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Pop is really strong

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Comments

  • vampire_toothy
    vampire_toothy Member Posts: 381

    I wouldn't exactly blame poor habits on a perk, infact I don't really think the fact that the perk has a longer duration is really making people make a bad play as they're likely going to make mistakes without the perks anyways. Being fine with a nerf to a perk because someone who happened to have the perk played poorly with it and lost as a result of doing so doesn't really seem very logical in my eyes, unlike wanting to nerf a perk that causes a fundamental issue with the flow of the game instead (which pop doesn't do).

    Lastly it isn't exactly a good sign if people should have to expect that they will lose 1-2 gens without being able to do anything about it as that's 20-40% of your objective gone without competition or any form of interaction regardless of your skill. That would be like telling a survivor that they should be fine with losing 2-5 hookstates at the start of the match within a minute of the game without being able to do anything about it no matter how good they are.

    I should also bring up that certain makes make it straight up impossible to defend generators if the survivors are somewhat competent such as on Ormond (due to no deadzones) or Mother's Dwelling because the gens are way too spread apart usually and this is where the higher duration on pop actually ends up being a fine change as no matter what, pop is still going to remove the same 20 seconds off of a gen anyways but only if you earned it.