Pop should be 25% not 20% (post nerf)
Before 30%, pop was at 20% current regression which everyone felt was too weak. It was buffed to 30, after which it's being reverted back to 20%. Why not keep it at 25%?
Comments
-
No, base gen time was increased to 90 seconds, gen tapping is no more, base gen kick (even with pop) takes -5%.
12 -
They already compensated for these by limiting the number of times a gen could be regressed though
12 -
No, this was to prevent 3-gen.
Also how this compensates anything?
5 -
That was more because maps are increasingly spawning gens like this and many killers didn't want to leave the triangle
10 -
Pop was pretty weak when it was 20%, now it's just back to that again. In my opinion Pop is the healthiest slowdown perk in the game because it requires the killer to hook a survivor and then move to the gen they want to pop.
Honestly I will never understand why the devs don't take more risks and try and nerf camping and tunneling at basekit more, before nerfing slowdown options of killers that help killers play fair and square without tunneling and camping. This patch looks like it will just nerf killers that play in a fair way, while not doing much about tunneling and camping killers, especially with that dreadfull DS nerf.
12 -
It’s easy to figure it out. They love stats, and usually makes changes based on that :)
They can’t really get the stats of how prevalence camping/tunnelling is, so that’s why they don’t get touched LOL.
Just my speculation btw.
0 -
That's why the gen kick limit was introduced. You will outrepair any killer that tries to do that.
3 -
At 20% the perk is dead. That’s worse than surge which is generally the weakest regression right now. A better change would be if it only activated when you hook a different survivor.
0 -
Cause of how bad regression meta is. Easy as that.
2 -
25% seems fine, 30% wasn't that bad imo but if changes need to be made, then I agree.
Hopefully we see them take the results from the PTB and make these adjustments accordingly.
1 -
Ever since the pop nerf changing it to CURRENT progress really made the perk weak you only got real good value if gens were at 80% or above
1 -
It should be reverted to TOTAL progress with any percentage they estimate… The current POP is already trash. People use it because there is nothing better, not because it's a good perk.
3 -
That's what I said wasn't it? Kicks are counted as regression events I believe, which is what the person I was replying to was talking about (re base gen changes)
1 -
Be lucky they didn't nerf it to 15%. Worse than it was prior to buffing it.
1 -
Basically every possible statistic and experienced player will tell you Pop is one of the best perks in the game. I'm not even sure if you can even call it an opinion when killers objectively kill more when it's in their load out. Check Nightlight, ask your friends, ask a streamer, idk but unless this is bait, nawwwwww
2 -
I agree with this take.
Even though people are whining about every single perk change, the only one that was too much is the change to Pop. 25% is a good middle ground. As it takes only a percentage of current gen progress, not overall gen progress like PR, the number has to be higher to compensate for it's inconsistency.
1 -
The problem is, has always been and will be for the foreseeable future, stacking regression perks. By themselves, both pop and pain res as they currently are, are not problematic in the slightest, but combined with each other and additional slowdowns, it quickly spirals out of control.
Diminishing returns for stacking would be ideal, so that people who only run 1 aren't affected, but those who feel the need to just use the 4 most meta slowdown options get less out of them.
0 -
There's already a limit of 8 regression events per gen. Stacking regression is just going to eat the events faster. Dimishing returns would make sense if killers had an unlimited amount of regression events.
4 -
The limit only prevents egregious 3 genning from dull merchant and co, it does not affect normal gameplay. No one is going to pop/pain res the same gen 9 time, so this is irrelevant in that regard.
4 -
the 8 regression limit is active from the start of the game. It has an effect on gameplay. You can see such with Eruption, CoB, and Overcharge all having disappeared from use due to the mechanic.
3 -
They weren't used before either (at least after the nerf to the beloved cob/overcharge/eruption meta) because why use them when you can just use pop/pain res for more than double the regression?
Realistically, the limit almost never comes into effect, even if it is active from the start, unless the killer is set on 3 genning from the second they load into the trial.
0 -
Erupting OverBrine™ disappeared long before the 3 gen nerf, when they took each perk out back and guted them individually so they're no longer worth using even when stacked together when compared to other options a la Pop Goes Pain Res
4 -
No
0 -
Well, Surge was also one of the best perks at some point because the nerfs to other perks leave no other options. Unfortunately, regression perks are mandatory in most situations. I'd like to play chase or auras builds, but it's not viable unless you're already steamrolling the other team. Regression will always be at the top of the tier list, even if it's in a pitiful state as now. Sameway, Nurse will always be the best killer because she goes through walls, when walls are the main defense for survivors.
0