Eruption Eruption Eruption Eruption
Title.
Everyone and their mother uses Eruption now.
It is fine otherwise but the incapacitated lasts way too long and there are no counters (other than being in a SWAT team SWF). As a solo survivor, there is no way to predict or anticipate the effect of this perk (unlike Pain res for example). Also, other survivors do not know if you have the incapacitated effect, which causes miscommunications and frustration (e.g. you cannot heal others and they do not know this).
These kind of perks, where effectiveness of the perk inherently depends on if you play with your friends on comms or not, are fundamentally bad design and something needs to be done to bridge the gap between solo and swf. Nerfing perks like these is a good start.
Comments
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Yeah, Eruption is brutal to deal with in solo, way worse than PR. I think the incapacitated time needs to be halved, at least.
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I'd be for buffing the regression to like 12 or 14 % but nerf the "Useless status effect" to like 10 seconds.
That way it wouldn't be stronger vs solo and barely useful vs SWF but instead, it'd be almost equally as good vs both cuz 10 seconds of uselesness isn't that big of a deal. And it'd still remain quite good as a regression Perk.
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I really hope they look at this perk sooner rather than later. It just feels horrible to play against. No matter how many people tie themselves into knots talking about how Empathy or 'game sense' can tell you when one of your teammates is about to go down... it can't. There's no reasonable, reliable way to predict it. "Go work on another gen" only works if there's any gen the killer hasn't turned their attention to yet (or if I can actually complete that gen before the killer gets a down and patrols again), if telling me that I should let the 70% gen regress to nothing was a fair thing to ask in the first place. Stack on the gen? Bold of you to assume I can get my solo queue teammates to do anything, and doubles the fallout if the killer gets a down before it's done.
Mostly, it's like... if the gen I'm on blows up and loses 10 or 15%, fine. I can live with that, and I can immediately start working towards undoing that. But getting kicked off the gen and told I can't do anything remotely helpful for half a minute is just awful, it drags out the match, and it encourages mind-numbingly unfun playstyles of stacking gen kick perks and hardcore defending gens instead of committing to chases. Ten minutes into a game like that and I've completely lost my desire to keep fighting - forget the DBD tagline, death is a beautiful escape.
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If anyone told me to "game sense" when a Survivor goes down I'd ask them to showcase.
Seems like a power that can only be learned by someone who isn't a Jedi.
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I could say something sassy like "cope" or "do bones", but I guess that you are right.
The gap between a coordinated SWF team and soloQ survivors who just have to blindly hope, often against hope, that their rando buddies are somewhat competent and have the gamesense needed to predict the ebb and flow of the trial, is so vast, that it could be another game.
In the same vein that sandbagging soloQ members are endlessly frustrating, so is playing against super coordinated SWF squads. You get the feeling that you aren't doing that bad, yet you just can't fight the current and get any footing.
Mind you, this is only the really well coordinated SWF groups. Most of the time you see that "that Feng is always coming to save that Ace", so they are probably in a duo-SWF, but they aren't doing anything extraordinary and you can just play a normal game with them.
So this leaves DBD in a very tought spot to balance: how do you balance this mess? In which ever direction you pull it, something gets tangled and rips. In the end, we will need a two pronged approach: buff soloQ in a way that they might perform at top SWF coordination level, if they are perceptive etc. and then buff killers to keep up.
The big killer buff of 6.1 was severely needed, killer had become SO dayum miserable, that I often asked myself why I actually kept logging in and queueing. And now soloQ are in that spot. Everyone knows that. Everyone acknowledges that. And BHVR is working on something. We can only hope that it will elevate the soloQ experience, better next patch then the one after that.
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This!
And they need to change that fully regressed gens can't still have Eruption (or Overcharge for that matter) on them.
Edit: a typo that changed the meaning of what I wanted to say completely.
Post edited by LapisInfernalis on1 -
Gosh, I keep trying to make a name for myself out there, but apparently I'm outmatched by a lot more people than I thought "You see that idiot Doc running lightborn? What a dum dum"
I want people talking about me, lol
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Yeah they do, still winning though.
Biggest issues I have with it is more my team, like how can this killer kick all these gens and still down my team in a few seconds...
Having a bad team definitely makes this perk worse and that's why it's a pain in solo Q as teammates are just random
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remove swf would be a good solution
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People bring gen regressing perks to face gen rushing, which is a 2022 thing, and you suggest to nerf one of the perks that keeps the game up? Ahahah sorry but eruption decimates only extremely unorganized teams. If you have a good map control it is not that strong as it requires the killer to keep kicking generators out of cooldown. It is a commitment. It takes the slot of perks that can change the game much more.
Of all the gen regressing perks there are few very worth using and eruption should feel funny to play against as well.
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Exactly
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Killers use it because it’s an OP, busted perk and the devs haven’t bothered adjusting it yet. I don’t blame killers for using it - why not use it if it’s available?
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Eruption is in the middle on the Regression perk Tier List.
Play killer and use Eruption, you will see it's not that good.
Yes, the effect is absolutely insane, but it needs setup and isn't guaranteed to proc the incapacitated.
Realistically you won't proc more than 2-3 incapacitated in a game, whereas you could potentially proc 7-8 Pain Resonance.
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The perk is absolutely ridiculous. It's kind of unbelievable that it ever made it out of internal play testing. Did they not have a killer on the dev team play around a 3 gen with Eruption at any point?
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So... if we nerf the 3 gen aspect of it, will it be tolerable?
Because I don't want a M1 Killer friendly gen defense perk that encourages kicking gens nerfed so it's easy to counterplay and make useless.
Nerfing the 3 gen aspect of it seems fairly reasonable tbh.
