Pop Goes The Weasel's timer replaced with tokens.

Hello Devs,

If you take the time to read this, you have my utmost gratitude for perusing.

Survivors have gotten a lot of improvements over the past months with better tool boxes and more focused perks. This gives them better mobility in getting generators done and without too much loss of progression from the killer should they bar access to a certain generator on the map, isn't that so?

Pop Goes The Weasel is good on high mobility killers like Nurse and Billy, however, anyone else that has to foot it to patrol cannot really take advantage of this perks ability to damage generators after a successful hook. I will explain with facts further below.

It is for the Devs to consider that by removing the timer and giving us tokens, we can then better judge when we want to use this perk to regress a generator. A cap on how many tokens can be stored similar to Play with Your Food would be a good choice to balance it out without it getting too out of control but still being usable in a match.

Here are some facts that I trust the devs will not lose sight of:

  1. Going across the map to get a generator that is progressed very far along with only 30 seconds is simply not possible. The time it takes to travel plus the action of kicking the generator consumes up more than 30 seconds and results in this perk never getting a chance to be used.
  2. When the generators get completed, this perk becomes irrelevant and also only gets activated from hooks but lasts 30 seconds, therefore, it is effectively turned off for the majority of the match while we rest on the three other perks we decided were best to bring into the match.
  3. Generators are being fixed far faster now than before in previous versions of the game resulting in shorter games and helping survivors, however, it is also narrowing killer's options to regress generators that were fixed rapidly by a group of survivors with just totems and perks like overcharge which survivors can counter effectively given enough time and experience.
  4. The killer can only fend off one survivor at a time. If there are 3 survivors on a generator and you scare one off, the other two, possibly with tool boxes, can still finish the generator fairly quickly. The timer of a hooked survivor gives them enough time also to ignore the hooked player and finish the generator instead.
  5. Pop Goes The Weasel does get rendered null and void if generators are spaced out by the survivors methods of successfully completing generators.

DBD Devs, with your collective knowledge of the game and human nature, will easily see the significance of these facts. I hope, if possible a dialogue could be done to improve this perk and give us more options when playing as killer.

Good day.

Comments

  • mooseKing
    mooseKing Member Posts: 14

    I think the perk was intended for lucky or skilled killers. If you run a survivor near a gen that is being worked on, then you can hook them right beside gen then kick it. Don't think it was meant to be a bonus for hooking a survivor.

  • wisdom
    wisdom Member Posts: 216

    ^^^


    thus. Plus it is on theme for the perk to have a timer. The perk is literally called “pop goes the weezle”

  • Karl_Childers
    Karl_Childers Member Posts: 669

    Right, and it also is intended to get the killer to immediately leave the hook if there isn’t a gen right there (anti camp incentive)

  • NeonAlien
    NeonAlien Member Posts: 328

    The timer is there for a reason. You're not supposed to collect tokens, it's a powerful effect you shouldn't get to use whenever you feel like it.

    I once posted the idea that, instead of the often requested tokens, the timer stays. But if you get into a chase, the timer goes in hold as long as the chase lasts. Therefore, you wouldn't have to let the surv go because you want to weasel a gen, but you don't get the comfort of using the perk whenever, without any restrictions.