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Eruption is as or even more unhealthy for the game as old Ruin was

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Comments

  • danielmaster87
    danielmaster87 Member Posts: 9,713

    That is the counterplay. People also said old Pop and Pain Res/DMS had "no counterplay", whilst they gave killers downs left and right. You don't go down constantly, you don't get hit by these perks. It's not that hard to understand. There are more than enough strong loops in maps to where you can easily run the killer for 40+ seconds each time. We can't keep balancing off bad survivors.

  • danielmaster87
    danielmaster87 Member Posts: 9,713

    Eruption is like the only perk that rewards killers for getting downs. You want to take that away, you once again will be taking away killers' incentive to go for multiple chases.

  • Sava18
    Sava18 Member Posts: 2,439

    I mean the only really skillful thing a survivor can do is loop well with what they are given, comp player's are really good at playing efficiently but was it really that hard for them to not go in the direction of other survivors when on comms? Every comp team I have played against which tbf is not more than 4 in the last 5 months that flaunted it openly, had one good chaser and the rest just pre-throw, hold w and split on gens. They are good team's but survivor's most expressive skill is by far looping.

  • SoulKey
    SoulKey Member Posts: 338

    lol he is a delusional streamer catering for a special-minded type of players. I don't blame him, it's his job after all.

    However, i would never take him seriously for any balance changes or even advice.

  • Deathstroke
    Deathstroke Member Posts: 3,522

    Damn that is not even killer biased that is like not cabable understanding the other side at all. His counter basically only works agains't new killer who can be looped very long time. But if the skill level is more equal survivor will get downed eventually. And in 3 gen scenario even bad killer can easily get eruption value without much effort.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,114

    Tru3 had a game today on demo. He was using barbed glasses+lepros lichen on midwich elementary school. Remember that Demo has base-kit pallet break and he is using an add-on that makes you break pallet faster, so in theory, its suppose punish survivor for pre-dropping pallets. The summary of the game was that the survivor team(SWF) just pre-drop every single pallet, the survivor did not loop a single pallet. Tru3 lost with 1 kill, 3 escape. In his opinion, He thinks that skillful play on survivor side is pre-drop pallets and m1 generators. He does not think that killer is skillful role because of the gen speed vs chase hook ratio and pallet design in the game in which Tru3 attributes to SWF being imbalanced.

    I am not interested in going into the details. your opinion is closer to mine but my explanation would be different.