of survivors, meaning you are likely doing well in the first place.
From my point of view this will simply make solo playing a lot harder, with some potentially obnoxious strategies, where you tunnel hard to get stacks, then you use those stacks and continue tunnelling, saving you a fair amount of time to just face camp and get away with 3 kills.
I can't follow how you are thinking with this helping against genrushing, the time gained would likely be quite small if they are genrushing, and very big if they aren't, proportionally it makes no sense.
This sounds pretty good. It would get rid of the stupid 30 second timer and make the perk work on non-high mobility Killers.
Not with a 3- or 4-gen-strategy.
What's the difference to the actual current version of PGTW?
I'd honestly stick with how it is now, but add a passive increase to how much a gen is regressed with each kick by like 5%. This way it always has use, and you get the additional regression after hooking. (if you make it to a gen)
Make it so every affected generator explodes killing every survivor within a 300 kilometer radius instantly across hundreds of matches that'd be balanced.
I actually really like this.