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Can we take a look at Eruption?

So this perk's pretty much wholesale replaced PGTW, and quite frankly I preferred dealing with Pop.

There's two issues I have with this perk. One - by nature of the way it works, Eruption is better against solos than SWF. SWF can call out when they're about to go down and have their teammates release gens at just the right moment to avoid half the perk; solos have to either guess when an injured person somewhere on the other side of the map is going to go down and not repair the gen in anticipation, or keep repairing and get hit by it, which either way results in tons of wasted gen time. This is not healthy perk design and widens the already massive solo-SWF gap, but unlike other much-better-versus-solo perks we've had before, Eruption is meta and pretty much everywhere, and the result is pretty miserable for solo queue. Stall-out games where it's impossible to complete gens because the killer stacks gen kick perks and teammates keep going down too quicky are not exactly peak enjoyment, and Eruption's Incapacitated is by far the nastiest part of the build and the hardest for solos of any skill level to counter.

Two, 25 seconds off gens (or anything useful) is massive. That's already stronger than old PGTW, potentially across multiple survivors and on top of the 10% regression. The trade-off is that it doesn't necessarily hit anyone, but if it doesn't, either nobody was working on gens (which is great) or you're against a comms SWF and already at a disadvantage (which is not - and it's not fair that your perk isn't working, either.)

So with that in mind, can we try and equalize Eruption between solo and SWF? I'd be fine with increasing the percentage regressed when the gen blows up if it meant scaling back the Incapacitated to pre-buff levels.

There's also an issue where Eruption's yellow aura plays badly with other perks like Surveillance, Call of Brine, and Gearhead that should probably be addressed.

Comments

  • Xord
    Xord Member Posts: 517

    I still don't think Eruption is a really good perk. It's okay, maybe good, but that's it. Just get off gens if someone is about to fall. If you do get out of a gen, go get the save. Don't wait around the gen for the whole duration.

  • Laluzi
    Laluzi Member Posts: 6,225

    That's a smart way of applying it, though I think the result is that people would just call earlier so their teammates have time to run away. Wouldn't work for mindgame downs, but it's pretty easy to call out that you're in a deadzone.

    I think you're missing the point. You don't have any way of knowing when that injured survivor is going to go down in solo. You don't know where they are on the map, how many pallets they've got, whether they're any good or not. You don't even know if the killer is still chasing them if they're not the obsession. Waiting for someone to go down may take 5 seconds and it may take 75 seconds. That's why I said it's wasted time either way. You either play it safe and gamble the survivor would go down quickly, or you take the risk and gamble they'll last for a while. Guess wrong, lose gen time. No matter what you do, it's a risk when SWF knows for sure and can just hammer gens until the microsecond the player goes down.

    And I can't exactly go for a save or do anything more important than idling when nobody's hooked. Plus if I go to the other side of the map and Eruption pops, my gen is going to regress hard and I lose even more repair time. This seems like a no-win situation to me.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,962

    That’s one of the main issues with it though. SWFs can get off the gen if they know a teammate is about to be downed. Solo players likely don’t know when this is about to happen and can’t react accordingly, which makes it far more powerful against them than it has any right to be.

  • Xord
    Xord Member Posts: 517

    Eh. Someone is injured for a while, get off the gen.

    Then, yeah it's harder than Pain Resonance, for example. But it's also SO MUCH MORE difficult to setup. The generator needs to be kicked first, and after that there's a cooldown going.


    If it's insanely difficult to setup of course the reward needs to be great.

  • Brokenbones
    Brokenbones Member Posts: 5,180

    It's not really that hard to set up tbh

    The problem is as a surv you don't know eruption is there until someone is hit by it and then you can't ever 100% know how to avoid it. There needs to be a buffer like Pain res has where you can avoid one of the side effects while the regression happens

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,962

    Expecting a solo survivor to simply not work on a gen while someone is injured is ridiculous. Unless it’s the obsession, there’s no guarantee that the killer is even still chasing that person. And it’s really not that hard to set up. The cooldown basically is close to over by the time you hook someone after a down.

    Pain Resonance is generally more bearable because you know exactly when it’s going to activate and can even let go of the gen when you see the survivor’s aura as they go onto the hook, then immediately resume work, which is what I usually do.

  • Laluzi
    Laluzi Member Posts: 6,225

    Again, that is wild guesswork when SWFs get that info for free. What's a 'while?' Remember, this is solo queue. Your teammate can be a potato who goes down in 15 seconds over both health states, or they might be a loop god and you end up opening a chest and booning and idling uncertainly for 60 seconds when you could have just finished the gen. Keep in mind you also don't know when the chase started and can't extrapolate anything from their first health state time. You don't know if they lost the killer or the killer switched targets. And don't get me started on instadowns. At least with Bubba and Billy, I can let go of the gen any time I hear revving...

    It's bad design and disproportionately effective. DMS-Pain Res isn't even comparable. I'm asking for it to be normalized so that killers get more guaranteed value and less SWF-solo variable value. I don't think that's unfair.

    As for the investment, the setup pays off because you can make it stall several generators at once, which you couldn't do with Pop or Pain Res. It's more reliable than Pain Res. It also has Pain Res but not Pop's benefit of 1v4 pressure, hindering the other survivors when you're not actively there to bother them. It's a fine perk that stacks well with other meta regressions and I've gotten plenty of mileage out of it, though it's worse than other options if it's versus a comms team.

  • Xord
    Xord Member Posts: 517

    It requires kicking gens. While kicking gens is a but less terrible now, it's often a huge waste of time.

    Then, it requires survivors to keep working on that gen, and not get out of it. It's only effective the first time, after that, it's not as good.


