Mission: (Im)possible - Eruption

Dear People of the Fog,

I know, I know, this is probably the 100th thread about this perk, but I wanted to do my own nonetheless. Eruption is undenyingly a meta perk and used by many killers across the board. It's a good perk, but very frustrating to verse.

What is the problem with Eruption? That depends on the opinion of the person you ask, but here are the common answers:

  • It makes locking down a 3gen very easy
  • It is hell for soloq or 2man swf.
  • Being incapacitated is boring
  • It has too many good synergies with other (strong) perks or perks which multiply the effectiveness.
  • It can be triggered too many times at once
  • there is no indicator that a kicked gen is affected by Eruption or not

Before I come up with potential solutions, I will quickly do the math behind Eruption, since it is a bit more complicated than you might think.

First, the gen looses 10% when someone is getting downed. Second, the incapacitated effect will prevent you from doing anything except unhooking for 25s. During this time, the gen regresses at 0.25c/s, making it 6.25c in total which equals 6.25s or a little more than 5.5%. This would make Eruption (in theory) as good as Pain Resonance, which applies -15%, since it removes about the same amount of progress in total (10% +5.6%). But why is it so much more annoying? Because it is a lot more effective in stalling gen progression than PR. PR applies the regression instantly without blocking the gen or similar. So a survivor can intantly repair the just regressed amount, which takes 13.5s.

This is not possible with Eruption (unless someone gets to the gen who is not affected). Because the Incapacitated status blocks you from being able to repair, you need to wait for the 25s timer to tick down before you can repair the lost progression, which takes 14s base. But in reality the gen slowdown adds up to 39s which is almost 3x the value of PR! But this was just for a SINGLE GEN, and we all know that it can hit many gens! Remember that PR can only be triggered on one gen per hook, Jolt only hits gens in a 32m radius if it was a BASIC attack.

Another problem is the inflicted Incapacitated Effect. There is no warning that someone is about to go down. Only swf have this kind of information. I also think that perks which are countered by "just wait it out" are not well designed. This status effect will not only remove your ability to do the gen, but also heal, open chests, doing bones, saboing or using any item. You can't do ######### for 25s other than be bored and dance around. Yes you can be on your way to the hook and rescue, but this is only rarely an option.

This, in addition to good synergies with Overcharge, CoB, PR and/or Jolt makes this perk very very strong and often unfun to play against.


How would I fix Eruption?

  • I would add a little debuff icon when working on a gen which is affected by Eruption, similar to the Unnerving Presence icon you get when in the TR. This helps solo players and deals with the fact that even an empty gen can be affected by Eruption if the killer kicked it and it completely regressed*.

Version a)

  • Remove Incapacitated Status
  • Buff instant regression to 15%
  • Block the gen for 15s (like a mini DMS)
  • Survivors still scream
  • only affects the last 2 gens that were kicked

This equals about 28s gen slowdown, which is still amazing, but more managable because you still can do other stuff.

Version b)

  • Implement a 0.5s buffer after the down

This would give (soloq) players a chance to react to a teammate getting downed and counter the perk partially by avoiding the Incap Status and the additional slowdown.

Version c)

  • Increase the cooldown to 60s

Version d)

  • Only gens outside of a 32m radius are affected
  • instant applied regression does not stack

This would diminish the 3gen potential of this perk without removing other strong parts.

Version e)

  • Only works with basic attacks.

This is literally my least favourite version, since it does not really fix anything.

*)

  • It is a sad fact that fully regressed gens still trigger Eruption and Overcharge. I don't know how effective Eruption would be if this was removed. It would be a valid option though.


These are just examples. But the perk itself is not the only problem. The lack of other viable strats only encourages this playstyle and other unfun tactics like tunneling and camping. A best would be to buff perks which got nerfed hard in the big update, or finally buff perks which are just too bad. Hex:Ruin does not need to vanish once one person is dead, for example.


Please tell me what you think.

