PGTW Nerf Issue
Okay so I decided to test the new Pop Goes The Weasel nerf with a friend. there is one issue I noticed: on killers that are 110% movement speed (4.4 m/s), after hooking someone on Ormond and Rotten Fields, the time it takes to route the generators to the other side of the map after hooking someone is (not surprisingly) an average of 44.2 seconds (this isn't the average of how long it takes to patrol all generators, that is longer). this isn't actually because of the maps sizes, this is because the route necessary to patrol generators takes a very long time compared to all other maps. I am 100% for this nerf as I think PGTW is very strong and people abused its long timer. However I think that the timer should be increased from 45 seconds to 50 seconds to compensate for those maps until they are fixed. then the timer can be reduced back to 45 seconds. It'll probably be brushed over as it only happens on 2 maps (probably I haven't tested every single map), but it's still an issue nonetheless.
Comments
-
This is in the wrong category but it wouldn't let me post in 4.3.0 feedback for some odd reason.
0 -
While it's a pertinent observation, why would you walk across the map simply to pop a gen, especially as a low mobility killer? You'd be throwing the game by that action alone that you should avoid even with current pop timer. The issue in that case isn't PGTW. It's decision-making.
1 -
sometimes there's literally no other choice, especially on a map like Ormond. this game is completely random, you may never run into this issue in a game due to good survivors or you may run into it constantly due to immersed survivors. that's why it's an issue with the maps, not really pgtw or decision making. for now im labeling it as an issue with pgtw until those maps are fixed.
0 -
Hey, just to let you know.
Devs don’t care about killer problems...
0 -
that's not true, they care. if they didn't care about how the game is for killer whatsoever, god vaults and infinites, double pallet jungle gyms, and far hook distances would still be in the game.
1 -
Nerf Metal of men is stuped they need to put it back to normal. It wasn't op because we have all these killers that can one shot you and it takes 3 hits to activate
0 -
Here's a direct link to the feedback section so you can post there: https://forum.deadbydaylight.com/en/categories/4-3-0-ptb-feedback
But the forums are all sorts of... not happy right now. It's taking me FOREVER to login and actually reply to threads here.
1 -
I tried posting it there but it kept denying the post lol
0 -
You have the choice to not use Pop in that case... the 20 sec regression you apply is not worth walking 44sec over the map to do exactly nothing else, while probably multiple gens get progressed by 44 sec. It is even sometimes more valuable to ignore Pop right after the hook with a 50% gen next to you, when you can go directly into chase with a survivor next to you. As said before, that is decision making.
0 -
They took them out because it was as a last ditch effort to get ppl to play killer. I remember taking an hour to find a killer lobby to join, because no one wanted to deal with infinites. So in conclusion, it took them to the point where the game was on the verge of dying to do anything about it.. 👏🏼👏🏼
Shows you the since of urgency that the devs have towards killers...little to none.
1 -
That must be why survivors still have double the pallets, exhaustion recovery while sprinting, literal infinites on many maps, DS that's always active instead of being tied to hooks, faster heal times including bs like Self Care stacking with We'll Make It, insta-blind flashlights, etc. Maybe one day Freddy and Bubba won't be the worst killers in the game too. A guy can dream.
1