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Eruption is a stupid idea for a perk.

Grum
Grum Member Posts: 273

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.

Comments

  • squbax
    squbax Member Posts: 1,493

    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.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    im just really annoyed how long the effect is where you cant do anything. thats a long time. but still an OK perk

  • KerJuice
    KerJuice Member Posts: 1,907

    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?

  • Ghoste
    Ghoste Member Posts: 2,135

    Eh, it’s fine, it’s just that 25 seconds is too long to be incapacitated.

  • Plsfix369
    Plsfix369 Member Posts: 566

    Why would they make a perk that would make SoloQ a living hell? Because they're BHVR and they hate SoloQ.

  • xni6_
    xni6_ Member Posts: 505

    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

  • RinsDoormat
    RinsDoormat Member Posts: 121

    Prefer it to doing Overcharge skill checks every 5 seconds

  • Grum
    Grum Member Posts: 273

    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.

  • Rudjohns
    Rudjohns Member Posts: 2,176

    The biggest Eruption value ever (from a game I had yesterday)

    https://streamable.com/3wp3xp

  • Volcz
    Volcz Member Posts: 1,183
    edited September 2022

    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.

  • KerJuice
    KerJuice Member Posts: 1,907

    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).

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    Eruption is like Knockout. Super effective in solo

  • Halloulle
    Halloulle Member Posts: 1,344

    ....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.

  • squbax
    squbax Member Posts: 1,493

    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.

  • Neprašheart
    Neprašheart Member Posts: 439

    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..

  • Deathstroke
    Deathstroke Member Posts: 3,516

    Good swf can easily call when they are about to go down and those bs hits still are not that common.

  • brokedownpalace
    brokedownpalace Member Posts: 8,804

    Incredibly poorly designed perk only made worse by the buff.

  • White_Owl
    White_Owl Member Posts: 3,786

    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.