Nerfing Pop over DS reveals one thing about the Devs
Either,
The devs have no clue about this game and are completely out of touch with the actual gameplay,
or
The devs know that nerfing DS would lead to less money because survivors cosmetics.
Really disappointing.
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There's 4 survivors and 1 killer, so obviously they're going to make the game more fun for the majority, while making it tolerable for the minority.
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I wish red ranks was 'tolerable' for killers.
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Or, maybe... they realized 60 seconds for a perk you can use on-demand 11 times in a game may be excessive in a way 60 seconds for a perk you can use once per match is not.
This post reveals one thing about the OP: salt.
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Or maybe, and hear me out on this, just because the devs nerf one thing does not mean they need to nerf something else that is completely unrelated.
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If they came to the conclusion that pop needs a nerf over ds then the devs might not have been paying attention to the last years of this game lmao.
No need to bring up salt 'argument' because most of the community is pissed atm of the poor decision making.
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No one ever complained about Pop, even though it's argueable the best and most balanced killerperk in the game rn.
The majority of the community complains about DS, BHVR said they are "looking into it", yet do nothing.
Meta perks are getting nerfed, so how is it unrelated to ds?
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Except it’s a 4v1 game so it’s not 1 time. It’s 4 times because all 4 survivors run it. Even when 1 person has it you still have to play around it and assume everyone has it.
If the killer gets to use pop 11 times it doesn’t matter that he has pop because they already won the game a while ago. DS gives you 1 minute of invincibility per survivor. Two times a game if it’s not used after first unhook. Per survivor. On top of that once DS is used it’s guaranteed at least a minute of another extra chase. If we go by the minimum. That’s 4 minutes survivors can waste of a killers time. Which is equal to 12 uses of Pop. (Pop regresses gen 25% which is equal to 20 seconds of repair time for solo gen). If two people work on it together than it’s just 10 seconds the killer took away per pop. Pops MAX time it can take away from survivors is equal to DS minimum time it can take away from killers. Yet Pop gets nerfed and DS doesn’t.
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At least DS kind of has a purpose, not making the OoO changes the biggest priority is a bigger crime imo
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Nobody uses pop 11 times in a match. And its 100% possible, and very likely, that theres 4 ds on the team.
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This ^
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I've heard plenty of people complain about Pop but ok. Morf calls it Pop Goes the Braincell for instance.
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They clearly don't know the first thing about the game.
The pop nerf doesn't even make sense. The only killers it's even going to effect are the ones that are already struggling. A Freddy player that didn't read the patch notes could go months without noticing the change.
Only thing this does is push the trash like pig/clown/trapper further into the abyss
Also I love the line "To add some urgency back into the perk". There isn't a single second of playing an m1 killer that isn't already filled with a sense of urgency. Anyone that's ever touched the role would know that.
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Yes, because the devs should totally listen to the community on all balance changes /s
If that happened survivors would have been made unplayable years ago.
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4 DS games are possible, they are not " very likely". Even if that were true, 4 players with DS /=/ DS is used 4 times in a match. If you're gonna say 11 Pops is something that never ever happens (even though 10 Pops is actually not that ridiculous), complaining about 4 DS games as 'very likely' is really stretching it.
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Ver Unlikely if you’re in any rank below purple.
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Maybe it just reveals what they decided to work on first and just because they didn't touch specific perks it doesn't mean they won't it just means they have decided to work on other perks first
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I'm pretty sure they wanted to make this a buff to repressed alliance, which is a Silent Hill perk. They updated other Silent Hill perks as well. Maybe we'll see some Laurie perk reworks when Myers gets his rework.
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But I´m afraid yours also reveals that you fail to acknowledge the obvious, tremendous power gap between the two.
I don´t exactly agree with OP´s reasoning here but it´s really hard not to call double standard from the DEVs in this case.
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Ah yes, the "on-demand" Pop, where you have to chase a survivor and down them, then hook them, and then hope you're near a gen worth popping, because only a total dingus would waste a bunch of time crossing the map just to look for a gen to pop.
This magical Pop that regresses a single gen 20 seconds (if a single survivor is repairing it) after the killer has to actually hook someone, travel to the gen and spend a few seconds kicking it. Throwing away pressure for chases in order to get a bit of regression, totally the same as DS, which instead of rewarding you for playing well, rewards you for getting caught after a recent unhook. And instead of causing a minor inconvenience for what is usually 25% of the survivor team, the killer is solo and so eating a DS (or playing around it and hoping they're not running Unbreakable, or worse, Soul Guard) eats up 100% of the team's time for a bare minimum of 20 seconds unless the survivor is literally the worst survivor on the planet.
Lord forbid they rub their brain cells together and make it to an actual tile and you have to redo the chase or drop it entirely, not only wasting time from the stun, but the entirety of the previous chase and down. All while the 3 other survivors continue progressing towards their goal. Just like the 3 other survivors continuing to progress towards their goal when you're using Pop. This is the issue of one team having 4 people and one having a single person, you can't just equate these things in terms of X seconds, because one person wasting 10 seconds of the killer's time is far more valuable than the killer wasting 10 seconds of a single survivor's time. That's why being able to pressure multiple people at once is so valuable.
