Dead Man's Switch Tier 1 is better than Tier 3.
Dead Man's Switch lasts for 35 seconds at Tier 1, and 45 at Tier 3. Pop Goes The Weasel shares the same length. If you are using both of these perks and they are the same Tier, or Dead Man's Switch's Tier is higher than Pop's, then Dead Man's Switch can be used against you to deny you from using Pop Goes The Weasel on it.
You can purposefully leave Dead Man's Switch at Tier 1, while getting Pop to Tier 3, so even if Dead Man's Switch blocks that gen, you can still use Pop on it, and are given a 10 second window to use it before Pop runs out. You can also leave Dead Man's Switch at Tier 2, but then you only have a 5 second window to use Pop.
Anyone else realized this? If you use these 2 perks together, you better make sure Dead Man's Switch has a lower Tier than Pop, otherwise you heavily risk wasting your Pop.
Comments
-
The two perks don't synergize very well at all, which is part of why people generally use PR over Pop with it. Regression and freezing gens don't really work well together at all, but PR can force people off gens or lock the gen if they attempt to stop regression, which is why its a bit of an outlier in that regard.
Gen blocking and gen regression have two separate gameplans: One prevents further progress, while the other undoes previous progress. Its generally a good idea to go for one or the other, but not both since blocking prevents regression anyway. Both get enough complaints from survivors who don't understand the difference as it is, but allowing both to combine with perfect synergy would make their complaints actually warranted.
10 -
Ehh t1 really isnt better than t3, you're losing out on 20 extra seconds of gen block. Imagine you hook at the 35 second marks, why wouldnt you wait 10 extra seconds then hook again.
0 -
10 actually.
0 -
Even without pop if you get a down really quickly it can be the difference between having to wait 10 seconds to hook in order for DMS to run out and reset or not.
I wouldn’t really recommend running pop with DMS though.
0 -
it is 20. 35 + 35 = 70 45 + 45 = 90. Plus using dead mans with pop is not worth it even with the 35 gen block. Not to mention pain resonance which does 15% of the most progressed gen and kicks them off.
0 -
Tier 1 is 35. Tier 3 is 45. 35 + 10 = 45.
0 -
Nobody uses Pop with DMS, its Pain Resonance that synergizes best with it. Theory debunked. L + Ratio + Watergate + Impeached.
1 -
Well i probably should have gave context but assuming you down someone with dms still active it would be better to have t3 to get a longer gen block. But yeah like a previous post said, it bet synergizes with pain resonance. Literally no reason to use pop with it cause assuming you stay by the gen for the 10 second window after it gets unblocked means survivors just get more and more distance or progress on another gen.
0 -
I think there's enough anti-synergy between DMS and Pop that you just don't use the two together, regardless of tier.
0 -
NO no no, you don't use Pop with DMS. You're better off using Ruin or Pain Resonance.
Cruel and unusual punishment combo = Doctor with DMS and Pain Resonance
3 -
You can, if you leave Dead Man's Switch at a lower Tier. It's genius. I'm not sure why nobody is agreeing with me.
1 -
If two Perks dont synergize, dont use them together. This is quite easy IMO.
If someone wants to play with DMS and used PGTW before, they should switch to Pain Resonance. This gives 45 seconds of blocked Gens.
1 -
Or you can leave Dead Man's Switch at a lower tier to make them synergize. Like I'm trying to say in this thread.
1 -
And wait 35 seconds until the Gen is not blocked anymore? It is far easier to not use PGTW with DMS, because they dont really synergize.
0 -
Because the longer you can keep people from even touching those gens to begin with, the better off you are. Especially with something like Ruin which still takes effect even when a generator is blocked. And Pain Resonance is objectively better than pop because it automatically hits the generator with the most progress without your intervention AND pushes anybody on it off so DMS can fire.
The problem with your idea is you are just thinking of the one generator you can hit in that instance of POP. Most of us are thinking of keeping people off all the other generators longer and buying us more time. (especially on Doc who can use his shockwave to push multiple people off gens at once and cause DMS to fire)
POP is a good backup perk with other perks if you have use of it's entire active period as it gives you more opportunities to use it. 10 seconds AND making sure you're in the area for that 10 second window seems like too much work when there are arguably more effective combos you could use in a game that already straps the killer for time and pressure.
0 -
If you happen to be there when it unblocks. Not stand there and wait.
0 -
Another one of those odd situations where tier I of a perk can be better than tier III.
0 -
PR gives you 15% + 22,5% while they can't touch the gen, 37,5 > 25, pop have na advantage
edit: not 22,5%, but 22,5 charges so it's over 28% so a total of 43%
0 -
Gens dont regress while they are blocked.
But still, 15% and full 45 seconds of not being able to work on a Gen is still better than 25% for PGTW IMO.
0 -
Yup, you're right. So in theory, in terms of gen regression / damage both are more or less the same:
- pop is 25%, so 20 charges/seconds (without toolbox) + 35 seconds of blockage from dms lvl 1,
- pr is 15%, so 12 charges/seconds + 45 seconds from dms lvl 3
But with pop you have to go to that gen. With pr it's automatic and you can spend your time more effectively.
0 -
Pop makes DMS redundant. If you're going to a gen to Pop it survivors will have to let go of it, and then blocking it with DMS is useless considering there's no survivor there to repair it. And even if Tier I DMS lets you use Tier III Pop you'd have to sit in front of the gen for 35 seconds because you'd only have 10 seconds left once DMS is over. The whole purpose of pairing DMS with Pain Resonance is that you can block a gen on any part of the map. You can apply gen pressure without actually being there.
0 -
I only have DMS at tier 1 on the killers I feel I get value from it (Artist, Doc, Freddy, ceno dont have). I dont run pop with it because I cant play without double BP so I only have 3 slots. I bring SHPR, DMS, and agitation. Good idea though but feel not worth the odds.
0 -
I wouldn't use Pop+DMS. This might sound counter-intuitive, going out of your way to use Pop can be detrimental.
0 -
Yeah, if you force yourself to be at that gen in a 10 second window, you are pretty much safely wasting your time in the timeframe before that. like if you think you get a down within 35 seconds after a hook, I dont think that you even need Pop.
0 -
It's only if you happen to be there. If you're not, don't use Pop. The 35 seconds the gen stays blocked for could be just enough time for you to get to that gen, if it's far away. You might chase someone around near it, and when it unblocks, hit it with Pop.
0 -
Ruin doesn't regress blocked generators.
1 -
Then you travel a lot, wasting 35 seconds you could spend in chase, or you break a chase to kick a gen, giving a huge headstart. Thats what I mean. Pop already has limited usability, it only becomes super stron the closer you get to a 3 gen. The combination with DMS makes it even more conditional, lowering it's value
0 -
I just want to throw in that Deadman Switch is awesome with Oni. Hook your survivor, preferably on a PR hook, then Demon Dash over the map and close in on the gens that switch over to white. So much fun.
Right now I also have Make your Choice equipped, so if I can't find one of the survivors that just left a gen I usually hwar a scream back at the hook, so I dash back.
0 -
For camping and facecamping is better for sure, but even for going for multiple chases imo.
0 -
Tbh we need an option to use lower tiers of perks
0