Does Eruption need changes?
I feel like Eruption is way too strong for Solo Q but too weak for SWF. The point of the perk is to buy the killer more time, but it feels really unfair to play against when you play for yourself. 20 seconds of nothing is huge in that scenario. On the other hand people can just call out "I am going down" so the perk loses all meaning. I feel Eruption need changes in both ways.
Comments
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No. Eruption is fine, maybe they should improve solo, but the perk itself is ok.
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Yea it should.
26 seconds of not being able to do anything at all just because you play Solo Q is too good and unfun.
Buff a bit the regression ammout to compensate and make it more worth it againts SWF groups.
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Yeah, it is probably the most unhealthy killer perk right now. And, no surprise, it is in most killer's loadouts.
Similar to that Hyperfocus combo for survivors. Too much upside.
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I miss RUIN, where all I had to do was break a bone.
Now a combo of Eruption and call of brine that is quite difficult to compete with in a solo cue.
Can we at least test 20 seconds? If it is still too much, then 15 seconds.
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Yes, IMO the one Killer Perk which currently needs changing. 10% of Progress gone and 25 seconds of doing nothing at all is too much IMO. I thought that maybe it should just make the one Generator which got hit by Eruption be unable to be repaired for 25 seconds so that Survivors can at least search another Gen, heal, open Chests or cleanse Totems while not being able to repair that Gen. But this would just be Pain Resonance + DMS in one Perk.
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Imo the restrictions it has justifies its power level.
Like yeah for survivors it sucks that they can basically do nothing for 30 secs but for killers it sucks when you kick a gen and it gets completed before you can get a down. What did eruption do for you there?
And eruption CoB is only really good in a 3 gen scenario where you can defend the gen.
Like its a solid perk but im still almost never running it because PR is still more reliable and less of an hassle to use.
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We shouldn't nerf perks just because SWFs with voice communication bypass game mechanics. Eruption is supposed to be a surprise.
And it's still a surprise over half the time with the majority of SWFs, because the majority of SWFs are only two people. And even if it's a 4 SWF, they don't always know when they are going to get hit. It seems like the only people that are consistently bypassing Eruption's surprise are 4-SWFs that are using competitive call outs, and survivor mains on these forums are constantly reminding me how absolutely rare those groups are, and that most SWF are people "just playing with their friends"
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This perk is only useful against solo queue, which is arguably already the weakest role. Losing the equivalent of 40 seconds of time just because the killer had a perk that you have no way of knowing when exactly it's going to activate is not healthy.
Not only that, but where did OP ask for a nerf, the title reads "changes". "Nerf" and "change" are not synonymous.
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Absolutely 100% yes. 10% regression+25 seconds Incapacitated for every gen that was kicked is absurd. It takes all the strategy out of the game for a killer without any way for solos to play around it. I despise this perk.
Realistically, BHVR needs to start tuning regressions as if they're going to be stacked rather than tuning them on their own. Eruption is run with Pain Res, Overcharge, etc, 99% of the time. Nobody after X MMR is just running 1 slowdown. The numbers should reflect that on these perks. A good killer doesn't need all of the slowdown in the world.
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Buff solo q, don't nerf eruption its fine.
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One way to balance the gap in this perk between solo and swf players would be to get rid of the Incapacitated effect and increase the gen regression to compensate for it. So instead of regressing 10% of gen progress and survivors on it being incapacitated for 25 seconds make it just regress something like 15-25% of gen progress with no incapacitation.
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Oh, being able to tell your teammates that you’re going down completely negates the effects of Eruption? I thought that coordinating on comms didn’t provide any unfair advantage whatsoever in this game 🤨
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being able to counter a perk isn't an unfair advantage. thats literally how u play the game. the only unfair part is being prevented from doing anything for 30 seconds because u dont have the information to react to it.
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Can anyone else find the double standard?
1) Eruption needs to be nerfed, because there are so many SWFs making competitive call outs with voice communication
2) We need to bridge the gap between solo q and SWF, because it’s a huge difference
3) SWFs don’t need to be nerfed, because most of them are “people that just want to play with their friends”. And “It’s so rare to find competitive SWFs, that we don’t need to nerf them”
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It definitely needs some kind of change. Eruption is crazy strong when there's no comms and being completely useless for around 30 seconds is way too much. I think the incapacitated should be a lot shorter. Like 10 seconds. That basically means they can't finish the gen while you hook, which is what the perk is trying to achieve. Maybe give it a larger regression increase to compensate? I love the perk in the sense it encourages you to spread pressure on gens and be efficient in chases, but it's flaws really stick out.
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If BHVR tunes slowdown perks indivdually based on their performance in synergy with other slowdown perks, won't we just end up with more killers using multiple slowdown perks? Because those that only run one, or maybe two that do not synergize that well, will not want to do so anymore if the slowdown perks are not good when used alone. I sometimes use only one slowdown perk in my builds, but if that wouldn't be very helpful anymore, I would use multiple as well. Which I feel would be a shame.