Comments

  • RaSavage42
    RaSavage42 Member Posts: 5,735

    The % doesn't really matter in the grand scheme of things... AKA easily repaired

    The thing that bothers players is not knowing if and when someone goes down and not doing anything useful for 25 seconds

    And players want the Incapacitated status removed without realizing that it's the Incapacitated status effect is what's keeping the game going for Killers

    So a lot of players will want it removed... so much so that they will come up with reasons as to not go with another option

    But giving Eruption a cooldown (as to limit is use) and decreasing the incapacitated status effect to like 10 seconds would work

  • Gandor
    Gandor Member Posts: 4,383

    Generally agreed on most parts. As for solutions - I agree with A, and C, as these things fix the worst aspect of the perk for me - kicking all 3 remaining gens leaves you with 0 options to counterplay it. Option B, would probably create same discussions as current DH. Option D in my opinion does not really solve anything.

    My personal choise would be option A,. Also I would not mind if ruin got buffed again - to at least 150%

  • Blueberry
    Blueberry Member Posts: 14,460
    edited February 2023

    Just kind of a side note on your math comparing Eruption to PR. You made it seem way better than PR by ignoring some additional factors, those being all the time and pressure wasted going to every single gen to kick them, which is extremely significant as that is a TON of extra wasted time you left out in the calculations. Also the risk factor involved as you may kick a gen that gets completed before you even get value out of it. Not saying you did this intentionally, just something forgotten. So while still probably better, not nearly as better as your calculations made it seem.

    As far as changing it just change the Incapacitated to gen blocking. Nothing else is needing. The problem with the perk is Incapacitated being unhealthy and preventing the survivor from playing the game which is fixed by blocking the gen instead. The issue is not it’s power level.

  • MoNosEmpire
    MoNosEmpire Member Posts: 649

    BHVR should add some sort of skill check minigame while we wait which gives us more BP, so survivors will be happy when killers have eruption lol

  • TWS001
    TWS001 Member Posts: 404

    I could see them making it so that it can only be used once on each gen like Merciless Storm and Tinkerer, and reducing the incapacitation to 15 seconds or so.

    It's a pain as a solo survivor but if they do nerf it and possibly the perks associated with it, will they also change the strongest survivor perks to balance things and what will the new meta be then? It could be an even worse one than we have now, but I guess that's a future discussion!

  • mr_Beast_Artist
    mr_Beast_Artist Member Posts: 327

    you need to remove the loss of 10% altogether, since the survivor does not repair and this is enough, but it is better to remove this effect altogether.

    I also agree if the repair does not work, but why the items do not work, this effect should be divided into 2 different perks, since it is incredibly strong

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,245

    I did the calculations purely from the survivor side. I tried to do it for killer but that is a lot more difficult.

    I really hope they just switch the incapacitated status to a blocked Gen. It is also better because afaik

    PR does not trigger on a blocked Gen.

    That would be a too hard nerf.

  • Blueberry
    Blueberry Member Posts: 14,460
    edited February 2023

    Yeah then PR couldn't proc on the blocked gen, it also doesn't continue to regress while blocked and it prevents them from kicking it again for the full duration. Even though we're just trying to change the unhealthy part of it and not necessary nerf it by changing it to blocked gens instead it does end up nerfing it in a few ways. Still fair changes though I think. Hopefully this is all they do but I have a serious feeling it's going to get gutted for how much people complain about it. They're probably going to slap a much longer cooldown on it and make it also only work on basic attacks, which for a lot of people will probably kill the perk. The downside of this is after they gut this all everyone is going to see is just PR, DMS, Jolt, and Deadlock everywhere. Going to be very boring and repetitive.

    I wish they'd focus more on buffing lots of perks up and less nerfs to give a large variety of good perks. With all the nerfs we keep ending up with only a few viable meta perks and no variety.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    they balance around bad survivors all the time. By now, killer just expect their perks to die. they do same with killer power. they want good killer to lose to bad survivors... which creates a problem when the killer goes against good survivors that are as good as them. its imbalanced match. some killer will submit to losing, but other killers will not submit to losing and will just play strongest killers with next set of the most relevant perks.