Im Just Really Getting Tired Of It
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Its not a problem for me as survivor and gets minimum value as killer. I still think you lack game sense or don't want to run a single info perk.
We are two players who have opposing views on the game issue. So at the end of the day it's going to come down to either one of us is better, or we have differing play styles and no one is better you're just weak to the perk and I'm not. I have perks/killers I know aren't as broken as I say they are because others can deal with them and I can't.
I routinely escape blight spirit and nurse. I can't do anything against pigs or legions man. Die every time.
Post edited by BoxGhost on0 -
And I think that when u say that u are chasing somebody next to a gen and u see survivors let go it’s actually because they don’t want to get hit and they run away ,or because they are on coms. Eruption has a counter play and it’s a sws on coms, for solo q there’s basically no counter play
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1.) Run. Info. Perks.
2.) Run repressed alliance. Its a cheryl perk that is rarely used because its so situation but its good for eruption to a degree. Tap the gen, the moment you know someone is in chase hit repressed alliance and find a new gen, after they are down return to the original gen.
3.) Pay attention to which gens are sparking. sparking gen mean killer kicked it. Tap it then find a new gen. Game sense.
4.) Just pay attention to the chase and guess when to let go on occasion, even this reduces eruptions by a significant amount.
5.) You're solo? YOU take the chase then. Lets the comms players play around eruption.
6.) better yet if you TRULY feel only swfs counter it then make some friends. Get a swf. People hate solo q SOOOOOO much. SO DO I. SO I PLAY WITH A SWF. Thats why I'm a killer main in the first place is because if they aren't on then survivor is kinda lame. Just make friends in the game dude. I have an IRL swf AND one I met online playing dbd. It's a lot of players who if you're decent will let you play with them.
I just gave six solutions. There are probably more I'm not thinking of. You have solutions you just don't like them. You want to sit on your gen and make the killer work harder while you don't have to improve. That's childish and just complaining that you want to play the game without improving at it.
I'm not insulting you but you are receiving valid ways to counter it- ways that I myself and my team use to counter it- and just ignoring it. I'm done here. It sounds like you want an EASY answer or the perk nerfed, when the issue is it's a type of perk that requires more planning and game sense than other perks. Not all killer players even like it. I only run it in maybe 1/3 my builds because gens are so fast now passive regression is often better. I'd take brine/scourge/jolt/deadmans/deadlock those five- over eruption anyday despite how good it is.
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Actually I run bond every game when I play survivor cause I go for chases so I don’t bring the killer to a gen that is been worked on and because I bring a flashlight so I can maybe flashlight save. Telling be that I lack in game sense and that “im weak to the perk” (of that actually means anything) it’s not a valid argument, I actually explained how the perk eruption works in details. Eruption it’s not a problem for me because I go for chases, even if I die, I don’t care at all, I don’t wanna sit on a gen the whole game , I like the interaction with the killer.
if u are telling me to “let go” as u do with the pain res just shows that u don’t know how the perk works and that is not common in your games as theOP games, u don’t need to demolish other people experience just because u don’t get affected by something
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First of all u gotta chill you sound really angry for nothing, and have a civilized discussion if u wanna talk to people. Non of your “solution” is valid if not in your own utopia of a game , except the swf, wich maybe the OP can’t have. Info perks don’t give u the information of when eruption is gonna trigger, and I explained why in details. Nobody wants easy games, the OP WAS trying to express something is going through in his games and we all replied in a civilized way. And if u go read my previous comments before accusing me of not wanting to improve or wanting easy games then maybe you realize that I didn’t complain about the perk at all and I said that if the perk i strong of course the killer is gonna use it, nobody is come put themselves in disadvantage to please the opponent. I also don’t care about the perk nerf and I didn’t mention anything about it saying that they are most likely not gonna touch it. You are just being rude and not giving constructive criticism
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and YOU don't need to keep trying to convince the devs to nerf one of the few good perks killers have left just because YOU can't beat it when I play both sides and it isn't an issue. You can't unilaterally nerf half the games player base because YOU and I have different play styles.
I wasn't being rude until you people decided not to actually respond to my points, you deserve direct criticism because you are complaining and not accepting answers to your complaints and just excusing them away.
