POP goes teh weasel should have 45 secs atleast .. most killers cant even make it to farend.

30 secs is too less.. slow killers cant even maek it to far end gens and the effect only applys if you can finish the kick animation so its not 30 secs its more like 27 secs..
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I see it getting buffed 2 years from now.
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I'd prefer another rework I heard, with tokens. Same functionality, but you get a token that you spend when damaging a generator.
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At 30 seconds, a 4.6m/s killer would be able to move 138 meters. A 4.4m/s killer would be able to 132 meters. Even on the lower end, as long as the generator you want to kick is within 8 tiles (little under for a 4.4m/s, due to the kick animation), you should be able to kick it. In addition to that, you can also strategically hook the survivor closer to the generator you want to kick to give yourself a little more wiggle room.
That's not to say that a QOL change would be a bad thing by any means, but you should have plenty of time to kick the generator that you want to as is.
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I'm not sure why you even give it a timer in the first place.
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It's intended to be an incentive to immediately leave the hook.
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There's no reason for this perk to have a timer in the first place.
You can't stack perk activations. Survivors having less ways to predict whether the kick is going to be standard one or not is a good thing. Such timer also doesn't prevent camping, since hardcore campers are probably not even gonna bother with this perk and situational campers are not going away from the hook in occasions where camping is the optimal play.
My proposed QOL Changes:
1 - After hooking a Survivor, the next Generator you break is instantly regressed by 15/20/25 % of its total progression. Normal Generator regression applies after the damage is done.
2 - After hooking a Survivor, the next Generator you break is instantly regressed by 25 % of its total progression. Normal Generator regression applies after the damage is done. Pop Goes The Weasel is active for 80/100/120 seconds after the Survivor is hooked.
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There have been a lot of times where I rush to a gen after hooking and the perk ends during the kick animation. It’s frustrating to say the least. I’m not sure why it needs a timer on it to begin with tbh.
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Does this take into account obstacles that can further slow down killers?
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But what if i'm too busy especially i'm chasing another survivor in near hooked survivor who's about to unhook it if i leave?
If i start chase them, i lost the timer
If i don't chase, the entity displeased
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I mean I guess that makes sense but that's not really an incentive for me that is just a straight up restriction. They need to stop trying to regulate killers actions through their own perks.
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Then they will make camping less beneficial through more direct means like removing hook grabs, and I highly doubt anyone would be any happier with something like that.
What other alternative would you suggest?
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@Peanits This is where we can tell you are a math guy, with little experience playing
Those are straight line distances. How often, on your maps, can I move in a straight line to a single generator? Not often. Add into it many maps are large, and good survivors run away from all the generator work.
This means Pop only gets used on fast killers, Billy, Nurse, and Spirit. Killers that have the ability to check 3 gens in the time limit. Otherwise this is a wasted perk.
edit: Before anyone says "billy runs in straight lines" Yes, but he can sprint to the turn, wlak around it, and sprint again immediately.
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How are they going to do that? The one time they thought of a change to prevent camping it just didn't work. Camping is already heavily penalized by the emblem system so you could say it already is less beneficial to camp if you even care about rank that is. If they want to deal with camping directly then they can go ahead, but perks should be based around making killers stronger not trying to fix a problem that only agitates survivors.
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I actually play quite a bit, and Pop Goes The Weasel is one of my perks of choice. I use actual numbers because trying to imagine the shortest possible path to each generator in a procedurally generated map is impossible. With that said, though, if you put a little thought into where you hook the survivor and which generator you'd like to kick, it is very easily possible no matter how the map generates.
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Like removing hook grabs... making hooked survivors start at full health after being unhooked, making the area inaccessible to killers after hooking, raising the chance of self-unhooks, increasing between hook stages, etc. Again, I'm throwing all bad ideas because weakening camping directly is a bad idea. Unless you have a better idea, since you are the one unhappy about them doing it indirectly through perks.
The emblem system is even less direct than changing perks. Tell me, what does it even matter? How does losing "emblem points", which we get no feedback at all in-game, affect our behavior?
There are plenty of perks on the survivors' side that dictates their behavior too. It's not at all unique to Killer, if that's what you are implying.
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@Peanits I'm actually aware that you love Pop. I'm also aware that you play at an average skill level. This is not an insult to you. But at higher ranks your chase will take you to far away to kick a gen in time, unless you go right to that specific gen. And even then, it can be hit or miss.
At the VERY LEAST Pop needs to take effect if you kick the generator in time, NOT if you finish the animation in time. I can't count how many times I have ran straight to the furthest gen (cause that's the one my discordance says is being worked on) and kicked the gen, only to find that Pop did not go off, because the animation didn't finish before the timer.
