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Can't help but notice Blast Mine is a for-fun perk whereas Eruption is wildly OP
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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Eruption isn't OP, it just hurts Solo more than SWF
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The issue you are describing is an issue with tunneling. What does Eruption have to do with it? It does what it does. You losing a team member through tunneling has nothing to do with the power of Eruption.
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Tunneling is extremely low-effort and wildly effective. Eruption is the same. You kick a gen, you get regression, notification, and incapacitation against the solo survivor that has to stick to gens to even have a chance. It's low-effort, way too effective, and imbalanced.
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It's certainly OP against Solo. You have to stay on a gen to win in solo and you don't know when a teammate is going down. The Killer doesn't deserve regression, notification, and incapacitation of the solo survivor for kicking a gen and getting a down. If the game's going to be balanced, perks should be fun and not determine match outcomes.
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Delete Eruption then no one cares about these trash perks
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Delete it, I'm fine with it. For the meantime, though, it's META.
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Still not OP.
25 seconds is a bit, but Eruption on its own won't win any games
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There's that value to it.
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If you pair Blast Mine with Residual Manifest the Killer also loses the ability to see gen auras and hook auras for 30 seconds.
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Hook auras aren't important after kicking a gen. As far as gen auras, the killer should know where gens are. That's two perks, also. With Eruption, solo survivors have to stick to gens and do not know when a teammate is going down. Knockout, Third Seal, Fearmonger are like perks to use against solo that don't work against SWF. Eruption is the new one. Get rid of these perks.
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And survivor Auras.
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Exactly, it's a great combo.
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Not being able to see auras doesn't prevent a killer from continuing his/her objective. Incapacitating a survivor does. Solo survivor, I'm running Kindred, Open Handed, Bond, and an exhaustion. Fearmonger, a general killer perk, negates my entire loadout. Residual Manifest and Blast Mine, even as a combo, doesn't approach the strength of certain killer perks. Especially if the survivors are solo.
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If you're arguing survivor perks should be as strong as Killer perks you're ignoring that this is an asymmetrical game. Survivor perks have to be significantly weaker than Killer perks because this is an asymm.
I'm going to guess you haven't played Killer very much if you can't see how removing those auras is a hindrance to the Killer.
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I play solo survivor and killer on old gen. I do not run slowdown on killer and I run coordination perks on solo survivor. Survivor perks are not particularly strong, especially now that Dead Hard is not good. "Second chance" perks are anti-tunneling and anti-camping perks. Camping and tunneling are stronger than such perks.
Play plenty of killer and solo survivor. I know that solo survivor is much harder.
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BS. Kicking the gen is a waste of the killer’s time. The reason scourge and ruin were so popular pre patch is because the killer didn’t have to kick anything.
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Eruption, Call of Brine, and Overcharge are now popular. All gen-kicking perks. Not a waste of killer's time, and just the base regression is 2.5%. Pain Resonance, as far as regression, is stronger than it ever was. Pop is still good and the killer can create an effective build centered around Ruin. All gen regression perks are strong.
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All eruption needs is a small tweak of some kind
I made a suggestion thread with my idea for one in the feedback section, curious to see what ppl think of it
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I stopped reading when you said ruin was still worthwhile xD
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Funny enough one of the best uses for Blast mine is when a killer downs a survivor and then pops a generaor. While they are blinded you make the instant save and prevent the tunnel.
Now that Pop and Pain Res were gutted the killer will usually kick first.
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This is consistent within the community. If it slows down the game for survivors at all, it's "OP". Eruption, Jolt, Oppression, doesn't matter. It's all "OP".
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What's the point of the wailing and screaming of Nightfall if the game becomes Dead by Regression? Really cringe. It's not lost on me that you choose to argue Ruin and not any other regression perk. I KNOW that Ruin isn't as strong as the others.
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Dead by Regression.
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lol
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Your suggestion is appreciated. Something other than regression on the side of the killer. I don't think pure regression belongs in the game anymore if solo survivors still have a place in it.
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If you care about killer kicking gens, plz run Repressed Alliance then, currently in the shrine.
Well last meta was pop with 25% regression and DMS+ Pain Resonance. So that was alot of regression and stop you from doing gens longer tbh.
For the current one right now, killer needs to walk there and kick. They were wasting their time there.
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I think regression does have a place, they just need to be done right
Like I think Jolt/Surge is a pretty balanced perk overall since it has a basic attack condition and a range limitation (As well as counterplay, you can jump in a locker last second to negate it)
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There are only so many perk slots available to solo survivors. SWF can run what they want and so can killers, especially against four randoms. BHVR should simply tell solos to "eff off" if changes aren't coming.
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I play a match against Dredge. Nightfall is well done, it adds creepiness to the game. But it can't become Dead by Regression. If he's running Dying Light, Thana, and whatever other regression, it's no longer fun when I run into a wall because Nightfall's too dark on PS4.
At some point, solos need to be told to leave the game if nothing's going to be done.
