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Incapitated effect is fine. Eruption was just very overtuned

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adsads123123123123 Member Posts: 1,132
edited December 2023 in Feedback and Suggestions

Incapitated is the near equivalent of stunning a survivor. Survivors have multiple ways to "incapitate" a killer, e.g. Blastmine, Head on, and Flashlights. Saying Incapitated shouldn't be in the game is the same is saying stuns and blinds on killers shouldn't be in the game since they are both very similar. Incapitated just got a bed rep from Eruption being overtuned since it allowed 25 second "stuns" on multiple survivors. Incapitated would be fine at lower values. Remember that barely anyone used Eruption until the Incapitated duration and regression amount were significantly buffed.

Post edited by Rizzo on

Comments

  • Archol123
    Archol123 Member Posts: 4,634

    It is still a terrible status effect because you cannot do anything during it, which is just super boring, also quite the weird comparission of stuns and blinds to being unable to do anything productive xD If I get blinded I can still hit the survivor if I hear them walk or grunt or what not...

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,891

    Eruption was still very bad design even before it got buffed.

    Incapacitated is just not something that should be used on perks. It only works in situations where survivors have to do a specific thing to get rid of it (like removing Victor or putting a turret down against Alien). Having it on a timer with no way to accelerate it just leads to standing around doing nothing which is very boring and unhealthy.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited December 2023

    The effect is similar but just much shorter. I also didn't use pallets as an example but k.

    Same thing as when you get Blastmined. Can't do anything. Should remove Blastmine too then. BHVR designed Blastmine as the survivor version of Eruption, especially since they both came in the same Chapter.

  • Archol123
    Archol123 Member Posts: 4,634

    They are completely different though, blastmine is not that much different from a pallet stun. And sure you cannot do much about it, but you don't have to sit around, while being able to move, however not being able to do anything... Which is the part where those two things are different.

    The other point against it is, that a swf can call out when they are about to go down to negate the effect, but solos cannot, it is not 100% reliable, as we have seen in some comp matches, but still a huge advantage, and something we should not have.

  • Steakdabait
    Steakdabait Member Posts: 1,386

    Nah, it's an extremely powerful status effect that should be kept on killer power related interactions only

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited December 2023

    "you don't have to sit around, while being able to move, however not being able to do anything."

    What? You are stunned and blinded during Blastmine. You literally cannot do anything.

    Blastmine is most comparable to Eruption. They were both designed as traps that could be installed on generators to incapacitate the other side.

    "The other point against it is, that a swf can call out when they are about to go down to negate the effect, but solos cannot, it is not 100% reliable, as we have seen in some comp matches, but still a huge advantage, and something we should not have."

    Same thing with Blastmine. You can't determine which gen it was installed on.

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,297

    I feel like the Incapacitated effect of Eruption was fine pre-buff. I wish they just undid the buff, and observed how things would go. And then down the line maybe reduced the number of seconds the survivors were incapacitated, if needed. It was a format of slowdown. It's just that the buff to 25(?) seconds of incapacitated was an overkill.

    Same with Thanatophobia. It was actually useful, then they overbuffed it, which made Legion and Plague miserable to go against. Then instead of reverting the buff, they made Thana only useful when everyone's injured or worse, which is an unlikely and unreliable scenario.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    I'll make the same comparison I did when Eruption was meta.

    Blast mine had to be earned to even activate, can only affect one gen at a time, times out and can be wasted completely, and you have to earn it again whether it's used or not.

    Eruption was always active, could affect every gen on the map at once (and often did), never expired even if the gen reached 0, and the joke of a 'cooldown' was up by the time the downed survivor was hooked.

    These kinds of stuns are not even remotely close to the same. Good riddance to incapacitation, it should never be a part of a perk ever again.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    I agree. incapacitation is fine but 25 second was too long. 10-15 seconds would been more acceptable values. it is one of reasons why i dislike deadlock as a perk 30 seconds where you cannot do anything if you get hit by deadlock is too long but at same time, that perk only triggers 4 times..... so yeah. for me it is unfun perk to go against. i hate playing against all gen-blocking perks because they detract from survivor gameplay. Sure some can argue that gen go too fast and gen-blocking like corrupt intervention is good design but it doesn't change fact it feels awful to play against as survivor.

    I don't like incapacitation for same reason as gen-blocking but the perk should still have some viability even if I dislike going against it. their removal of incap destroyed the design of eruption. they need add it back.

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132
    edited December 2023

    You're forgetting that Eruption is a killer perk, so it should be stronger than Blastmine. A killer is the whole team while a survivor is 1/4 of the team. To compare a killer perk to a survivor perk, you need to compare it with 4 survivors running the perk, which basically allows Blastmine to always be on every active gen.

    You're also describing why Eruption was overpowered and not why incapacitated is bad. As I said, Eruption was overtuned and would have been fine with lower values.

  • Archol123
    Archol123 Member Posts: 4,634

    Blast mine is just another stun, incapacitating is not too similar, besides that it is not only the duration.

    What do you mean with the last part? That does not make sense dude a swf could mostly avoid getting hit by eruption, what do you mean same thing with blast mine?

  • adsads123123123123
    adsads123123123123 Member Posts: 1,132

    They are similar in the sense that you can't do anything when you get affected by them.

    A killer cannot avoid Blastmine since they can't determine which gen it was installed on.

  • Archol123
    Archol123 Member Posts: 4,634

    A killer can totally decide to not kick a generator, I personally barely kick gens because I don't run Gen kick perks and dry kicking them is often a waste of time... However survivors cannot just stop working on a generator as soon as someone is in a chase or injured in chase...

    As killer you can also just stop kicking gens when the perk is in play or determine which survivor is using it and just wait it's duration out even.

    You can move while effected by incapacitated, you cannot while stunned... This is such a weird statement... Exhaustion perks and Lights rush are similar because you move faster than normally during it... I don't see how this is a useful comparison.

    Once you know blast mine is in the game you would want to avoid it if possible, if you know eruption is in play you would want to do the same but are unable to because you just cannot. I don't think the perks are comparable.

  • Yoshirama
    Yoshirama Member Posts: 530

    Pallet stun: 2.5 seconds

    Eruption: 25 seconds

    Totally the same...