Undying/Ruin it is, boys. Enjoy the bones!
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You should simply respond to the scottjund video because your understanding of DS compared to POP is very off.
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I agree, that's why No Mither is the most overpowered perk in the game.
Infinite uses??? That's WAY more than 11. Pls nerf BHVR.
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I think the Devs are trying to make the game more strategic and force decision making by both sides.
Remember the rationale in nerfing the ######### out of toolboxes?
Now a killer will have to make decisions deciding whether to enter a chase or kick a genny. With old pop, you could simply go chase another survivor, hit them twice to down them, and still have time to kick a genny. It makes the perk need more strategy then simply knowing that you had a pop in the bank and plenty of time to use it.
DS is BS but, I always see it more akin to NOED. Both give an unearned advantage for failing.
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Yeah lets just ignore why DS is used by survis again and again. Sigh. Devs cant change DS and make it even more useless as anti-tunnel than it already is, cause its NOT an anti-tunnel perk, as long as killers play like meatheads to make the game as unfun as possible.
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Nerfing Pop over NOED reveals one thing about the devs
Either
The devs are secretly killer mains who never want to touch their easy end game camping 4k perk. Maybe this is why they also created Hex: Undying.
Or
The devs aren't survivor favoured. Since of all the perks this is the one most survivors complain about even though it's pretty balanced.
Jokes aside their logic wasn't wrong. The thing I'd say is look at the amount of "This is how you fix DS threads" that all don't work. I'd imagine they probably are finding it tough to think of a suitable change to it like the rest of the community is.
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Except that you even rn realistically use PGTW ~6 times in a match. And you have to use it, like you can't just get the value for free like DS.
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I'll say the arguments against DS is fair - calling out the Devs over them probably isn't.
The Devs have to be super careful nerfing anything on the Survivor side. The wrong Survivor nerf could potentially break the game. This game is no fun if things are stacked for the Killer - it's no fun being Survivor, it's no fun being Killer.
You can't just nerf DS willy nilly, or the extremely delicate balance will be gone. If it's too hard being killer, well, time to slot Mori for 10 games or so. Fix that issue real fast.
DS that.
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I brought this up in another thread, but i feel like its gotta keep being said. I really dont wanna be that guy whose saying that the devs dont like killer mains but when I keep seeing changes getting made vecause killers have it too easy or because someone is doing too well it makes me think that the killer playerbase isnt supposed to have fun. They are supposed to carry the fun for survivors.
It would make sense, they cant get rid of tunnelling and camping because of major imbalances that would cause a lot of other problems, however they can make the experience a very cut and dry for a Survivor player. Work on generator, run into killer randomly because they have fewer and fewer resources to actually follow up with people, engage in Chase between 30 and 45 seconds but this part can vary because of bloodlust. Then either the Survivor gets away or is hooked, following the immediate hooking the Survivor is either freed by one of his friends or chooses to execute himself on the hook.
Killer isnt supposed to "manage pressure" or " pressure gens" because that isnt fun for the survivors. They have to chase the survivor and walk away. You're not a Survivor trying to escape the realm of The entity, you are a guest at Disneyland
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Yeah 10 pops is ridiculous. The number is somewhere closer to 5 - 8.
4 ds in a game is very likely, especially in the red ranks. Even if theres only 1, doesnt matter because you have to play as if there are 4.
1 Pop is not equal to 1 DS, 1 ds costs the killer more time than 1 pop costs the survivors.
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It is. I'm at rank 1 ATM and I enjoy killer. In fact, for me it is the fun role.
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Really shows how imbalanced this game is by it being bandaided by perks.
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Repressed Alliance is a ######### perk rn because it takes so long to activate. They should buff that one perk making it easier to trigger instead of nerfing all Killer's game slowing perks
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Pop didn't get nerfed over DS. They didn't have any plans to nerf DS in the first place. You can't choose one thing over another when the other thing isn't even an option.
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Old thana buff didn't go through because they don't want unpleasant synergies
- meanwhile DS/unbreakable
Pop nerfed bc you can just do what you like for 60 seconds
- meanwhile DS
Ruin nerfed because it could have a high impact on the game without requiring any effort from the player
- meanwhile every survivor meta perk
I'm actually fine with all those killer perk nerfs, it's just kinda lame that survivor meta perks are practically sacred
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Imagine thinking you can use pop 11 times in a match.
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You don’t use pop 11 times, cop on
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Or maybe they just wanted to change pop right now and not DS. Doesn't really do much anyway, everyone's running tinkerer/ruin/undying now, the 15 less seconds is barely a nerf. It is a dumb reason for the change, but BHVR have never been good at giving solid explanations to their design changes so I don't expect them to start now lol.
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If they nerf DS so many survivors would stop playing. It’s sad but it’s true
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You know after 10 hooks the game is over right? At most you can use pop 6-9 times
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