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Or you can keep complaining about every existing killer perk
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It's an absolutely brutal perk for solo queue because as a solo queue player, not only do I not have any way to know when it's about to pop, I also am always cursed with three potatoes on my team who can last approx 7 seconds in a chase before going down, causing Eruption to go off. Killer comes to my gen, kicks it, takes out another potato in 7 seconds, and the cycle repeats.
Such a frustrating perk that punishes solo just a little bit extra because solo queue isn't allowed to have nice things
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I think it should at least have a timer that starts on the kick, not on the proc. That way the killer actually has to win a chase in a timely manner to get that level of stall. It's really frustrating to have a gen at 80%, have it regress from Eruption, be Incapacitated for 25 seconds, have the killer kick it with CoB/Eruption again, and basically start from square one on the gen. It's way too much game delay.
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That's not a fair exchange.
A fair exchange would be this :
When eruption goes off any generator affected cannot be stopped regressing for 45 seconds. Any perks affecting a single generator that are applied without any necessary cooldown will be applied when eruption goes off.
In other words : call of brine and Overcharge could be applied to the generator (potentially both) and when eruption goes off you can run somewhere else but that generator cannot be stopped regressing for 45 seconds.
Or Eruption could just always remove 25% generator progress instantly and then be blocked for 30 seconds and come back in a state of regression.
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Thing is, M1 Killers struggle to win chases "in a timely manner" and you're not accounting for needing to move around big maps and spend time kicking gens. Remember why Eruption was considered bad before the buffs. Time to move to a gen and kick it for low payoff was one of the reasons for it being considered bad. The meta has changed of course, and other gen kicking perks are run... but one shouldn't have to stack perks for them to get value.
This is why touching Incapitated duration makes me so nervous. If the value becomes too low, then this perk goes back to being bad. Same for making a sure-fire method of always knowing when the Killer is going to down someone. If the Survivor leaves the gen, Incapitated doesn't kick in, which is how this perk gets value.
Something could be done about the perk... but it can't just be straight nerfs unless it's just addressing 3 gen scenarios. (Like, say, weakening or deactivating completely upon 1 gen being left.) And if Incapitated must be touched... then it must be addressed carefully, as that's how this perk gets its value.
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The sad thing is, that wasn't a hypothetical. I have actually been told that Eruption isn't a problem because someone with game sense will know when their teammates should be about to go down. I was quick to say the same thing... sounds neat, but I missed out when they were handing out psychic powers.
Eruption is a solo queue melter. It's no good against strong survivors because you won't have time to kick gens and the chases take too long to get the ball rolling, particularly at the start of the game when all the pallets are up. In solo, though? Where gens aren't coordinated and you'll probably have at least one survivor who goes down pretty quickly on your team? It's more punishing than anything else - even Jolt or PR, both of which reward the killer for downs. It is stronger than old PGTW by a longshot in terms of value per down. It also combos with Overcharge/CoB in a way that will burn gens to the ground unless someone can loop for 90s (and the killer isn't one of those types who just hugs gens all game instead of committing, because I see that a lot with Eruption builds.) If survivors coordinate, the guy in chase just has to not ######### up for maybe 60 seconds instead - but if he does, then both survivors are now potatoes for the next half a minute.
It's kind of like Third Seal in that regard - nasty perk in solo that leads to people dying on first hook, but SWF doesn't even notice it's there. Either way, a perk being extremely strong against one group and mediocre/weak against another group doesn't make it balanced or well-designed. And it feels awful to verse in a way that no other gen regression perk does, except maybe Pentimento (but Pentimento's your own fault and you can do something about it.) The Incapacitated should not function the way it does.
If you think constantly getting booted off gens and being forced to twiddle your thumbs for 25 seconds is funny, well... honestly, even from the killer perspective when I use it (and I do, it's a solid perk), I feel bad. It feels like absolute ass to play against.
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I just noticed that my phone bullied me. It should be "can't" 😅
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Eruption has 3 major issues:
1) Long incapacitated timers that you can do nothing about are miserable
2) It affects solos much harder than SWFs
3) At it's peak, this perk provides far too much value, providing way more slowdown PGTW ever did, a perk that the devs felt needed to be absolutely destroyed in 6.1.0.
The fix to eruption is to cut the incapaciated in half but make it apply in a 6 meter radius around affected gens instead of only survivors repairing those gens.
You could also increase the regression a little bit, like 2-5%, as compensation. It would fix the major issues with this perk. The incapacitated doesn't feel quite as bad when it isn't for too long. It affects SWF players mostly equally since they would have to get off the gen and run away from it making it not so trivial to call right before you go down. The amount of slowdown it provides is a little more in line with other perks.
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No. The solution is to make it affect solo and SWF equally. Do not let call outs prevent its function. Make the gen unworkable but let the survivor do other stuff for any non affected gen for 45 sec.
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Also if the Killer is using Eruption they won't be Camping or Tunneling... cause they need to kick Gens
Yes I agree that the Incapacitated status effect lasts to long... But what number would work for it?
And the regression doesn't amount to much... so an increase to that also makes sense... But what is fair for both sides?
And the Cooldown on it can be adjusted... again what's fair for both sides?
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25% regression plus the gen is then blocked for 30 seconds? How would that not be brokenly op? Perks aren't supposed to win you the match on their own.
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They need to change the incapacitation effect duration, it's way too long for having no counterplay in solo queue beyond what, Repressed Alliance so the killer can't kick the gen in the first place? It is massively unfair that SWFs can just call out when they're about to go down and completely avoid the incapacitation, while solo queue just gets hit with being able to do nothing for 25 seconds multiple times through the match. It feels absolutely game breaking.
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