How do you counter the buffed "Eruption" perk as a solo player?
Pretty much the title. I generally loved the latest major patch, with some minor exceptions, like the ruin nerf (just because I loved totem hunting) or others, but there is one change in particular I hate the most: eruption!
I overall like the perk design, but my main concern as a soloQ player is I legit have no counterplay. You cannot NOT work on a gen when someone is being chased, because it's basically immediately game over for you and your team, but then you also basically give up 25 seconds of your time doing nothing.
The thing I try currently is to try to be useful somewhere else.. like running to the hook to prep a save, or trying to take chase, but, let's be real, 25 seconds is not really enough for any of those things. 90% of the time running around like a headless chicken is more productive than that.
Before I tried not working on the gen the killer kicked, but it's largely inefficient most of the time, specially on maps where I can't find gens easily.
The perk I can compare it the most to is Scourge hook: Pain res. While the killer always gets 15% gen regression (which I think is absolutely fine), you can counter the scream and the potential DMS value by stopping to work on a gen when the hook happens (when you see the red aura appear), or if you are not confident, you can stop when killer picks up. There is sufficient counterplay to the screaming part. Eruption just seems to screw me over.
Is there anything I am missing? Is there a lifehack/design trick in the perk I am missing rn?
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This is an issue with solo queue lack of information. Until then, a bandaid fix you can do is Empathy. Let go when you see the killer get super close to the survivor/when they wind up for a longer range attack/etc. Eg, if you see a Huntress winding up a hatchet against them, might want to let go for a few moments.
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Perks that counter the killer kicking gens or make them much more of a nuisance to kick are really good right now in this new meta of gen-kicking reliant gen regression.
Repressed Alliance lets you block a gen for 30 seconds just by interacting with it. If you find out the killer has Eruption and know they're coming over to kick the gen, block it. If everything goes well they move off to another gen or wait 30 whole seconds just to kick it, at which point you've gotten great use out of it.
Blast Mine is similar. You stay on a gen for 3 seconds and then 'arm' the gen. When the killer goes to kick it, they get blinded and stunned and then have to kick it again. Less effective but a decent way of discouraging killers from kicking particular gens.
Other than that your options are limited. Solo queue in general really suffers from a lack of information as to what your team is doing and Eruption highlights this enormously. A SWF can easily communicate when someone is about to go down to avoid the 25 second 'stun', solo queue players cannot. Empathy can give you somewhat of an idea as to how vulnerable a teammate is but you'd still be guessing. Kindred may help. Perks that show you the killer's aura would help the most because then you could see if they're about to swing, use their power etc. and anticipate the down. But I can't think of anything that does that effectively while you're still on a gen. Object of Obsession maybe???
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Things that can stop the killer from kicking(there are only a few of these) or perks that show your teammates auras during chase(not a ton again). That's basically it.
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gen tapping, and even that can backfire. It's pretty much up to luck.
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Don't work on gens that the killer has kicked when your just saw him injured someone.
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Spread out, pressure separate gens.
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Without certain perks, there's often not much you can do. It's bad design.
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I still think a solution is to have the perk work on a very short delay
like 0.5s to 1s delay
That way if I know "ok killer has eruption" when I see someone go down, I can let go and take the regression but avoid the very crippling incapacitated debuff. Actual counterplay
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I run it on Spirit a lot, the way I counter it is when it first triggers now I know the killer has it, whenever a survivor is about to go down (I usually SWF alot) they will tell me and if I know the killer kicked the generator, I was on I will just wait until the person goes down, somewhat complicated but it works. In solo queue facing it though is very frustrating.
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There's really no way to counter it as a solo. I would even say it's hard to counter as a swf as sometimes you simply overestimate when you will be going down.
I really just don't know why they upped the incapacitation to 25 seconds.
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Empathy is good to see if someone is being chased, but I don't see it as a perk that can help me to determine when a survivor is going to go down. An injured survivor being chased can last from 5 seconds to pretty much the whole game. While sometimes Empathy can help me to let go of the gen in some situations, overall I don't see it as a solution. Can give it a try tho, why not :D
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Ty for the tip! I did try blast mine, it was okay, but not necessarily my thing. I did however completely forget about repressed alliance!
I do like to include some fun non-meta perks like Hope, or Distortion are my new favs. I'm going to give it a try!
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Ahh, Pulsar always has the best answers :D
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Yeah, that's what I tried, but then when the chase lasts 60+ seconds... its a huge waste of time. Its a coinflip that you loose either way right now :(
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I appreciate your answer, but I specifically included in the title that the question refers to solo players. I have absolutely no issues with the perk when its balanced around swfs!
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I believe that'd be a cool change for sure
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So this is actually smth I tried, and obviously, this is overall a good tip to win a game. However, in terms of countering eruption I think this advice is pretty much a coinflip again because if we group up on the gen and manage to finish it before the chased goes down we managed to counter the perk completely. However, yet again, is solo it's a **********ing coinflip.
I swear the more I think about it, the more I hate this perk. It's just miserable to go up against as a solo player.
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I think even swf has problems to tell when someone exactly goes down as they can think they're save but that not always case and sometimes also when they think they're going down they don't.
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You don't lose either way. You either predict right or predict wrong of when to let go of the gen.
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/thread
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Yeah you may calculate how many is gonna last the surv in chase and stop touching it 5 secs before.
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This perk will be nerfed or reworked. Until then, other than the few meager "counters" people have mentioned in this thread already, we must suffer.
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Rookie Spirit + Empathy may help.
Rookie Spirit allows you to see which gens got kicked so you have a slight warning. And by observing the Aura of Empathy, if they are running, fast vaulting etc., you can start being more cautious. Tapping the gen, or letting go for a few seconds.
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