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PGTW should be changed to token instead of timer

DwightsLifeMatters
DwightsLifeMatters Member Posts: 1,649
edited November 2018 in General Discussions
Let's be honest, unless you hook someone near a worked on gen you only can capitalize on pop goes the weasel with high mobility killers like nurse, billy, spirit etc. It would be so much better if it would work with tokens instead of a timer. Would also be much more tactical than this current braindead "Me Killer. Me PGTW. Me smash gen now." if you know what I mean.
Your Opinions? 

Comments

  • ChesterTheMolester
    ChesterTheMolester Member Posts: 2,771
    I agree, and it would make a good combo with Tinkerer.
  • friendlykillermain
    friendlykillermain Member Posts: 3,162

    wglf should instead just give the user a stackable 100% bloodpoint bonus for every survivor that escapes the trial

  • Dragonredking
    Dragonredking Member Posts: 873

    Your missing the point of why they put it on a timer.

  • Judgement
    Judgement Member Posts: 955

    wglf should instead just give the user a stackable 100% bloodpoint bonus for every survivor that escapes the trial

    PGTW is Pop Goes The Weasel, dude.
  • friendlykillermain
    friendlykillermain Member Posts: 3,162

    @Dragonredking said:
    Your missing the point of why they put it on a timer.

    maybe but if they did it that way at least then farming survivors would stop

  • LyrSteam6510
    LyrSteam6510 Member Posts: 24

    wglf should instead just give the user a stackable 100% bloodpoint bonus for every survivor that escapes the trial

    I think you posted in the wrong thread buddy 
  • friendlykillermain
    friendlykillermain Member Posts: 3,162

    @Judgement said:
    friendlykillermain said:

    wglf should instead just give the user a stackable 100% bloodpoint bonus for every survivor that escapes the trial

    PGTW is Pop Goes The Weasel, dude.

    wow im an idiot this is the wrong thread then yeah i agree with that notion tokens would probably work better every hook you get the more regression each stomp does

  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649

    @Judgement said:
    friendlykillermain said:

    wglf should instead just give the user a stackable 100% bloodpoint bonus for every survivor that escapes the trial

    PGTW is Pop Goes The Weasel, dude.

    wow im an idiot this is the wrong thread then yeah i agree with that notion tokens would probably work better every hook you get the more regression each stomp does

    My idea was actually like play with your food kinda tokens. U get one token after hooking one. You stomp a gen and the token is gone. Max one token at one time 
  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649

    Your missing the point of why they put it on a timer.

    Explain the point then
  • Freudentrauma
    Freudentrauma Member Posts: 1,086

    @Dragonredking said:
    Your missing the point of why they put it on a timer.

    >
    So it's only reliable on high mobility killers? And only usefull on three gen scenarios? Killers are already going against a time limit and under constrant stress. Timer based perks add more frustration and pressure on them and while it's quite justified on perks with exposed effect PGTW doesn't.

  • Dragonredking
    Dragonredking Member Posts: 873
    edited November 2018

    @DwightsLifeMatters said:
    Dragonredking said:

    Your missing the point of why they put it on a timer.

    Explain the point then

    The whole reason to put on a timer is to force you to leave the hook.

    It's another attemps by the dev to create a perk that discourage camping.

    Notable example of perk designed to give insentive to leave the hook are BBQ, Hex devour hope and MYC

    By taking away the timer it will not force the killer to leave the hook meaning that the perk will not do what the dev want it to do.

  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649

    @DwightsLifeMatters said:
    Dragonredking said:

    Your missing the point of why they put it on a timer.

    Explain the point then

    The whole reason to put on a timer is to force you to leave the hook.

    It's another attemps by the dev to create a perk that discourage camping.

    Notable example of perk designed to give insentive to leave the hook are BBQ, Hex devour hope and MYC

    By taking away the timer it will not force the killer to leave the hook meaning that the perk will not do what the dev want it to do.

    Lmao I knew your going to say that. As smart as you are, give this perk into a 3 gen strategy and it doesn't work as you said. Or give it billy, he dashes to the gen and back to the hook. Think before you type 
  • blue4zion
    blue4zion Member Posts: 2,773

    @friendlykillermain said:
    wglf should instead just give the user a stackable 100% bloodpoint bonus for every survivor that escapes the trial

    WHOS MANS IS THIS

  • blue4zion
    blue4zion Member Posts: 2,773

    I like this idea tho, however they'd def nerf the % to keep balance.
    But it would still be better than the "Me Killer. Me PGTW." feel it has now. Sometimes it's difficult to reach the gen and a decent amount of time you'll end up running into a survivor before you get to one, leaving you at a kick or chase situation.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    @DwightsLifeMatters said:
    Dragonredking said:

    Your missing the point of why they put it on a timer.

    Explain the point then

    The whole reason to put on a timer is to force you to leave the hook.

    It's another attemps by the dev to create a perk that discourage camping.

    Notable example of perk designed to give insentive to leave the hook are BBQ, Hex devour hope and MYC

    By taking away the timer it will not force the killer to leave the hook meaning that the perk will not do what the dev want it to do.

    Lmao I knew your going to say that. As smart as you are, give this perk into a 3 gen strategy and it doesn't work as you said. Or give it billy, he dashes to the gen and back to the hook. Think before you type 
    He was asked to explain the timer, and did in a rather fitting way. Why continue to attack with the salt at the end? Their points are valid. 
  • Dragonredking
    Dragonredking Member Posts: 873

    @DwightsLifeMatters said:
    Dragonredking said:

    @DwightsLifeMatters said:

    Dragonredking said:

    Your missing the point of why they put it on a timer.
    

