Approaching eruption nerf
Comments
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While I get what you're saying, 1.32m isn't 'nothing' either, especially since the blade wiping buff further means you're catching up sooner, even if that survivor has an immediately available pallet or window. Which you said, but shrugged off the extra 1.38m gained compared to before that patch. In a dead zone, both of those changes combine, and the survivor has 2.7m less of a lead than before the 6.1 patch.
And, for comparison, the 'for distance' portion of dead hard that was removed was at best 2.28m of distance, and that's rounding up. But that shows why just looking at 'oh, it's only .2 seconds difference' is misleading. The question is: is the potential for 2.5m of extra distance in nearly every chase valuable or not?
I'm always amused at how people downplay the 6.1 buff of doing nearly every common killer action 10% faster as though it's trivial and nearly meaningless. But I guarantee if we just reverted it back to the pre 6.1 values it would be panned as 'the worst nerfs ever'.
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ofc dh is more popular than eruption? one is a free perk that can be used 4 times per lobby, the other is a licensed perk that can be used once
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Barring a complete rework of the perk my idea has always been to add a delay between a Survivor going down and the generator exploding. Something long enough that an alert Survivor knows to let go, a la when you know there's a chance for Pain Resonance, but short enough that it's not made too easy to avoid.
My understanding has been the Incapacitated status, and the fact there's no way to be able to avoid it, is the big issue with the perk. A delay will enable it to be less of a problem vs Solos while, at worst, not really affecting a SWF's ability to counter/ avoid the Incap.
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it’s easy to get rid of it, enough to lie that it’s impossible to avoid it, even in solo I often avoid eruption (and eruption does not work at all on swf) instead of 4 metaperks, take aura perks and you will easily avoid eruption
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I'm aiming for a way to dodge the perk's Incapacitate without requiring additional perks or builds designed around avoiding eruption. A form of counter play anybody could do, in theory.
The idea, to me, is that while having perks to avoid a problematic perk, playstyle, or what have you is useful, they shouldn't be a requirement to just play the game.
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at this time, the killer still needs a perk to put out the totems of the survivors
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Which is irrelevant to my point about Eruption, since I'm not talking in 1:1 terms or not acknowledgingthat this isn't Cornelius true everywhere.
Also your point is inaccurate since Killers needs a perk to break the totems of survivors. Putting them out is basekit. Which goes to my point, actually. The perk is useful for countering Boons, but not a requirement.
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you know what I'm talking about
on a high mmr, the killer is forced to take 4 gen perks, until 1 justice is fixed, it makes no sense to fix the other, otherwise it's double standards
and buffing all survivors because 20% of killers use 1 perk is a bad idea
what next let's increase the healing speed by 25 since the killer can take the butcher
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I honestly don't know what you're talking about.
I'm talking about a way to balance Eruption without losing l the power of its effect any more than can be helped while addressing what is, to my knowledge, the most problematic aspect of the perk (its being far harder for Solo Queue survivors to counter vs SWF).
You seem to be talking like doing so inherently requires some 1:1 exchange, when the whole point is the issues with the perk are what's making it already uneven.
My delay idea is meant to give alert survivors that opportunity to counter without further empowering SWFs or negatively impacting the value the Killer gets from the perk any more than can be helped.
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Yea totally agree, surv mains took some pretty big hits with some of their fav and most used perks being nerfed last year,i said then the devs would bow to the pressure of said surv mains and give them what they want as a means to placate them,BT becomes base kit for example and any killer perks that side of the community don’t like they become very vocal and the devs usually cave,it is a numbers game after all.Jolt and noed will undoubtedly be next as they are continually bemoaned.
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You wanna know the reason Botany went from 33% to 50% and efficiency penalty?
Self Care was nerfed by 15% and the 20% efficiency was removed.
Botany gained Self Care´s 15% + 2% to make it 50% and a 20% efficiency penalty.
By changing the numbers between those two the perks became bad by themselves but meh with each other.
Yet Circle of Healing with it´s infinite healing charges and +50% is fine and doesn´t need a nerf to it´s infinite heals.
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Except old dead hard was on demand not a static addition to all chases, it was always "+2 meters on demand at the drop of a finger on an e key". That's what made it powerful. If such a thing isn't a big deal what do you think about cou de grace being the exact same distance as old dead hard on a 30 second cooldown? I imagine most survivors would not be fans of such an ability despite it also "just being 2 meters!". I stiill argue the 10% is minor especially compared to the nerfs to thana/ruin/pop/ci. Would survivors be happy if we reverted the nerfs and made it so exhaustion perks don't work while all 4 survivors are still alive? That's essentially what they did with thana/ruin/CI.
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Keep Self Care but bring Botany back, even if the combo gets weaker
Self Care should never be used in the first place.
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At least Killers never complain about survivor perks. They are truly the best of us all.
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And yet, it is still a problem.
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To be fair, that lack of communication to the other portion of the played base is why the devs get criticized, ridiculed and called incompetent or biased.
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Nobody ran pharmacy.
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i don't see how it's still a problem,,yeah trying to mindgame it is kinda tedious sometimes but i think it's nowhere near its previous " Press E to reach a pallet or window to make killer feel robed" state ,,though yeah against telegraphed powers it's stronger than before
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