Clown mains I have a question
I recently purchased the Clown and while I'm still getting a feel for tossing his bottles at survivors, I'm more curious about his perks. Especially Pop Goes The Weasel. Is it a viable perk? His other ones seem kinda meh to me while I can see myself using PGTW in my killer builds.
Thanks for reading!
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Pop goes the weasel is hands down the second best gen stopping perk in the game. If the survivors are super weird and not the brightest, they'll go down like flies and a gen that was 90%, could suddenly become 0%.
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PGTW is an awesome perk to use. Whenever you use it, you burn away 20 seconds of progress in an instant.
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Pop Goes the Weasel is 100% meta and super useful, especially paired with Dying Light & Thanatophobia! Bamboozle is really good too, though not used as much as it once was.
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That's what I wanted to hear. Do you feel it's a nice alternative to Ruin? I do not have that perk unlocked and to be honest, I probably wouldn't use to anyway since when I play as a survivor I always seems to find that totem quickly and I know it would happen to me as a killer.
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I'm not sure how I could implement Bamboozle into my play style but I can see a use for it. It automatically blocks the window after one vault, correct?
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Combo's like Discordance/Pop are great and is a reliable non-hex strategy/combo.
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I like how you think. Thanks!
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PGTW to me is one of the best killer perks in the game and the best gen regression perk.
Bamboozle is decent, but often you won't need it if you're a good killer player, and the perk can also teach you bad habits like just holding W at loops simply because you have Bamboozle and want to abuse that. The only killer I'd recommend using Bamboozle on is Myers because of his faster vaulting speed, making Bamboozle very scary.
Coulrophobia is really bad even in a Terror Radius build due to survivors rarely wanting to heal when they know you're near. There's other problems with the perk as well like having to find someone that's healing to begin with and the effect not even being that great for the effort put in just to get it to be active.
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Thank you so much for the tips. I appreciate you ❤️
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Yes that's what it does. It also allows you to vault windows faster as well. The strength behind it is for closing long/safe loops and force the Survivor to run elsewhere and preferably less safe. It's great for Killers like Clown, Wraith & Michael Myers, maybe Ghost Face, to close out some of the more unforgiving loops (thinking the long Sheds/Barns/Garages). It's not meant to be a super killer Perk, but does help a fair bit, esp against Survivors thst do abuse and rely too heavily on looping the same area over an over. Some loop areas are ridiculous, with Bambizzle it can cut that down to size, possibly more so since (imo) so few Killers use it.
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Hmm I'll add it to my perk list and see how I like it. I honestly never thought of it like that. It's just windows, correct? Can't use it for pallets (god that would be stupid)
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I don't really run into midchase healers but I can definitely see it being useful in that regard. Thankfully I don't really care if I depip so maybe I'll use it and see how it goes
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Its better than Ruin. It is less luck-dependant, you dont need to shift your focus to a Totem and can go for Gens and Chases instead.
Personally, I am also more relaxed when using PGTW instead of Ruin. I dont need to curse the game when the Totem spawns next to a Gen, and when a Survivor found it, I dont need to constantly check if he/she is on it.
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0 clown perks.
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That's why I won't run Ruin or really any Hex perk. RNG is a fickle mistress and I'd rather not be caught on the wrong side of it and just have a wasted perk. Pop just seems like it's super useful. I don't really have any real slow down gen perks. That's why I got the clown.
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Hey if it works for you!
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The ones I face don't really do that so I can't get much use out of the perk. It's good that you're managing to find a use out of the perk, though.
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PGTW is one of the best perks in the game, IF you get it to use. It's a perk you have to actively use in your gameplay, but the massive slowdown on gens is very worth it.
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I regret whenever I do not run pop goes the weasel as it can be clutch when 3 gens are left.
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PGTW is an amazing perk. partner it up with a killer with strong mobility like freddy, demo or billy an youve got an S tier perk right there. its okay on clown, but like i said, its REALLY good on some of the other killers
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PGTW really shines in combination with Ruin. Since Pop needs you to hook, Ruin will tide you over until your first one, from there you can snowball pretty well. It's good on all killers, but best on someone like Freddy with BBQ, since you can hook, find the gen they were all working on and tp to it to pop it. I suggest unlocking the teachable ASAP and getting it on all killers.
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I believe pop is 100% an alternative to ruin, but thats just my opinion
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Pop is great. I run it on my Myers and really helps with the gen rush.
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PGTW is good, but it's not a replacement for Ruin because they don't stall gens in the same situation. It's important to understand the distinction between the two perks and understand when Pop won't help you.
Pop does nothing for you until you have downed, hooked a survivor, and kicked a gen. Pop results vary with your performance and survivor performance. It may not be possible to kick the correct gen by the time it is complete, depending on the map or killer movement speed. The total regression penalty can be misleading because you can't always account for how many survivors were working on a gen. 20% is great when one survivor was working on a gen. It's nigh useless when 2 or 3 were on it. When multiple survivors are on a gen (if you can confirm it), the regression is often equal to the time you spend kicking it in the first place. You're better off just taking a hit on someone if you can, rather than losing a hit for gen regression that will be negated the second you walk away. Any benefit you get from Pop in a 3 survivor/1 gen situation is reliant on survivors not understanding their advantage or how Pop works. The benefit of Pop is that you can rescue a gen from near completion if things go right. It also can't be taken away. It can't stop a flood, but it can stop a leak.
Ruin is passive and typically forces one or more survivors off a gen to hunt the totem down unless you get unlucky with a spawn. It's immediate at the start of the game. It can force diminishing returns on toolboxes and Brand New Parts. You also play with 3 perks for the rest of the game once it's cleansed, which is a huge drawback. One could argue that having 4 perks is always more beneficial than 3. And I tend to agree. But I also think that there is a flaw in the game's design where the start of the game determines the end result the vast majority of the time. You could argue that having 2 hooks and 3 perks with no gens completed is better than having 1 hook and 4 perks with 1 1/2 gens completed.
TLDR: Pop and Ruin aren't interchangeable for the same situation, and it's important to understand how you'll have to change stylistically to play around each perk.
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