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Can't help but notice Blast Mine is a for-fun perk whereas Eruption is wildly OP

Alcuin
Alcuin Member Posts: 460

especially against solo. Just played a match versus a Nemesis that tunneled the Jill out of the match before reaching mid-game. Tried to take chase after the first hook but he kept on her. Deliberately ran to the killer when he hooked her a second time, juked his tentacle two times and his punch three times. Right in front of the hook and I'm on old gen and not that good. He was bad but it was over before mid-game. He had Eruption, of course. I figured as much and stayed on the gen because I wanted to wait for him to continue to tunnel while also incapacitating another survivor because he did the most low-effort, kicking a gen. Tunneling is low-effort, so is such a perk that gives notification, meaningful regression, and incapacitation to a survivor for kicking a gen.

When the Resident Evil chapter released the only perks that didn't go unnoticed were Blast Mine, Lethal Pursuer, and Flashbang. Prior to the release, Counterforce was fretted upon but was quickly shown to be worse than both Small Game and Detective's Hunch. A year has passed since then, none of the perks from the chapter have seen much use besides Lethal -- a balanced perk for killer -- and Flashbang/Blast Mine, fun perks that are only effective as a middle finger to the killer right before getting tunneled out of the match.

Eruption got buffed, though, after the update and it kinda went under the rug. Slowdown perks are boring to me so I didn't really consider its effect until going up against it in a match. For kicking a gen, does a killer really need 10% regression, notification, and a 25-second incapacitation effect for the survivor repairing said gen that's been kicked?

Solo survivors have to stick to gens to have even a chance. They don't know when a teammate is going down in chase. It's obvious that Blast Mine, Flashbang, and Eruption followed a theme. Gens and explosions and traps and bombs. But the survivor versions are for-fun and not relevant to winning a match whereas the killer version is stunningly OP. There was a thread on the front page like a week ago about how whether the devs are afraid to make strong survivor perks. I think the fact the RE survivor and killer perks followed a theme but only the killer ones win matches puts that in perspective.

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