DS vs Pop, and why the comparision makes no sense.
I'm not trying to fondle anyone's balls here, but the truth needs to be told.
I just watched this Scott's video about a comparision between Pop and DS and I'm afraid to say that I actually agree with almost everything even being a survivor main.
And in fact I agree with Otz point of view here too.
What do you guys think? Scott even suggests a change for DS at the end of the video too, which would be stopping the timer of the perk if you're in a chase, but also reducing the time when you're not being chased to 30.
Comments
-
Dont forget at 10:55 he discredits the people who say its anti momentum because peanits quote was about old ds new ds the other devs say is about anti tunnel or else it wouldnt require a unhook.
2 -
tying perks to the chase mechanic is always a bad idea, considering how much trash the chase mechanic is.
8 -
I think the devs already said they don't want to tie it to the chase mechanic exactly because it can be manipulated. Old Legion comes to mind.
6 -
Any "chase" perk is easily abused by looking down, or turning around and cutting chase.
Anyone who suggests a perk that "stalls the timer when in a chase" is well...how can I put this lightly....short bus.
5 -
No, he does not say peanits' quote was about old DS. He basically said "OK peanits said anti momentum but 3 other devs have said anti tunnel" and then says only old DS was anti momentum. They are two separate thoughts. Even if that was what he said, it'd be wrong because peanits WAS talking about new DS.
0 -
I made a post recently to try and change DS to make it more of an anti-tunnelling perk.
DS has more of an effect on the game than Pop.
0 -
A proper change to DS would be to make it 30/40/50 seconds and it disables when
- another survivor is hooked AND you're not in a dying state
- you touch a gen
- you touch a lit totem
- you unhook
- you sabotage
- you touch an exit gate
- you go into a locker.
DS does not deactivate when disarming bear trap, trying to remove a reverse bear trap, closing a demo's portal etc.
Current DS if used by all 4 survivors can buy them a minimum of three minutes extra time for the team. One pop gives the killer 20 seconds and the killer has to go out of his/her way to the gen so in reality it's even less and the kick animation takes 2-3 seconds too. So 6 pops give the killer a maximum on one and a half minutes of extra time and what's worse is that the new change punishes weak killers the most while it doesn't affect the strong killer at all.
1 -
Peanits was talking about new DS, and I believe he linked the DS rework in that comment. The DS rework page with an FAQ at the bottom which included the devs saying it was reworked to be an anti-tunnel perk:
3 -
You know, pop is earned as a reward by the killer, it is weaker compared to ds, yet the survivor does not have to earn ds, he/she/d gets it for free like how is that fair? I suggest we remove the requirement to hook somebody in order to use pop, maybe make it a hit or something and in return reduce 25% to maybe 15%.
Where are all the survivors who always cry, nerf "insert random killer here" because it doesn't take skill. What skill does ds take? There is a big diffrence between the two and it is completely unfair and busted perk, look at the endgame, when you get hooked in endgame and have ds it just gives a free escape. I feel ds needs another requirement in order to activate besides getting hooked and it needs to deactivate when you either get healed a full healthstate, do cleanse a totem,do repair a gen, unhook another survivor and try to open a door.
4 -
This is definitely the biggest issue with DS. It rewards survivors for FAILING and punishing the killer for doing well (assuming you aren't tunneling every survivor) who thought it would be good idea to give DS 60 second immunity once you get hooked. There are simple ways to fix DS but most survivors mains are against it, because it takes the oppressive features out of it. I would first change DS that it will de-activate the second you go touch a generator. When people compare DS and pop together it's hilarious because DS is exponentially stronger perk. Pop has requirements, hook a survivor, find the RIGHT generator and waste time going there to kick it.
4 -
That doesn't make it a bad idea just because the game is broken, so I don't really get your point there. In an actual good state of the mechanic, that would be a good idea.
0

