Pop goes the weasel and DS
Why did it take until a simple number buff for it to quickly become one of the best, if not the best, killer perks in dead by daylight? Was that extra time really all that needed to be changed for it to be viable. Looking at how a simple timer buff on pop made it so good, i think a decent nerf to ds is just nerfing its own timer. Maybe even a small change like 10 seconds less will help it not be anywhere as oppressive as it currently is
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DS in its current state is fine.
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This is how buffs and nerfs work. Incremental numbers and percentages can change the state of something dramatically. Not everything needs a full redesign.
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The extra time did make a big difference. Pop is an example of well designed perk because it rewards you for playing well but does nothing if you play badly.
DS just needs to deactivate if the survivor does anything towards the objective, such as gens, totems, hook rescue etc. If they are doing those things then they either aren't being tunneled or they're trying to abuse the 60 second immunity.
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@Blueberry Except that changed to DS would change the ACTUAL intent of the perk, which is for survivors to make more bold play choices than typical. So no, that's not how it should work at all. Also, it's not 60 seconds of immunity. It's a 5 second stun. Nothing about using DS is abuse. It works exactly as it was intended.
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I don't think it's healthy for players to only use 10% of the game's content and actively ignore the rest. Pop, DS, and other staple perks NEED to be changed or other sub-par perks need MASSIVE buffs. Like huge ones.
Small game? Cleanse totems twice as quickly.
No Mither? ZERO grunts of pain as well as ZERO blood spilling
Saboteur? The first sabo you do each game eliminates that hook PERMENANTLY
This is not happening? Great skills checks reward TRIPLE repair/healing progression
Premonition? Shows you the aura of the killer for 5 seconds
Deja Vu? ALWAYS ACTIVE
I could go on. Haha
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No perk should remove the opponents objective progress for simply doing your own objective. A good killer will always and I mean always down survivors quickly.
PGTW needs to be redesigned into something like overcharge, if you miss a very difficult skillcheck then the progress is removed. I don't like the perk at all, I feel like it carries killers that are high mobility and that means it was not well thought out.
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@Real_Cheesus This is not how balance in games works.
There are currently 146 perks in the game; of those, about 23 (roughly 16%) are "meta," going by Dennis Reep's tier list (which is obviously debatable but also a convenient shorthand for this discussion). This is a pretty normal ratio of awesome-to-awful, and it breaks down like this in any game with an abundance of options. Look at any fighting game, or League of Legends, or any other competitive game with an enormity of character options, and you will find that a small number of those options always rise to the top.
Balancing is hard, because changes have ripple effects, and those lead to unforeseeable consequences and shifts in the game's meta. That's why things get buffed, and nerfed, and re-buffed, and re-nerfed, and tweaked to eternity. There is no "perfect" balance point that doesn't just boil down to Ryu vs. Ken, it's an ever-evolving thing. It's just what is.
If Behaviour nerfed a bunch of the top-performing perks, it would just result in some other perks being considered the top, and then a bunch of other stuff would get buffed down the road, and we would be in the same boat with roughly the same ratio, and all that would have happened is a deck chair rearrangement.
(I posted this in a thread a few days ago, but it is relevant here, too.)
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@Sluzzy (it won't let me qoute you)
I agree.
Gens need to be redesigned so they don't soley determine when the match ends. Then pop and other perks need to be looked at. Survivor shouldn't be in control of when a match ends no matter how good they are. They control when the gens are done, when the gates open and when EGC happens which is absurd amount of power for the prey role. Especially the EGC.
It's disheartening and devalues your time to be punished for doing your job-one of the reason people hated old DS since it was a screw you for picking someone up basically- the fact killers have to rely utterly on perks to gain back any control of how quickly the match ends is silly although before we see changes like that we'd need to see more updates for survivors in terms of items, interactables and hiding spots otherwise survivors will die by attrition without control of time.
A lot of these gens perks are band aids for survivors dictating when the match ends. Which they should just fix with a massive update. But I guess we won't see anything like that being worked on until this big graphics update is released.
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@LALYTHIA yeah that "5 second stun" can completely change the time of a chase. It's not just a 5 second stun. Within those 5 seconds a survivor could get to a pallet or be body blocked and change the chase completely. Have you never fought a survivor with ds cause it seems like your just talking out your ass.