    Explain the point then

    The whole reason to put on a timer is to force you to leave the hook.

    It's another attemps by the dev to create a perk that discourage camping.

    Notable example of perk designed to give insentive to leave the hook are BBQ, Hex devour hope and MYC

    By taking away the timer it will not force the killer to leave the hook meaning that the perk will not do what the dev want it to do.

    Lmao I knew your going to say that. As smart as you are, give this perk into a 3 gen strategy and it doesn't work as you said. Or give it billy, he dashes to the gen and back to the hook. Think before you type 

    It doesn't change anything, it as been designed to get killer to leave the hook, and even in a 3 gen strat or by dashing with the billy your still doing what the dev want you to do, leaving the hook.

  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649

    @DwightsLifeMatters said:
    Dragonredking said:

    Your missing the point of why they put it on a timer.

    Explain the point then

    The whole reason to put on a timer is to force you to leave the hook.

    It's another attemps by the dev to create a perk that discourage camping.

    Notable example of perk designed to give insentive to leave the hook are BBQ, Hex devour hope and MYC

    By taking away the timer it will not force the killer to leave the hook meaning that the perk will not do what the dev want it to do.

    Lmao I knew your going to say that. As smart as you are, give this perk into a 3 gen strategy and it doesn't work as you said. Or give it billy, he dashes to the gen and back to the hook. Think before you type 
    He was asked to explain the timer, and did in a rather fitting way. Why continue to attack with the salt at the end? Their points are valid. 
    No its not valid cuz the point of the timer doesn't fulfill his purpose. It's just bad designed and works for strong situations like 3 gen strategy, high mobility killers  etc.
    Situations, where you need PGTW not that much. In situations where you need it (play a slow killer, no 3 gen strategy) it's a waste. 
  • NeonAlien
    NeonAlien Member Posts: 328
    edited November 2018
    blue4zion said:

    I like this idea tho, however they'd def nerf the % to keep balance.
    But it would still be better than the "Me Killer. Me PGTW." feel it has now. Sometimes it's difficult to reach the gen and a decent amount of time you'll end up running into a survivor before you get to one, leaving you at a kick or chase situation.

    What if the timer worked like the one of the reverse bear trap? Going on hold while in a chase and on top of that, stacking the time you'd have left with another 30 seconds if you hook another survivor? Idk, just an idea to help take away the pressure but remain within the spirit of Anti-Camping (also, if someone is hook rushing, you could first defend the hook without the timer going to waste). 
  • Terrortot
    Terrortot Member Posts: 423
    Timer is too short, if it needs to be timed at all.  Taking the perk is enough to make leaving hook worth it, unfortunately you are not always going to get alot of use out of it.
  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649
    NeonAlien said:
    blue4zion said:

    I like this idea tho, however they'd def nerf the % to keep balance.
    But it would still be better than the "Me Killer. Me PGTW." feel it has now. Sometimes it's difficult to reach the gen and a decent amount of time you'll end up running into a survivor before you get to one, leaving you at a kick or chase situation.

    What if the timer worked like the one of the reverse bear trap? Going on hold while in a chase and on top of that, stacking the time you'd have left with another 30 seconds if you hook another survivor? Idk, just an idea to help take away the pressure but remain within the spirit of Anti-Camping (also, if someone is hook rushing, you could first defend the hook without the timer going to waste). 
    I like the idea 
  • Visionmaker
    Visionmaker Member Posts: 2,051

    @Freudentrauma said:

    @Dragonredking said:
    Your missing the point of why they put it on a timer.

    >
    So it's only reliable on high mobility killers? And only usefull on three gen scenarios? Killers are already going against a time limit and under constrant stress. Timer based perks add more frustration and pressure on them and while it's quite justified on perks with exposed effect PGTW doesn't.

    A longer timer would solve it. For example, 45 seconds is enough to traverse across the map for all killers. It's stronger on high mobility killers, but it doesn't matter because just about everything is.

  • KingB
    KingB Member Posts: 747
    Also let you kick already regressing gens while it's active.
  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    More often than not 30 seconds is enough time to kick a generator. There are times where I've ran directly to a generator after hooking a survivor and been unable to get there in time. I don't think tokens are the way to go though since the goal is to force the killer away from camping. But a more generous timer like 40 or 45 seconds would be welcome.

  • Boss
    Boss Member Posts: 13,618

    Point is to have the Killer leave the hook fast.
    Tokens don't do that, doesn't matter if they're better than a timer.
    If you can come up with an idea that makes them leave while also being better, you got something good.

    All i wish for from the Perk is that you can kick regressing Generators to do 25% damage to them.

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    @DwightsLifeMatters said:

    Lmao I knew your going to say that. As smart as you are, give this perk into a 3 gen strategy and it doesn't work as you said. Or give it billy, he dashes to the gen and back to the hook. Think before you type 

    You should take your own advice. It doesn't matter if you are playing Hillbilly or Nurse. No killer can physically be in two places at the same time. If you leave to kick a generator then that provides survivors time to attempt a rescue. Giving the killer the option to put that kicking of a generator on pause until he is done camping provides no motivation to leave the hook.