    I mean, a perk that is only good against potatoes isn't good, it's the potatoes that play badly.


    By your own logic, PR is insanely overpowered because the soloQ potatoes never get out of gens.


    "Guessing" when a survivor is close to be downed requires game sense, and yes, a little bit of luck sometimes, but if you're good you can easily get a lot of clues, especially using perks. But assuming you have no perk, just estimate how much time it takes for someone to go down, it's not hard at all. And usually, if the killer injures someone, that person is going down soon after. If you find yourself in a situation where you really have no idea when the survivor is going down, then switch generator. There are 7 gens on the map, find another. Get the save. Or really, just eat the Eruption and go get the save.

    I can't really compare it to PR, since PR now is a half perk, that you must combine with DMS, which results in a super strong perk. But... "more reliable than PR", this is some kind of joke, right? You just gotta hook someone to activate PR, which is your goal anyway.


    Eruption is the most difficult slowdown perk in the game to setup. And the reward isn't even that big. Kicking gens on high MMR is a guaranteed loss unless you have other slowdown perks going on. You just do not kick gens on higher level play. And then, even if you do, that gen is likely falling before you down someone.


    Yeah, I get eruption is frustrating when it happens to you, but you should see the amount of investment it requires to get any use of it.


    Stop trying to nerf fun perks. That's how blast mine got nerfed.

  • Laluzi
    Laluzi Member Posts: 6,225

    "I should see the amount of investment it takes to use it?" Uh, did you miss the part where I said I use Eruption? Because I use it. I use it regularly. It's a staple on my killer builds; I'm either running Jolt or Eruption/CoB on all but the memiest of builds. I have no issue getting value out of it on the regular or setting it up except for when I get rushed or can't down anyone in a reasonable time, and in those games, I would have no better luck using Pain Res/Pop/Call of Brine/Overcharge/Jolt because the issue is that I have no pressure and can't stop survivors from being on gens. It shares that vulnerability with every other regression perk around. Old Thana, Old Ruin, or Old-Old Ruin are the only ones that would help me in that scenario, and they're all history now. I have no idea where you're getting this "Eruption is a huge chore to set up" thing from. I guess it would be if you only used passive regression perks before, or if you're being religious about gen kicking instead of opportunistic. Seriously, you never down a survivor near a gen and get a free kick on it afterwards? Eruption is not hard to use.

    You're the one who brought up Pain Res as a comparison; don't look at me. And are you kidding me? Pain Res is/was great, but scourge hooks are not reliable. They spawn in weird clusters as often as they spawn in useful configurations, and don't get me started on indoor maps. You do not always have Pain Resonance available. You pretty much always have Eruption, but it's not always a good idea to apply it. It's a trade-off.

    What you keep calling game sense... 🤷 If you want me to accurately predict something I have no visual or auditory feedback of, no locational knowledge, no UI cues, and no prior knowledge of the performance of either one or both the parties involved... cover my face in hair and stuff me in a well, because I guess I'm a psychic. Either that or you only play SWF/killer and you aren't used to the complete lottery that is solo queue. And no, aura perks do not help, because you cannot see the killer even if you can see the survivor. You can't even see their resources with aura perks unless they're close enough that you can see them anyway, making this entire deal a moot point. Of course, that's already disregarding the issue that SWFs get most aura perks for free, which is quite close to the heart of why Eruption is currently a problem...

    As for trying to compare Eruption to Blast Mine, are you seriously trying to pull that? Knock it off and engage in good faith. Never mind that nobody complained about Blast Mine to begin with, or ran it as anything other than an archives vehicle or a pure meme...

    I don't know what to tell you at this point other than that what you are saying does not remotely reflect my experiences as either killer or survivor.

  • LeFennecFox
    LeFennecFox Member Posts: 1,302

    Even "competitive" players have trouble calling out eruption especially since there are so many variables going on with specific killers.

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,943

    I agree. Unlike pain res where you can see the aura of teammates briefly before they are hooked, there is no such counter for eruption and it's effect is very strong as well.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,962

    A perk being fun (which is also subjective) doesn't mean it can't be too strong. (Not defending the blast mine nerf though, that was stupid.)

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,962

    How would you feel about this?

    Eruption (rework proposal)

    The NE-a parasite provides you with the intelligence and awareness needed to set a trap.

    After damaging a generator, its aura is highlighted in yellow.

    -When a Survivor enters the dying state by any means, all affected generators explode.

    -Affected generators lose 10% progress instantly and become blocked by The Entity for 13 seconds. Blocked generators are revealed to you in white.

    Eruption has a cooldown of 30 seconds.

    What this means is that it no longer matters whether the gen was being worked on or not; it blocks regardless, so SWFs cannot avoid it, and it may be better in situations where it triggers before a survivor was about to start working on that gen. However, the time that it can't be interacted with is shorter, and it also has a bit more counterplay because it does not inhibit other actions anymore, and it no longer matters if survivors let go since it no longer causes them to scream.

    The 10% regression it has currently is fine.

  • Laluzi
    Laluzi Member Posts: 6,225

    Yeah, I like the sound of that. Equivalence is all I'm asking for (and ideally equivalence below the current maximum, because gens getting frozen for 25s time and time again is a bit nuts.)

    That said, I think it should increase the base regression in that case, because freezing the gen for 13s prevents regression that would otherwise occur if nobody was manning the gen at the time. I'd bump it to 15% for a happy medium between "there were people on the gen and regression wouldn't have happened" and "there wasn't anyone on the gen, so it would have regressed."

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,962

    That’s true, I didn’t think about that actually. I think 15% is too much, but maybe 12% would be fine.