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Where am I complaining and where I didn’t reply to your points? I gave u a full explanation on why info perks is not a valid solution as u suggested in the first comment. That is a reply to your point ! I didn’t absolutely asked for a next or suggest one CLEARLY saying that I M NOT affected by the perk because I don’t sit on gens. We were having a discussion about how the perk affect first of all the OP how stop it is against solo q. actually start thinking that u read none on my comments or u didn’t understand anything of what I said… it’s more likely like u are getting angry because people don’t agree with your point of view and instead of giving valid arguments that sustain your pov as I did you are just getting randomly angry and irritated.
oh and also u don’t know my game style and u clearly don’t know my game sense as I don’t know yours because I don’t know u and u don’t know me
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* I didn’t absolutely asked for a nerf or suggest one
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It's literally visible when pain resonance will be activated (for SWF and solos), it's possible to drop the gen when hooking animation starts. You talk, talk, but don't justify the solid counterplay against eruption in soloQ. By the time the downed survivor's aura appears, the incapacitated effect has already been performed.
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I may simply leave this thread now. I'm not often active on forums and completely read you, op, and several other people as the same poster like an idiot. I don't care to go back and re read each comment and reply. As this was all my mistake I do apologize sincerely to you.
I stand by my comments that eruption is not as powerful as OP thinks.
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To recap:
1. What info perk is going to tell me when a survivor is going to be put into the dying state? I'm not asking about an info perk to tell me when they're injured. I'm asking about an info perk combination that reliably tells a survivor when their teammate is going to be put into the dying state.
2. Block the gen for 30 seconds in the 3 gen I'm trying to break to avoid being Incapacitated for 25 seconds.
3. Don't work on any gen inside the 3 gen because they've all been kicked. Also break the 3 gen to avoid 3 gen situations with Eruption.
4. Pay attention to the chase going on across the map. Stop working on the gen at a random time.
5. Take chase? Not sure what this means without context
You're either suggesting terrible survivor play or things that aren't really possible in all of these.
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In response to 1, and this is really testing the limits of info perks, you might be able to achieve a situation where you can see both the killer and the chased survivor auras and predict the eruption.
Situation 1: teammate hooked and killer is chasing another survivor. If you have a Kindred/Open handed combo, you could see both auras and predict the fall.
Situation 2: killer is chasing the obsession next to a wiretap gen, and you have a key with "unique wedding ring" addon, you can potentially see all the chase at a long distance.
Situation 3: killer is chasing an injured surv, you have empathy and the new perk Fogwhisperer, if you constantly hit great skill checks, you could actually see both of them in a less than 128m radius.
Of course, these situations are really difficult to pull off and not consistent enough to call them counterplay.
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That was my only thought. Maybe with Wire Tap and Bond, or Alert and Bond. But it's also kind of moot in those situations because it's bad practice to be on a gen if the killer is in a chase close to a gen that isn't going to be completed. I'm never going to be on that gen anyway unless I'm almost certain I can finish it before the survivor goes down in the immediate vicinity.
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It's not that it is OP, it is that it is mechanically frustrating and poorly designed.
Why should I get punished for not having information when Im playing in SoloQ, which means I am going to lack information by default?
Eruption is a horrible perk against SWFs, but it makes SoloQ a miserable experience. And Im tired of people saying "just get off the generator" when it abundantly clear that SoloQ does not have that information readily available, SWFs can say they are going to go down and to get off the generator, SoloQ cant, even with perks you need so many factors to align just to get the information you need.
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Its a horror game. You're supposed to be punished until you know what the killer is running. This is literally why comms are powerful in the first place and why info perks exist. To counter being punished for not knowing. That is literally a flawed argument. would any killers even play if survivors knew their build before the match started? No. You play and figure out the perks. And that makes it a worse argument because the survivors have 16 perks the killer has no knowledge of and has to track. four exhaustion perks, who has the boon, plus who is the good or bad looper and remembering who is on which gen while chasing one person. Killers need to remember ten times more information than survivors and have 4 times as much of it hidden. That is an absolutely silly argument you made,
So its good against soloq and bad against swf? Ok. so you are telling me in a match with a solo player and a swf, it still dominates? There aren't many four stacks mate. Its usually 2 stack and 2 solo, or 3 stack and a solo. Most matches. Thats half or more people on comms in MOST games. It really just doesn't make any sense for you to say its only affecting solo players and not swfs when pretty much every match has a swf. Even if you get hit by it two or three people on comms and your own game awareness should really mitigate it.
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I dont think you understand how little information perks deal with Eruption. And that is even suggesting I have access to those perks to begin with. Again, as I have stated in another reply, I moved from PC to Console, I went from having every perk to literally starting over. Having access to those information perks not something within my control at the moment since I am still unlocking them.
And most information perks cannot reliably track the killer and survivor positions at all times. At least until the new chapter releases, since Fogwise and Empathy counter Eruption (and I can reliably hit Great Skill Checks), the issue is that getting reliable information currently does not exist atm.
I have made the suggestion before to make Eruption block the generator automatically instead of causing Incapacitated. It would make the perk effective against SWFs because of the blocking always happening and make it not as oppressive against SoloQ since it no longer Incapacitates survivors. It would still be a good perk that fits into the gen-kicking meta along with Call of Brine and Overcharge.
