http://dbd.game/killswitch
Nerfing Pop and Scourge hooks
Comments
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Let's just ignore the cooldown, the basic attack requirement, the 32m range. Why am I even bothering with you people?
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Scourge Hook: Floods Of Rage
You have to chase someone, down them, carry them to a Scourge Hook, and then wait for the unhook for the Perk to activate, at which point you would've already been in a chase so the info would've been pretty useless
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Except that unlike boons and hexes, the hooks are there from the beginning of the match and have no requirements. They cannot be removed from the game unless by sacrificing someone on them (which already outs the killer in a situation of pure advantage, so the tradeoff is good anyway). The rng of their spawns is not an excuse for making too strong. And in fact, they're not, they're all ok in their own way but nowhere op or strong.
Also, boons are so supposed to be strong that the only good one was circle of healing, and it's now nerfed going to be nerfed to an "is it still viable?" state. Same for hexes, there are some good ones, but don't pretend like they're all strong. Lullaby? TotH? Retribution? They have their niche uses but that's it. And that's because none of these perks are SUPPOSED to be strong.
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Do you know how fast gens go? It's kinda obvious you're a survivor main. Killers need a good gen defense and those two perk confined rewards the killer for doing their job plus if the killer is using call of brane for the extra regression speed.
Besides it's a 4 v 1 I think you'll be able to get gens done
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Scourge hooks nerf themselves by spawning in the corners of the map or all being on one side.
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A 5 years old child can do those difficult tasks
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Same goes for cleansing 5 Totems
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I will say it again:
The only way Pain Reso & Pop work together is if Survivors tap the gen & run away.
- If they stay on the gen: They start repairing it, and you're losing out on the 15% explosion you got.
- If they leave right away so you get the full 15%: The gen is regressing. You can't kick it with Pop.
So to get that mythical 40%, Survivors would have to misplay very hard and basically hand it to Killers. So, again I ask: Why should we nerf 2 perks that do not even work together unless Survivors make a mistake?
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thing is with boom ones they snuffed can be re lit but hex can't be re lit ones they are cleansed they a BIG different there.
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Cooldown - not an activation condition.
Range - also not an activation condition, literally just how large the effect is.
Basic attack - hey, that one is an activation requirement (as it is something you have to DO to Activate the perk). Probably one of the easiest, unless you're playing blight or huntress, in which case don't use the perk.
Now effect.
Hits all gens in a 32m radius, causing multiple to regress. That seems like a fairly powerful effect to me.
So again, what point were you hoping to prove with jolt as your example?
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Depends on the timing, which is different for each hook, much less each game, but yeah, it could really stand to have the effect lengthened or something to make it more generally useful, especially since as a perk that activates on unhook rather than hook, it's a perk that, were it powerful enough to be useful, would discourage camping in those who bring it.
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you’re joking...
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8 upvotes is actually kinda pathetic, the worse and scarier part is you getting them
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I'm almost inclined to agree with them but not for the same reasons they have , with the DMS scourge meta the devs will never be able to properly nerf the gen speeds because these perks exist, you're going to see more and more gen rushing because of this, but I do believe if they ever get nerfed, gens should be nerfed right along side of them so it balances out
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Don't worry they were never going to nerf gen speeds in the first place, especially when they can keep selling regression perks.
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Its a shame because gen speeds are the main issue
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Hahahaha 🤣 imagine the devs nerfing something alongside a (killer) nerf. Especially gens speeds.
Sorry but before that really happens hell might freeze over.
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