Eruption is a stupid idea for a perk.
The only possible way to play around it is to be on comms with every person on the team, having people call out whenever they're about to go down.
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i like it but i get it its one of those super strong in soloq but trash in a good swf
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Calling out when you're about to go down is actually a questionable strategy since there are so many bs hits / misses you couldn't possibly forsee it and call it out half the time. - Calling out gens that have been kicked and should be approached with caution is more reliable if you're on comms anyway.
As far as SoloQ is concerned: rip.
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If it bothers you too much rookie spirit helps with info against call of brine, overcharge and eruption, but since soloq survivors seem to be so good at the game they cannot dunk on a sadako, yeah its kinda hard knowing when theyll go down.
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im just really annoyed how long the effect is where you cant do anything. thats a long time. but still an OK perk
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I don’t think it’s stupid. I think it’s actually pretty good and plan on getting it. I don’t like going against it though. I feel like the range effect on that and Jolt are a little too far. If a teammate goes down towards the end of the cornfield, complete opposite of the Thompson House, those perks shouldn’t reach that far. A bit much if you ask me. But hey, that value huh?
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Eh, it’s fine, it’s just that 25 seconds is too long to be incapacitated.
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Eruption was fine before they buffed it.
I have no issue with the regression portion of the perk, but the Incapacitated is currently pretty ridiculous. Like you say, it's a solo queue destroyer. Comms can completely negate it by calling when they're going to go down, but solos have no way of knowing when someone they can't see is going to go down and have to gamble on whether to hammer the gen and risk it locking them out for half a minute, or not repair the gen and risk the person lasting a while in chase.
Like, solos could play around BBQ or PR/DMS just fine because they had a cue to work off of. But with Eruption, there's just no feedback, and it's not fair or helpful to game balance that comms can ignore the better half of the perk.
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Why would they make a perk that would make SoloQ a living hell? Because they're BHVR and they hate SoloQ.
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the only issue with eruption before was the cooldown, and now the incap is too long AND it has a cooldown (the regression buff it had was good)
so if they made it 16 seconds incap, 10% regression, and have no cooldown, thatd be perfect :D
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Prefer it to doing Overcharge skill checks every 5 seconds
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Eruption isn't range based. It's based on working on a gen at any point after the killer has kicked it. There is no way to play around it without just having perfect communication with everyone on the team. The killer kicks the gen, you start working on it at some point afterwards, a teammate goes down, you have no way of knowing this was going to happen, oops you got outplayed, now the killer knows where you are and you can't work on the gen or *even heal* for half a minute. Outplayed.
Overcharge skill checks are not difficult to hit.
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The biggest Eruption value ever (from a game I had yesterday)
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I mean OP isn't wrong guys. The only real way to play around Eruption is having comms.
If you want to hurt solo que players, run it. There is very little counter play to it if you are solo. There's no way you will know the exact moment your teammate will go down in chase unless they let you know. Pretty awful perk design TBH, don't know how it made it off PTB in its current state, especially when so many people play solo. But hey, here we are.
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Oof! I didn’t realize! Wow, that’s pretty strong. And let me guess- short cool down, if any?
No, I get the whole not able to play around thing. Idk, I need more experience going against it before I call nerf. I would call it underrated but it’s picking up in popularity. It’s probably going to be annoying as PR DMS (which can be played around).
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Eruption is like Knockout. Super effective in solo
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....I'm not bothered by the regression. It's Eruption's incapacitated. Or do you mean to see regressing generators and stay away? That would be a) assuming they only regress because of eruption and b) probkematic since you run out of gens you consider repair-able. With caution I mean mostly two-manning it - ideally with a toolbox or gen perks - when someone calls out the killer is headed toward them and they pre-run; that should usually buy enough time to finish it.
The only positive about it in soloQ is the 25secs of foolery if another surv got hit with you and you just do the same shenanigans as you would with a painres-dms gen. You get to know your teamies that way - and maybe they come help you later.
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I meant the yellow aura, to keep in mind that gen is trapped, but then again as I said soloq teammates are not reliable to do the basic gameplay like looping an m1 killer.
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I do like the perk, to be honest.
The main reason as to why I like the perk is due to the incapacitated status effect, and because it promotes kicking generators Vs. the lazy Scourge Hooks' hooking.
Sure, it's strong if executed at the proper time to prevent survivors from progressing any further on or with specific generators, but it mostly sucks, as the regression isn't as big as with Scourge Hook: Pain Resonance or with Pop Goes The Weasel, for example.
I wish, more perks would've had such unique status effects on both sides, to be honest.. Like a perk preventing the killer from damaging generators or destroying pallets for a certain time, for example..
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Good swf can easily call when they are about to go down and those bs hits still are not that common.
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boohoo
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Incredibly poorly designed perk only made worse by the buff.
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My main gripe with Eruption is that the Incapacitated status effect is a bit too much. You end up standing there like an idiot unable to do anything at all. I'd prefer if the perk blocked the gen for some time so you could at least do totems or other things.
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