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In fact the central thread is not "eruption" at all, it's " SoloQ"
I'll explain why using SoloQ as an argument to nerf killer perks and buff survivor perks is useless :
- The strength of SWFs : The bond of friendship in the real world.
When you have a friend in the real world, he brings you positive (Bullying boredom, positive emotions, increases your chances of survival, someone to talk to about his problems, someone who can provide other idea to enlarge your reflection etc...) it is in your interest to collaborate with him in a game to continue to receive what he brings you and he also does the same for you.
Even if a SWF player will be in a bad mood, it will be reduced and he will make an effort to help these friends, he will not give up these interests.
That's why SWFs are powerful.
(They share information because they like each other, because they have additional benefits in the real world, not because they "just" have the information)
What makes the SoloQ weak : The lack of real-world friendships.
You have no reason to help people who are not your friends in the real world.
As a SoloQ player it is therefore in your interest not to be too nice to other players since you only win very little, here is why:
- If I play in SWF with a friend, all that matters is that me and my friend manage, too bad for the other 2 randoms.
- When the exit door is open, nothing forces a SoloQ to unhook you.
- If the killer makes me fall in 15 seconds and I'm not happy, I can DC, because what matters is that "me" I start a game without falling in 15 seconds.
- If I have a Totem challenge to do, I do it, and I don't care about the rest of the game.
- It's fun sabotaging strangers.
- Even if there would be Kindred base kit in Solo Q, it does not oblige me to help you, if I can get out.
- I am an inexperienced player, I am afraid of the killer, I go into hiding to treat myself with Selfcare because I am a Claudette Morell.
(The SoloQ Player gains nothing by sharing information with you, he has no reason to work with you, he risks absolutely nothing by sabotaging you, his gaming experience will not change)
This is why in Solo Q any killer perks will seem strong to you, because you are precisely in "SoloQ", you are on your own, you have no guarantee that the 3 other survivors are constantly collaborating with you, their mood can push them to give up and they lose nothing by doing so.
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A better solution would be for eruption to be an AoE incapacitate, or for it to incapacitate anyone that repaired an affected generator in the last X seconds. This would make it exactly the same for solo q, and would help bridge the gap between solo q and SWF in a healthy way.
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this would imply there is only one way to play the game.
You can still get camped by a bunch of killers, and then in the matches you aren't camped, face eruption, like what even is this reply, is it an attempt at a "gotcha"? lmao.
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Do you think this game is played in an empty field? lmao.
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They should remove the incapacitated effect, it's just too much on top of everything else the perk already does.
Its cooldown lasts as long as the incapacitated effect so by time you can use it again the survivors have just barely been able to do anything, you see the aura of which gens will be hit so you know where a survivor will likely be when it goes off, you don't even need to be near the gens like you do Jolt, it does 10% damage, and it allows you to avoid perks like Blastmine or spending time going over to kick a gen.
If they won't remove the incapacitated effect then make it so you need to be near generators so there is a counter to the perk.
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Fair points across the board....
Yea I do realize (after reading so many threads on Eruption) that the perk is overtuned
But there are other things that can be done to fix it...
Decreasing Incapacitated time from 25 seconds to like 10 seconds
Making Eruption have a longer cooldown... Oppression levels of cooldown
But some perks that might help...
Empathy- 126M range on Injured Survivors... Cause if the Killer is chasing anyone it might be the injured Survivor (I know that it doesn't help when knowing when the Survivor is about to go down but at least it's something to learn from)
OOO- Reveals both auras to each other once every 30 seconds... and that might mean that you are going to be chased longer (again I know that it doesn't help... but again you might learn a thing or two from using it)
Alert- Reveals Killer's aura kicking things (Gens, Pallets and Breakable walls)... again just a learning tool at this point
Openhanded- increases aura reading perks by like 5M give or take (I haven't read the perks description in a while)
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My ideal change would be giving eruption a small buffer after a survivor enters the dying state.
Let's say 0.5 to 1s, after that time, the gen explodes and anyone still on it gets the penalty. This gives you an oppertunity to let go of a gen after someone is downed. The regression will still happen of course.
I know some people will probably say "lol that defeats the point of the perk" but the perk is meant to be a "trap" so if I know about it, why can't I do something about it? It makes no sense.
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That works as well
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The new perks are way stronger than the old ones. Ruin was instantly cleansed out of every game by good or even average teams. Pop required the killer to hook and then travel to a gen to pop it. Eruption gives you info, regression, and makes the survivor unable to do anything for 25 seconds for the same level of effort. It's way stronger than Pop or Ruin were pre-nerf.
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