http://dbd.game/killswitch
Quick Question About 2 Perks...
If i pick up a Dying Survivor, triggering Thrilling Tremors, then drop them again immediately, can i kick blocked Generators?
I was wondering if Pop Goes The Weasel synergises in that way with TT or not.
Best Answer
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You cannot kick a blocked generator. You could pick that guy up, hook them, and the go to the generator you want to kick and wait for the blocker to go away, but you cannot kick it while the blocker is active.
If you theoretically could kick it, you'd still get the PGTW effect of knocking 25% off the generator, it just would not continue to regress while the generator is blocked.
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Answers
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If i remember correctly gens dont regress when there blocked even if you have ruin
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So even if you could kick it, it'd be useless since they're stopped?
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@Peanits I actually have a question regarding blocked generators I was hoping if you had the time you would mind answering it for me.
How comes blocked generator's no longer regress? This has bad synergy with a few perks in the game so i was generally confused by this design mechanic.
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I know they never have I was just wondering why? The slowdown perks stacking AKA Forever Freddy prenerf was overbearing and allowed inexperienced killers to jumps in ranks solely based on the time it took. Not only that, but the overall feel of the match was just boring and many people would rather suicide or DC.
I'm curious why thinks like Thrilling Tremors or Dead Man's Switch cuts off Regression if you have perks like Ruin or Surge. As neither of these can he considered a slowdown perk more a delay tactic as if the gens 99% than after that it remains 99%.
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Forever Freddy is indeed an easy way to rank up, but so is being halfway decent as Legion. I've double-pipped as Legion with only one kill, but yeah, every other survivor was dead on their next hook too, so you know. Close enough.
Forever Freddy is also extremely add-on dependant, and required devotion into his bloodwebs specifically to maintain the use of all those add-ons. Perks are a bit more of a permanent thing, as once you have them on a character, they stay there. Unless you Prestige.
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The difference is while Legion requires some level of skill and minimal mistakes. Pre-Nerf Forever Freddy was just overbearing enough that they could make massive mistakes over and over and still come out on top.
Anyone's investing into it or not was not the point of it. I was just mentioning that was not what I was talking about. I wanted to know why 2 perks that block gens quite literally block regression even with perks that start regression.
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The add-on investment is kinda the point though. They randomly appear, and to get the necessary add-ons is a purple and green, which is a minimum of 11,000 BP on top of what you have to spend to get to those add-ons.
And don't get me wrong, Forever Freddy was super overbearing and needed deleting, but to get Thanataphobia/Dying Light/Swinging Chains/Jump Rope into the one game is a very big investment compared to something like Ruin/Thrilling Tremors.
It'd be nice if they did work together though. But I also found the reworked Hex: Ruin to still be effective if you knew what to do, rather than complaining about losing a crutch like half the killer community.
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What I dont understand is how your completely twisting a entire post about this. I mentiond him because of the fact Forever Freddy was more or less the straw that broke the camel's back when it came to slowdown perks when Peanits mentioned they wanted to prevent stacking of slowdown perks. Your getting upset over the fact I mentiond him.
All i was saying was the gen blocking of 2 perks paired with either Ruin or surge and not having regression seemed weird and was wondering why.
Also for almost a year before Ruin was reworked i told people they should stop using it on this forum go find some old Ruin post. So ya stop twisting comments man to make your arguement feel better.
I will say this though about forever Freddy. If you invested the time to make that build and get those addons. I highly doubt i would care to whatever you say. The only reason anyone won with that build was survivors got frustrated enough to give up since it was a waste of time.
Either way I'm done I prefer not to go around in circles.
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I said "IT WOULD BE NICE IF THEY DID WORK TOGETHER" in my final line. I do not twist posts. And I did not get worked up over anything. If anything you're the one who's getting worked up here.
All I did was explain how the constant investment in something like the add-ons for Forever Freddy is a different story to gathering two perks. I also tried to clarify what I said when you replied initially and seemingly dismiss my point as to how they were different cases that don't really deserve comparison.
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Oh ok guess I must of misread part sorry about that.
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you gotta wait until the perk is deactivates if gen is blocked
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