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I agree. At this point the timer should be increased to at least 60s. Or better. We get rid ot it entirely and make it like Spirit Fury. Once active, one time use and gone until it gets activated again. Under these circumstances the perk would be useless for a camping killer, because they can't gain multiple stacks. So they might use it once during an entire game.
And it benefits less mobile killers as well. The current version is more beneficial for already strong killers. That would be eliminated without taking anything away for anybody.
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sorry for late response dint check forum in awhile.. i should have been a bit more clear i was playing huntress then switched to freddy and this ######### happens back to back.. the little pricks wouldnt let me kick the stupid gen they kept tinkering with it till they entered dream and my timer ran out.. i usually pair pop goes the weasel with BBQ and head towards the farthest gen usualy where i find gen jockeys. but with other faster killers i dont have a lot of issues just the few slower killers .. why being so stingy with 30 secs you can only kick them limited times on average 6-8 times but most games i go after hook divers who i find very often.. i understand this perks scales very well the less survivors there are.. but give me like atleast 5 more secs please :(
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Agreed.
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I've always wondered with Pop Goes the Weasel, if you start kicking the generator one second before the cooldown is up, when the animation is finished, does the generator actually get Pop Goes the Weasel applied to it.
Cause I've sworn that I don't think it works if the animation time exceeds the remaining cooldown left on the perk.
Does anyone know?
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It doesn't apply.
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NVM... misread something.
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regarding obstacles on map tiles
I'm not sure if you guys have noticed or not, but most tile borders make obstacle-free gaps for running. Indeed, many maps have wide open lanes for running.
It part of the reason why Billy can build map pressure.
As a killer main, I believe this perk is fine as is.
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I'd like a token system or, at least, 60 seconds for PGTW.
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play couple of rounds as freddy or huntress and you will get atleast 1 near miss .. like you just make it and start animation but it ends befrore animation completes and doesnt apply effect..
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Personally I think this perk should have tokens, each hook is a token, you spend the token by kicking a Gen. To make it function just the same you could limit it to a max of 1 token. That way you don't lose momentum by kicking a Gen instead of chasing a Survivor or you chase a Survivor and miss out on kicking the Gen and it's still fair because it's just 1 Gen AFTER a hook and you can't stack tokens.
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That woukd make this perk way too powerfull in 3v1 or 2v1 scenarios.. literally wont be able to finish gens unless they are co oping with toolboxes.. i think an extra 5 secs is fair.. ive had quite few near misses with anna or freddy.
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@Peanits As a hag player, this doesn't take into account setting traps on the way to a generator or that the generator you're heading towards can be damaged in the first place. Or you happen to run into a survivor during the 30 second window.
What if it was token based instead so a killer could capitalize on finding a survivor while travelling to a gen to kick? They wouldn't have to miss out on the benefit of the perk by allowing a survivor to go unchallenged.
Especially since choosing to let the survivor go is more detrimental than not utilizing pop when it's available.
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to be honest though ironically whenever i run this perk i get ultra over altruistic survivors, and when i don't i get the ultra immersed ones. im not gonna leave the hook when i get the altruistic ones because that means free saves but like i wanna use my pgtw :(
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Well as hag for example you mentioned, you have to make a choice, set traps OR go kick the gen for 25% insta regression. I like that killers need to make tough choices now, but I do think it should be a token system instead of hooking.
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@Skemooo 3v1 scenarios? That's up to the Survivors to get the job done, don't use Survivors' lack of strategy as an argument against practicality. Also in 2v1 scenarios the Killer would need to hook the other to kick the gen, why kick the Gen when they can look for the 4th Survivor?
It's all up to how the Killer and Survivors play, the Killer can save the token up until they actually use that 1 token, replenishing it when they hook someone, if they hook 2 Survivors without using 1 token well they wasted their first token because they don't get a 2nd. You still need the hook requirement and as far as I can tell about this game, hooking a Survivor is the goal and the Survivors are losing.
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This is my proposal.
After hooking a Survivor, the next Generator you break is instantly regressed by 15/20/25 % of its total progression. Normal Generator regression applies after the damage is done.
Pop Goes The Weasel is active for 40 seconds after the Survivor is hooked.
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@Peanits This is assuming you know exactly which generator needs kicking. God forbid that you have to patrol more than one generator to find one that needs kicking. And btw, I have had more than one circumstance where I have hooked a survivor and immediately went toward a generator and was unable to kick it before time ran out. Apparently it is possible to hook a survivor further than 132 meters from a generator or your math is wrong.
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