http://dbd.game/killswitch
possible Call of Brine + Eruption fix?
hi all,
ive been seeing a lot of irk around the perks mentioned above, myself included in the players who think its a touch too strong of a combo. personally im not a fan of not being able to do anything for 25 seconds, but that isnt the problem (and why my idea is being typed out) that is present. this is just a hypothetical idea i thought up while cooking food, so bear with me if theres any mistakes. for context, heres call of brine and Eruptions perk descriptions, respecively:
Call of brine-
"After damaging a Generator, Call of Brine activates for 60 seconds. The Generator regresses at 150/175/200 % of the normal Regression speed and its Aura is revealed to you. Each time a Survivor completes a Good Skill Check n a Generator affected by Call of Brine, you receive a Loud Noise Notification."
Eruption-
Performing the Damage Generator Action on a Generator applies Eruption:
"Highlights all affected Generators in Yellow; The next time a Survivor enters the Dying State by any means, all affected Generators explode and start regressing, removing the highlighted Aura. Eruption applies an immediate -10 % Progression penalty. Any Survivor repairing a Generator when it explodes screams and suffers from the Incapacitated Status Effect for 15/20/25 seconds. Eruption has a cool-down of 30 seconds.
my proposed idea is to change Call of Brine by simply adding a single word into its descripton, highlighted in bold.
"After manually damaging a Generator, Call of Brine activates for 60 seconds. "
alternatively, adding "this perk does not work with gen damaging perks" to the last line of irs description
so instead of CoB working from the explosion of eruption, it works off of the killer damaging the generator. it would fit into the current kick meta arguably better and it would serve a better purpose: instead of simply blocking a generator, it can be used to prevent a team of 2 splitting off (one hides at the generator, one runs to grab the killers attention) in order to keep the generator being worked on while in a chase. here is an example:
say two people are working on a generator. person 1 hides, knowing the killer is coming, and person 2 attempts to start a chase with said killer to distract them while person 1 hides. the killer kicks the generator, applying both eruption and call of brine. starting the chase, the killer is told there is someone working on the kicked generator thanks to CoB. the killer gets the down on the survivor, causing eruption to trigger but not CoB as it doesnt trigger on perk related damage. the killer hooks person 2, and returns to the generator to attempt to catch person 1. if the generator hasnt been touched, they have left, leaving the gen regressing. if its been touched, the gen can be kicked again, applying call of brine and the killer can search the area knowing that either the survivor will tap the generator (allowing them to damage it, making a total of 15% progress removed) or that CoB can regress the generator undisturbed for a short while until someone moves to it.
again i must stress that this is purely speculation, one player thinking about how the game could change in a future update. feel free to discuss what you all think.
thanks for reading.
Comments
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If anything happens to Eruption it should be 10-15 seconds of Incapacitation
And personally Call Of Brine should lose it's information portion and have it be applied to Surveillance
But yes I do agree with what you said
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Incap should go, completely. A perk should not have a gaps between 27sec to 120sec of Gen lost, where the 120sec applies to the weakest role.
Gens blocked for 15sec on down, thats it, that will equally affect both Solo & Swf.
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Can you example how you got those numbers?
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- A Gen lost 9sec instantly on down.
- 25sec incap which 25sec Gen can not be progressed.
- 6sec of Gen regressing when survivor can not touch them for 25sec.
- The total is 40sec per Gen.
Multiply by 3 survivors.
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Thanks for the answer but i think it's a little unrealistic to say that all 3 survivors are hit by eruption each time. I hate the perk but that seems kinda unfair.
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Which is why I typed "the gap between 27sec to 120sec"
Certainly there are times that only 1 survivor affected by Incap:
- Either the 1st survivor is going to unhook and heal the 2nd survivor, while you just down the 3rd survivor, which the 4th one cant do Gen.
- Or 2 survivors already dead, the down on the 3rd survivor, cause the 4th one cant do Gen.
I mean, if survivors are not doing Gen to be affected by Incap, you win. If survivors are doing Gen and affected by Incap, you win.
