Eruption feels really overkill for solo queue
Killers need good gen defense sure, but eruption just feels so unfair especially for solo queue, what exactly is the counter to eruption, pain res + dms you can predict. but eruption can proc on multiples gens and the cooldown is so short, its almost the same as the incapacitated effect. You can't predict when will activate and stops you from playing the game.
The problem wouldn't even be eruption by itself, but stacking it with other gen defenses and the game can become so one sided. Yes against good survivors and SWF the perk is not as good, but against bad survivors that go down very quickly and no communication the perk is a nightmare for them and for the team, it just leads to frustration.
Idk if i explained it well enough but again, gen defense good but please dont have a perk that stops you from playing that has little counterplay that you can't control.
What do you think?
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Here is a suggestion just remove the cooldown and the status effect, killers get consistent regression and information that doesnt depend on random hook spawns if they take the time to kick gens and survivors can continue to play the game. I just think would be less infuriating but still good for killers.
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Man i had a match against a eruption nurse yesterday, it was #########.
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Yea Eruption is way too much for solo queue. I've lost count of how many RPD games i've played where the killer just patrols the middle gens and the game goes on for 45 minutes. Not exciting gameplay at all.
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It is quite literally impossible to play at all against some doctors when they have eruption and the ability to stop you built in to their mechanic. Very bad when doctors typically are seen more at lower mmr as well. Doesn't seem fair to newer or lesser experienced players at all and that's coming from me watching them DC and give up a lot.
Post edited by whammigobambam on1 -
I think against bad Survivors everything is OP.
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Stop tryna get perks nerfed and just get better
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What about the other 5 gens?
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The issue with eruption is how disproportionally effective it is against teams without comms. A SWF is able call when it's about to proc and avoid the incapacitated debuff for the rest of the team. Meanwhile there is no clue given that a survivor is about to go down for SQ so they can release the gen, unlike the SH: PR + DMS combo. The differential factor here is not the survivor skill, but rather the lack of comms.
And I am not sure if the issue is the perk itself or the lack of in-game elements that might bridge the gap between SQ and SWF. For Eruption specifically, the only clue one might have that a survivor is about to go down is the Obsession HUD element moving. It has been discussed in the forums the possibility of including similar for non-Obsession players that shake in a similar fashion as that player is in chase.
IMO, Eruption is an issue due to the context it is inserted, and changing the perk is just an easy solution to a much bigger problem which is the lack of internal communication resources survivors have to deal with. While SWFs can easily join in voice comms and overcome that, SQ is left scrambling.
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Well it does not only work agains't bad survivors which is very misleading to say. It works agains't survivors who don't communicate (soloQ). Whereas swf survivor even if he bad can say I go down and then the perk is countered. It ahould only be regression and not making survivors incabable of fixing gen. They could make it 15% like pain res.
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Yeah, so the problem is Discord. Not the perk.
Unless you simply don't want Eruption to ever trigger in which case you just remove it from the game no? Is that that we want?
The Killer is not meant to fit 4 useless perks in the four slots. Survivors have 16 in total and basekit BT. Let's them have a proper Eruption perk that works.
Adapt.
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I dont want to nerf gen regression, i just dont want something that without communication there little hope for you to counter and leave the survivor not being able to play the game. Again the regression, the information, the fact that can proc on every single gen in the map, sure have it all, just dont make survivors unable to play the game for 25 secs because they did what they should be doing (gens) and dont have coms
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Lol
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I think the perks fine
thats a direct nerf to the perk aswell, 25 potential seconds of incapatation is much more useful then 5% extra regression.
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Yes, because there is no counterplay from the survivor side, what can you do to not get incapacitated without coms? Its not like go work on another gen, but eruption can proc on multiple gens.
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Okay, I'll work on telepathically knowing when my solo queue teammates are about to go down.
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I think I needed to train my telepathy anyways....
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You can do a gen with hyperfocus before eruption even comes into play, there is a counter.
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So what about Gen tapping
Or noticing that the Killer spends more time kicking Gens... or if the Killer goes for a specific Hook
Game awareness comes in to play....
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I play swf mostly so we can easily communicate and play around it but so you're saying I should quit soloQ. Swf is part of game and how the game is balanced to play now. I quess you want easy games agains't solos current eruption is pretty mich useless agains't swf.
