Is 4 slowdown perks too much?
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I meant that it often doesn't tell you anything because map geometry means people are still within its annoyingly huge radius. Like, if you're anywhere near the middle of the map? Forget it.
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excluding the few high tier killers, most killers play for the 3-4 gen situation because by the first hook 3 gens should be finished unless the survivors suck. realistically speaking you aren't going to snowball without a blunder from the survivors. so, if anything, those 4 regression perks balance the game for most of the killer roster.
yea it will be too much if you use it against a clown solo queue troop but why should we care about the clown troops when there are actually decent teams out there. bad teams will lose to 0 gen regression perks on a mid killer and that's a fact. blame the matchmaking not the player.
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At this point a nerf to eruption would screw over the M1 killers only shot at semi adequate defense on a consistent basis (If the gen spawn rng even gives you something defensible in the first place). When you're not in the baby bracket anymore, you start to find that gens are completed faster than greased lightning. In response to uncapped completion speed, quad slow builds and a 3-gen strat becomes the norm if you actually expect to maybe stop the progress as the real in-game manual describes. 'Hyperfocus/Stakeout' with a stacked toolbox could already overcome a 3-gen and now 'Potential Energy' helps to overcome 3-gens even more. Nerfing Eruption might feel fine on top killers like Nurse, Blight and Spirit, but would be disastrous for the rest of the killer roster. Don't forget that this system, for some reason, is a one-size-fits-all format.
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I wasn’t referring to their information being undertoned but undertuned in the sense of how much value you actually end up getting from that information. Ie not what killers need that much or that actually lead to much increase in time efficiency.
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i just think information perks are largely pointless when you have experience as killer because you already know where survivors are. I think they're just really safe with anti-shift w perks, anti-pallet perks(dissolution(?)) and instant down type perks because those are the type of perks that could compete with gen defence in term of time efficiency but do not compete because of how safe those perks are. The result is that it promotes defensive killer gameplay and punishes aggressive hooking killer gameplay(minus the whole tunnel/camping gameplay).
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This game can not be balanced around the low tier killers. They are a seperate problem, and need individual buffs. But it's no reason for an overpowered perk like Eruption to exist.
There are certainly more strong killers on which this perk is just too good. And even outside the "baby bracket", as a killer you now still have a chance at winning, without stacking 4 slowdown perks, and without Eruption. The 6.1.0 update did help with that no doubt. There are enough streamers for example that show that you can still win a lot of your matches even at very high mmr.
Of course there are other issues as well, like survivors being able to stack gen or healing speed increase effects, don't get me wrong, and it's particularly frustrating to see such an unbalanced map like Shattered Hope release at the end of 2022, but those as well are seperate problems, and no excuse for a perk like Eruption to exist, especially since Eruption hurts solo survivors more.
But arguably, in the same patch we see nerfs to Eruption and slowdown perk synergies, we also see nerfs to healing and gen speed increases as well. But that's maybe just wishful thinking.
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you wont need a chase perk on a killer who already has an amazing 1v1
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