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Oh, you're right. I can't read lol.
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The block should be 25s, but I agree with changing incapacitated to block. It should not be reverted to 15s baseline, that was unnoticeable enough even beforehand.
(Also, I thought CoB only applied on kick anyway?)
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It depends on which side you play the most to see guarantee 75sec blocking Gen on down is balance.
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Both perks completely fine...
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If you kicked 3 gens, if survivors are spread out on those 3gens, and if you can regularly get downs.
An expiry time or a limit to the gens it can affect makes more sense than nerfing the duration; if the issue is it can shut down all survivor progress, what we want is to limit its ability to multiply across gens, not its duration.
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Eruption is fine. Its really rare that more than 1 survivor is affected by it, if they are working on different gens.
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The incap from eruption need to chance to blocked for sure
but i would like to see the trigger of the block be gens that have been worked on in the last 10 seconds or that the gens you kick block regardless if a survivor works on it or not but with reduced time.
Just changing incap to block still has the problem of the perk being insanely more effective vs solo's then swf
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I feel like you guys should try playing killer as well And you see how unfun it is to play as a Killer and Having all the gens popped in less than 3 minutes so basically in a map like cornfields Before you even reach the Gen it'll pop
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I feel like every time we see a thread about eruption, no one ever takes the time investment into consideration when talking about nerfing incapacitated numbers. The killer has to walk to a generator, kick it, find a survivor, hit them twice and time the down so that it happens while other survivors are still on that generator. All of that takes way longer than the incapacitated timer.
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It is entirely possible for Eruption to cause a total of ZERO SECONDS of lost time, so account for that in your "gap".
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I main Trapper, play without slowndown & no tunneling.
Correct, if no one do any Gen for you to kick to begin with.
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Not even then.
Here is a COMMON scenario:
Survivor 1 on gen. I chase them off and kick it. They flee. I continue chase. We run into another survivor on a gen. I chase them off and kick it. Those two survivors then run off, and join up to hurry up and Prove Thyself a generator. I wound a Surivvor. Continue chase. The doubled up gen pops. I then down the survivor. Eruption goes off.
First gen damage: 0, already reduced to zero from kicking it.
Second gen damage: 0, already reduced to zero from kicking it.
And the other gen popped, so Eruption does nothing. Total number of wasted seconds: 0. Total amount of gen regression: 0. Total number of Incapacitation seconds:.... 0.
I'm getting sick and tired of every anti-Eruption argument acting as if every time it goes off it's shutting down the entire enemy team and regressing 3-4 generators at once. That's not normal at all.
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Thank you for explaining the perfect play that only possible happen to high MMR swf.
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I play mostly solo queue and escape one game out of ten unless I gamethrow by screwing my teammates.
The reality is that the whole "I got a bunch of survivors at once that were on all partially completed gens at the exact same time at the precise moment I got down AND I happened to have kicked all the gens in question" is far, FAR less common than people are making it out to be.
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Play without slowdown and no tunneling means 0 kills right? and getting tea bagged 24/7 by survivors and calling you Baby Killer For playing the game
That's what i got for Playing Killer tbh Infinite Insults for getting one kill
But yea if you're a Killer main and you want to Nerf the only Viable slowdown perk for Killer mains Then I got no comment
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Incapacitation isn't the reason people use the perk it's cuz of the amount of progress Lost by it
Either way i'm not quite sure if devs would listen to what we say nevertheless we can Discuss but i personally feel that Eruption Isn't Good Because there's a hidden timer in any match you play right? so Let's say that You Kick all the gens and all of them lose the 15% then what? They Bring toolbox and boom all gens pop it's only viable if you're doing the 3 gen strategy which is all luck and it's just how the map Places the gens for you So even then it's a Gamble. I feel Like If there's going to be a Progress it must be toward ending chases faster and balancing the map around Nobody Cuz atm 99% of maps are on survivor favor You come out of jungle gym and you hop into shack you come out of shack you see another God pallet you break the god pallet you see another hard loop and so on
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So you want Deadlock or Thrilling Tremors to occur every time a Survivors goes down
And the weakest role is what again? Killer? In terms of regression VS. progression, Solo? In terms of not being able to stop Incap from happening
Blocked Gens don't regress.... No Incap can stay but not as long as it does right now
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"After manually damaging a Generator, Call of Brine activates for 60 seconds. "
alternatively, adding "this perk does not work with gen damaging perks" to the last line of irs description
so instead of CoB working from the explosion of eruption, it works off of the killer damaging the generator
It works exactly like this. Call of brine affects generator only if you kick it manually
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does it actually work like this? i dont have ring and when checking the wiki for any info on if it does or not, it didn't specify so I assumed it didnt go via manual. the more you learn i guess.
