Reworking POP and Pain Res
So, i had an idea to buff back POP and thought it was cool, i want to know what people think and if you think it's good or bad.
POP: After hooking a survivor POP activates for 35/40/45 seconds, the next generator you kick will an additional progress of 30/15/5% depending how many hook stages that survivor has.
Pain Res: After hooking a survivor, the generator with the most progress will loose 21/23/25% of it's progress, for each hook stage the survivor had before being hooked, Pain Res regression is reduced by 10%
Basically altering the values to reward more unique hooks and spreading the pressure, but less rewards if you want to tunnel a survivor or just as the match goes on. In the end POP gets 50% for a full survivor, while Pain Res keeps the 45% it has right now on live.
What do you think? Do you like it? All this values are full regression, not any of the current progress BS
Comments
now your thinking about anti-tunnel perks. one issue. Eruption was 40 second delay and that was complained as being too strong. Pop+Pain res is 55% regression. that is 49.5 seconds of game delay. 52 seconds if we count base 2.5 regression on kicking a gen.
What do you think reception is going to be surrounding these two perks? here's a hint. its going to be complained about and pick-rate of these perks might as well be +75%. They might as well put DS+DH base-kit at that point for survivor.
I think OTR needs looked into and would rather they change pop to 15% total(roughly 16 seconds of damage compared to old 20).
Thing with pop is you usually want to pair it with a info perk. The problems that pop had was with the perk synergy. Tinkerer with old pop was 60 seconds and players would sit on it until their tinkerer would proc and then use it to not only be told where to go but reset the tinkerer. PR had the issue where you were told where to go and the perk also did damage to buy you time to get there. With those perks no longer being an issue I think pop being changed would encourage players to go for more chases. Much rather a perk like pop than call of brine being the top tier perk.
COB is the opposite of pop. Instead of being encouraged to leave the area, kick and gen, and get into your next chase you are instead encouraged to camp. If you hook a player near a high gen then pop can be just kick the gen and find a new player to get another pop. With Cob you are encourage to actually afk at hook since you are doing a massive amount of damage to the gen. Also CoB has an issue with 3 gens unlike pop.
I mean, i am also ok with just putting POP at 15%. It was more of a thought experiment, to see if people liked the idea of killer perks being more rewarding for spreading pressure but diminishing return if you want to turbo tunnel someone.
Again, if bhvr and people prefer the easy solution of 15% total for POP, i am all for it. Thumbs up for me, bring back consistency for POP pls
The issue I would see with changing those perks like that would be the variance. Since you are doing massive damage to a gen it would swing the game largely in either direction on whether the killer was able to apply the regression to a gen or not. If you get a fresh down but then the survivors were able to get their high gens done then it basically did nothing.
I mean, i just said numbers i thought were ok. I have no idea to know. I just wanted to know, since people want more reward for spreading pressure and less reward for tunneling if the concept for this perks would be something to consider or not
Think of fixing problems in a game as fixing a road. There are going to be potholes that you should be looking to fix. You want to do simple things like filling the potholes in and not tear the entire part of the road up and redo it. I see where you are coming from but you are looking to tear the road up instead of just filling the potholes in. Like think of a scenario where the killer is camping a player with PR. If I'm a fresh hook I should trade before that player gets to the next stage, but if that is a scourge hook then the killer just got massive value of that change.
CoB causes potholes by heavily rewarding camping hooks near gens that have progress. Going in a filling these holes are not only simple solutions but effective at making the game overall healthier. Same goes for pop or otr and even things like reassurance. These things promote healthy play so how to we make them more appealing for players to use in their builds.