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It could be 20% as well if 15% is not enough I think pr should be 20% maybe too. It would buff the perk agains't swf they can easily play around it.
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That is almost as good as old Pop and can activate on multiple gens, 15% seems more reasonable
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Old pop was fine and you still have to kick the gen activate it. But it could be changed 20% to current progress like pop now.
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The issue is that people are using voice communication to bypass game mechanics. It’s intended for survivors not to know when the perk is going to activate.
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Eruption is a weird one because when I've encountered it and used it there's a lot of counterplay, but playing against it feels really bad.
Ways it's not good:
- You need to kick the generator before the chase which means they pre-run and the chase takes forever.
- You need to get the down before someone completes the generator.
- Someone needs to be on the generator to really get value. The gen regression by itself isn't that good by itself, but the incapacitated status effect is huge.
- It mostly can't be used right after hooking because of the 30 second cooldown. By the time the cooldown is over, you should probably already be in another chase.
Ways it's good:
- It's really effective at stalling the game when it does go off.
- You can protect multiple key generators with it. It's very effective at keeping a 3 gen.
Ways it's annoying:
- When the killer just runs up, kicks the gen, and runs away you're just kind of like... ok? What's the counterplay? Do you stick to the gen and risk getting hit with Eruption or do you tap the generator and then work on another one? There's no actual interaction between you and the killer. They just kick the generator and then leave. You then go back and tap the generator. They then return and you run again and they kick it with Call of Brine again. You do this for multiple minutes and hope you're not on a small map. If you're on a small map or have a tight 3 gen, you can keep doing this for a very long time without anyone even getting injured.
- It really does work much more against solo queue than SWF. I'm normally a person who says there's not much difference between solo queue and SWF, but there's a pretty dramatic difference between these two for this one perk.
The ways it's good and bad are fine. It's just the annoying section that's the problem. But, if you give a clear indicator of when it's happening like Pain Resonance, you completely neuter the perk as nobody will be hit with incapacitated ever. If you remove incapacitated, the perk is terrible. If you remove the activation condition of kicking the generator to get rid of the pre-run interaction and encourage killers to actually chase, the perk would be too strong and have too much in common with Jolt.
I think my main problem with the perk is it feels boring to use and play against rather than the solo queue interaction. Having a killer come to repeatedly kick a gen and then leave is just not very fun for me.
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Well then your playing basically like it is soloQ. Smart swf:s are in comms. Eruption is useless when you face actually good team so changing it would give killers better chance to fight agains't them.
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Bruh, besides cheating, BHVR cannot tell the players how to play. The game doesn't exist in its own universe, Discord and other technologies are there. DBD is a game in continuous development and it should adapt to its surroundings or else it will just wither and die.
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Solo q is experiencing eruption the way it was intended to be experienced.
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Usually playing for fun is talking with your friends too but it's ok if you don't want. Communication allows you to do funny things like head on stuns or using just perk like for the people.
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the only issue with eruption is the fact that they buffed the incapacitated time for no reason when 16 seconds was more than enough
25 seconds of not being able to do a single action towards any objective is way too brutal
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Solo is how the game is meant to be played. If you don't like it, play swf and face nurse all day
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So....there'd be literally no difference other than I'd be able to talk to the people I'm playing with? Okay
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This is the best possible explanation that anyone could have said so far..!
For the reasons you mentioned above, the perk is "fine", because changing it any significant way would seemingly either ruin the perk all together or make it too strong. It's actually quite balanced, and the intention is for players to NOT know when it is coming so that they DO get incapacitated, however, SWF can sort of "cheat" their way out of that, and as you stated above, it can be very boring to go against ...
Although, that being said, as Survivors we should ALWAYS be trying our best to avoid a 3 gen... yes of course I realize in Solo Q that can be hard, but even if it means putting me in a risky situation, I am always working on middle gens first to try to leave outside gens for the end and hopefully leave some kind of seperation to avoid this from happening.
EDIT:
And to be honest, how is Pain Resonance THAT much difference from Eruption, I mean, you see your teammate get hit and be injured, that is an immediate sign that they will be going down "soon".. I usually wait like 20 seconds or so and then stop working on a gen and go look for another objective or get prepared to unhook, there are other things we can be doing instead and it is OUR CHOICE if we want to risk working on the gen for longer or play it safe and stop until our teammate actually goes down.. it isn't all that difficult to avoid honestly, even in Solo Q.
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