still, at least we are having a discussion about perks and status effects etc. without going to each others throats. nice to see, and since my times on the forums a less common sight
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I can certain 60% kill rate in average. Of course at mid MMR where survivors have the same meme build as me.
Try hard will give you 100% kill rate at my MMR until reaching to high MMR where survivors have the same try hard build as you and your kill rate dropped to 60%, just like my kill rate.
Except where my game, everyone have fun.
Toxic players are the try hard (I dont say try-harders are toxic) because they want to rub salt on you when they win. Of course they HAVE TO win to able to tbag you. You would get less to no tbag against chill survivors.
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I believe that Survivors are the ones who start this mind games you see a Killer literally chasing someone then they be like ok he's tunneling so let's tea bag him and play dirty this isn't Fun for Killer to tunnel or what It's a must if you wanna win you gotta Use strategy obviously but the amount of toxicity on survivors goes high and killer goes higher and then it overflows and the current state of game begins
People Gotta think and put themselves in Killer's place You HAVE TO do your objective or else why would you play the game? you can go play fortnite and chill or you can go play friday 13th or whatever
Killer must Kill it's just how it works Survivors on the other hand Shouldn't be insulted by strategies They gen rush and no one says don't do that
They use broken perks and It's ok but if Killer uses a strategy it's bad and toxic? Come on now
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I know so well that my skill isnt good to be at high MMR as survivor. If Im at high MMR, it would be me slap in Unbreakable, OTR, DH to carry me and escape 90% match in mid MMR to play against Otz in high MMR. Im not deserved to be at high MMR.
Do you consider your skill to be at high MMR? Or quad slowdown, high tier killer, strong addon and tunneling carry you to high MMR?
Its weird to me that Killers try so hard to slug to get 4K, knowing it increase their MMR to even play against people like Zubat Aayrun then make complaining how good they are.
You want to win, its fine. Depends how much you want to win. 90% kill rate at mid MMR may be? Then you play against survivors who have 90% escape rate at mid MMR. Both of you meet each other at high MMR and drop down to 60% kill rate - 40% escape rate.
If Killers want challenge, there would be no complain in the beginning.
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it's not even about mmr. everyone want to win have you ever seen anyone who Likes losing games? both side want to win But insulting The other role for doing their Job isn't The way People say Gen rush and i'm like Listen both sides are trying to win it's inevitable that they'd do their best to win But why would you insult Killer for trying to win as well?
I don't Like otz personally so it's not a matter of deserving to be a place or not If you think you don't deserve to be in a place then Lose on purpose and derank that's completely fine. Dbd cannot possibly be a Competitive game Since there's no balance in it a game can be competitive that's balanced or half balanced 5 gens popping under 3 minute isn't balance its chaos
The only reason certain people Like otz is because He apologizes everytime he downs a survivor and even if they tea bag him he still apologizes
We have brilliant stars in this game that Play Killer with 100% usage of their brain and they shut down a swf Like it's nothing
Otz is a skillful person but not that much When you compare them to other Streamers You'd realize that there are many people better than him He's Just Famous for apologizing to survivors
also people being toxic doesn't have anything to do with High MMR. Survivors are Just toxic for no reason in my opinion I mean i'd never Say don't gen rush because we both wanna win right? But why would insult the other role for wanting to win?
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