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Don’t really think any perks need nerfs atm. I can think of a couple dozen that could use buffs though.
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LALYTHIA is a survivor main who activly hates killers and goes out of her way to be negative to the killer player base...
Two weeks ago she only had 100 something post count so...
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You are right about that, POP is exactly like old DS. If DS was redesigned on that principle, it is fair POP be looked into as well.
I think when you say "dictate" you mean SWF. Remember the solos are playing too, they are definitely not dictating anything. They are trying to do a singular gen and the progress keeps vanishing because of a perk.
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DS rewards bad playing.
It should stop the moment another survivor is hooked
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@Real_Cheesus Not every perk needs to be meta. But I do agree that the majority of the perks need reworked.
@Rydog You as I said above, not every perk needs to be meta. But every perk should feel useful. As it stands the majority of perks don't.
@Sluzzy Pop works perfectly. It's arguably one of the best designed perks in the game. You're right high mobility killers benefit from it more. But that's true with most perks. Unfortunately high mobility usually means viability in a game where time is so important.
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Yeah I can tell. Judging from her opinions shes obviously played one killer match but acts as if shes otz and knows everything. I remember her saying "ghostface has an overpowered insta down basekit"
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I mean pop isn't that strong... if you down someone and hook them in the right spot you can kill 15 seconds of gen i guess...
But It doesn't have any synergize, it won't work with ruin or surge or tremors and you need to spend time going after a gen while other survivors are doing progress anyway and getting the save
And if you hook someone else too quickly it won't work with the long cooldown and if your stuck in a chase you won't get to use it anyway..
Its only good because most killer perks are utter garbage
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Pop was always good for like Nurse and Billy but not for other killers because it takes so long to cross the map and use it. You basically had to rush to the gen and use it right away to get value. Now you have a lot of time to use it, you can chase survivors a bit and still get to use it.
Also it was overshadowed by Ruin until Ruin got changed. There was almost no point to run Pop even with the extended timer. Now it's just replaced Ruin as the most viable gen slowing perk.
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One of the main reasons I'm never moved by these discussions about DS is that there are always from the perspective of the killer. What about the Survivor? What about the times when you get unhooked and the killer tunnels you? And the tunneling goes beyond 60 Seconds? What if you get slugged and no one comes to help you? Or the other person is also on a hook? What about when you get tunneled off the hook the second time around? I always hear crying and whining from killers but none of the discussion takes into account the problems that survivors face. I know from experience when there is no Obsession in a match, the killer has the freedom and discretion to tunnel and instantly rehook people without hesitation. I can't speak for others but I hate running DS, and Unbreakable. At least on red ranked PS4, all you do is run into 100% tunneling and 75% Sluggers. So any balanced conditions and deactivation suggestions should also consider a lot of other issues from the Survivor perspective.
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DS is fine. It’s not overpowered. It legit just gives a survivor a chance to get away from hook
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I think the timer should be shortened a lot, but it pauses during a chase. However, they would need to make the chase mechanics less janky.
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The Pug is meant to be anti tunnel it has always been established even by the developers as being an anti tunnel perk it is not freedom for you to do whatever stupid move want for a 60 seconds because you know you're not going to be punished.
I think the idea is a great change it still works as an anti tunnel perk but if you make any attempt towards objectives you could get screwed over however it also allows for clutch endgame decisive plays for example someone with decisive using borrowed time to save someone has been camped and using the decisive to escape themselves.
However if you have decisive strike up and you start working on totems or a generator you are not being tunnelled if you feel safe enough to do so so the perk should deactivate.
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In a thread not too long ago, the developers confirmed it isn't an anti-tunnel perk. The community labelled it as such, but that wasn't the original design premise of it.
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@Doddle28 the devs have said, in regards to DS "..use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed".
Source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest
Also recently they said "The idea of it being purely to stop tunneling came from the community."
It is an anti-tunnel perk, just not purely an anti-tunnel perk. Please don't spread false information.
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That was me remembering a quote incorrectly, apologies.
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DS just needs to be deactivated if you unhook another player or start repairing a gen. It's fine as is, it doesn't punish "playing badly as a surv" as much as it helps when your teammates farm you and unhook right in front of the killer, or you get tunneled. As it is now, it's almost like a 2nd borrowed time, there's no reason to not run it!