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It's definitely nastier against solos than SWFs, which is annoying. I think the Incapacitated duration should be rolled back to its previous length; between the regression and information, it's powerful enough. Honestly, I think it's better than Pop was at its height.
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to be fair the 25 seconds of not being able to do anything is a lot. they should revert that part and increase the regression and add extra regression if a survivor is on it
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"OP (only) against solo" itself is already a proof of eruption not being OP.
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To get that Incapacitated effect. There is 3 requirement they need to go through.
Kicking gens, Down a survivor, Hit the kicked gens that has survivor repairing on it.
I think you guys should try to use that perk and see how many time it can hit survivor with it because in 10 games or so. Based on my past play, I probably hit survivor 2 time at most. Now this perk is not even on my build
Jolt >Eruption
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Then tell Solos to "f*ck off" then. No more Nightfall or AI Zombies. Just 4-man SWF vs 4-Slowdown Killer. At least, have the decency to tell Solos to leave.
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there is literally no reason to tell them to leave when they know exactly what is coming, just like killers before the patch.
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That doesn't mean there can't be a problem, though. Take Knock Out or Third Seal. Both perks are useless against SWFs and nasty against solos because they frequently lead to players bleeding out/being left to die on first hook, and that's not desirable gameplay. The difference between those perks and Eruption is that Eruption is still good even when you're facing a comms SWF.
Generally speaking, there's enough of a power gap between solo and SWF already that any perk that exacerbates that is a bad thing. SWFs can almost always dodge Eruption's Incapacitation with pinpoint timing while solos have to either guess what's going on on the other side of the map (and potentially not repair for 20-30s waiting for the down) or get smacked with 25s Incapacitation. It's one thing to dodge BBQ or even the old Pain Resonance based on cues, but you have no way of knowing when that injured player is going to go down - not even if it's an Oni, Clown, or Demo and they're broadcasting their moves mapwide. Slinger's the only killer where you can react to a down as it's happening, and only M2s at that.
I get survivors all the time with Eruption. It's my main gen regression perk now. Kicking gens is less of an issue when all of the new meta regression perks sans Jolt are gen kickers, and bringing stuff like Overcharge or CoB to supplement Eruption makes taking the time to do it more attractive.
Not to mention, see the SWF clause above; even when you don't hit an actively worked on gen, it's still a good perk. It's basically current Pain Resonance.
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Are we seriously sitting here comparing a survivor perk to a killer perk over a theme?
Regardless, I see your point about the kind of damage Eruption can do. I personally haven't had to much of an issue against people using it, but maybe that's just because the killers I see using it aren't really using it? Which is weird. I've only had a handful of Eruptions actually go off on a gen I was on and thankfully most of (not all) those times someone else was nearby who wasn't erupted and running towards the gen so we didn't end up losing too much progress.
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Sure, but ultimately it's just because being OP and being problematic is two entirely different things.
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What was this game like when you first started playing it? Was it Dead by Regression when playing survivor? Was it Dead by Embarrassment when playing killer (against SWF)? If this game is supposed to be 4-man SWF vs 4-Slowdown Killer, tell solos to leave. With respect.
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Blast mine needed a buff
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There is literally no reason to tell them leave, they know exactly what this game is today, if they want to play. let them.
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Because eruption's strongest part is dodge-able and just 9% perk regression against swfs + survivors with aura perks. I can't do anything vs blast mine as a killer other than wait it out which will take at most 45 seconds. If blast mine did some crazy OP thing what exactly is a killer supposed to do to counter it and also 4 survivors could bring it? Like I'm genuinely asking what would be a suitable buff to blast mine in your opinion?
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I run Bond, Kindred, and Open Handed in solo queue. I can spam an "I'm on the gen, No longer on the gen" motion whenever a teammate is within 44 metres of me and injured. Is the game supposed to be played like this? Regardless, solo survivors have to stick to gens to survive and can't be wasting time.
As far as the killer "countering" Blast Mine, you kick the gen. If Blast Mine is present, you're stunned for a short time and, then, kick it again. I'm not asking for Blast Mine to be OP, but if camping and tunneling is going to receive buffs (they both have with this update), maybe it's time to reel in perks. Specifically, gen regression perks.
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Camping and Tunneling defenses should be increased and given baseline without any perks required. The stun isn't the part I'm worried about + can bring lightborn if someone really cares about that. The original post made me feel like they wanted there to be a secondary effect to blast mine comparable to eruption, that's where I feel like that would be totally fine but the effect would probably need to very weak and not very strong due to the killer, as you pointed out, having to eat it 100% of the time or choose to not kick the gen which is not realistic in some scenarios. Combined with 4 survivors potentially bringing it, I do agree that current blast mine, outside of trolling + annoying combos(blast mine on a gen + repressed alliance vs kicking killers), (blast mine + residual), (blast mine 99% gen and complete while killer stunned) blast mine is not a super glamorous/effective perk.
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