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i always viewed pop as a top tier killer perk for gen slowdown ever since its release.
i think the reason why it wasnt very popular was, as it's been completely overshadowed by the old Hex:Ruin.
the number buff was nice, but its not the main reason why the perk got very popular all of a sudden.
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I feel like the biggest factor of Pop becoming meta was the nerf of Ruin. Many people stopped using it and wanted an alternative. The timer increase to Pop certainly was a nice change but I feel like it did little in terms of pushing people to use it.
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Are 10 seconds really killing you?
You can't leave the survivor slugged on the floor for 10 more seconds?
I laugh at killers when they say "Survivor Immunity" because slugging isn't an option.
I completely forgot this game bans any killer who slugs and it's not an efficient strategy and need to find another excuse to have DS nerfed.
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PGTW was always a very good perk, a lot of people just never gave it a chance until it was buffed.
I would argue that lowering the timer on DS is the wrong way to go about it. Doing so would make it way easier to intentionally chase someone off the hook and wait out the timer, whereas normally that's discouraged since waiting out the timer takes a long time and gives the others plenty of time to do generators.
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Personally I think ds is fine. I just slug people and they can lay on the ground and think about the dumb thing they just did while their timer runs out. The only time I eat a ds is if its early in the match. The general thought is "that was stupid, theres still 4 gens left. You BETTER have ds" usually they do. Theyre typically quiet the rest of the match after that.
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Not at end gsme..but elsewhere is tolerable
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Unbreakable
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Oh hey, quotes is working again.
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IMO Decisive Strike should deactivate if you touch a generator or a Hex totem, or if you get pulled from a locker. If they do that they can increase the timer for all I care. As long as the survivor can't do objectives while being immune to being hooked, it would be totally fine.
The other option is to make DS deactivate if another survivor is hooked while it is active. If a different survivor is hooked while your DS is turned on, obviously you aren't being tunneled so DS should not protect you.
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What if DS were to work so you get DS after being unhooked after holding a chase for 60 seconds? (previous chases can count and it still has a 60 second timer)
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Barely. And I cant even select my inbox messages
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While Pop rewards the killer for playing well, DS rewards survivors for playing poorly, or the killer playing too well.
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ah look,the tntitled survivor i've seen on forums being entitled on survivors side literally every single time
Also unlike ds,pop is fine,its situational and rewards you for being a good killer and downing survivors then hooking them,you dont always have a gen nearby to go and just kick it unlike ds that takes no skill to use.
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@LordGlint I understand but this is all from The Killer's perspective. The issue with deactivation conditions is that they don't necessarily signify you're not being tunneled. I listed a few examples where you ARE being tunneled and how ineffectual DS is during those moments. Until I see a meaningful discussion about this from the Survivor's perspective, these conversations are a waste of time. How can we make the only Survivor perk that barely helps with being tunneled become even less effective and more favorable for The Killer? Is the question all of these topics aim to satisfy.
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So like now it would have a cost in that you would need to keep him chasing you for a certain amount of time to activate it?
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Basically, yeah. MOM is another second chance perk and you have to earn that one, so why not earn DS by being chased? Plus, you could always reduce/increase the requirement if it's weak/strong.
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I like the idea of it having a cost and asking something of you. However, I feel the devs would think that wouldn't stop them from getting downed right as they come off the hook.
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Well, it was just an idea. I personally like it as it is btw, because it is very easy to counter. (I don't use it btw, unless I've had a bad day and wanna go tryhard)
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DS is a toxic perk, remove it.
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It's not getting removed, lol.
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It needs to at least be reworked completely like Ruin did. Ruin's useless now so DS should be too.
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If a killer is intent on removing you from a game, there are no perks that will prevent it. Lengthen it, yes. But if a killer wants you, even if that killer loses the rest of the match, that killer will get you. If both skill levels are similar.
The problem many killers have with DS is that they get hit by it many times just for being too efficient. A 5 seconds stun can be huge in a time based game like this.
Most people arent forgetting that DS is still the best anti tunnel perk regardless of what the devs view it as. Most killers would be fine with DS that only worked for anti-tunnel situations.
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Then you have not played killer during egc with 4 people having it active it’s literally being forced to take an L cuz of a perk
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Define "toxic" please
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