When it comes to Eruption, I agree that perk needs a nerf. I personally also think that Pentimento should have it's values reduced slightly. But a lot of slowdown perks in my opinion are fine, I would rather have BHVR look at how they can decrease the synergies between slowdown perks, like adding diminishing returns when effects like regression effects stack, as in the combo of Call of Brine and Overcharge for example. I think Call of Brine is a pretty balanced slowdown perk on it's own, but I can see it being a bit much when stacked with Overcharge, and especially when also stacked with Eruption.
I also wouldn't mind caps to stacking effects, like for action speed debuffs. 25% or 30% would probably work, so multiple slowdown perks in combination, like Gift of Pain + Pentimento + Dying Light couldn't ever go above 25 or 30 %.
Oh and they should get rid of the Pain Resonance + Dead Man's Switch combo. It's still so ridiculous to me that they brought that combo back after getting rid of it just a month prior to that.
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Honestly I like the surprise aspect of the perk as it is one of the few that has any surprise left. Almost everything that a Killer does or would be is broadcasted before a chase is even started thus allowing for a good bit of intel to already end up in survivors hands at the start.
On the other hand the Killer only knows what item you have and who you are playing as Survivor. Survivor also has a plethora of perks available that are unknown until they are used.
IMO it may be an annoying perk to face but honestly it gives more unique interactions and situations than it being Jolt with extra steps. If it needs to be changed I say add 15-30 secs to cooldown and call
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It's a tough problem to solve. It could lead to more instances of stacked slowdowns like you said. I'm not a dev so all I can do is give feedback on what I feel is an issue.
The devs seem to harbor this notion that the power role should always have a chance to win regardless of how well they actually play. If they're bad relative to their opponents, they can make up for it with a ridiculous slowdown build, fail every chase, and still win because the game took a year. I hate that line of thinking in a PVP game. You don't bring balance to a game by making one side's play less impactful than the other side's play. It's literally what matchmaking is for.
And regarding Eruption, it feels bad to bait a killer into an awful commit away from their 3 gen, have your teammates do the right thing and focus a gen, only to see the killer get bailed out by unavoidable 10% regression+25 second Incapacitated.
Anyway, end rant. I get fired up about perks like Eruption that erase the need for game sense.
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Yeah, it's pretty overtuned. 25 seconds of incapacitation is too much, especially with how often it can be applied - killers who religiously defend gens with Overcharge/Eruption/CoB create some of the nastiest, grindiest games I've had the displeasure of being stuck in. And it just further exacerbates the solo queue/SWF disparity when comms can ignore most of the perk by calling their chases, something solo queue has no way of getting around or predicting. It reminds me of Third Seal, except meta. Eurgh.
I'd happily accept an increase in the regression in exchange for shortening the incapacitation. Being unable to do anything meaningful for 25 seconds repeatedly is far too punishing. It also causes nasty situations where your teammates who weren't around for the Eruption don't understand why you aren't doing anything and get pissy/form vendettas, because again, we're talking solo queue and nobody knows why anyone is doing what they are.
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PR is better in many ways, but also much easier to avoid for solo players. It's easy enough to let go of a gen after a pickup because everyone can see that, but you never really know when then down is coming in solo. You get one or two good uses of PR (it's only really powerful with DMS, imo) before a team is on to you, unless they're potatoes.
One of the other things about Eruption is that because you can still lose that gen shortly after kicking it (as you pointed out), it almost demands that you run CoB or Overcharge (sometimes both) with it to increase the chances of getting value. I know I wouldn't run it without at least one of those two.
Heck, I ran into someone running all three plus Dragon's Grip, which is just mean (and NGL, kinda funny).
All that said, the only change I would make to it would be to shorten the incapacitated length, maybe by half.
One thing people forget about all these gen kicking perks, especially people who don't play killer much (or at all), is how inefficient kicking gens actually is. One thing I see a lot more of these days is killers dropping chase and/or otherwise going out of their way to kick gens, which often loses them the game, ultimately.
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Yeah, incapacitated duration needs brought back down.
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Im not talking about PR DMS combo i think PR literally by itself is better than eruption unless you are going for a 3 gen.
And yeah thats what i mean, going out of your way to kick a gen is something like 4-5 seconds extra time the survivor gets to just hold w. And that doesnt really matter in a 3gen but i hate going for 3 gens
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I would decrease the incapacitated to 16s but completely remove the cooldown
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Decrease the time you're incapacitated, but increase the percentage of progress lost
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Yes it’s just really badly designed and too strong against solos. It doesn’t feel fair to face at all. I think it should block gens instead of inflicting incapacitated (and also reduce the duration) and remove the survivor scream. This way it has more counterplay as it wouldn’t inhibit other actions anymore but also couldn’t be avoided by letting go of the gen.
I would be okay with slightly increasing the regression as compensation if needed (not much though).
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The 25 seconds incapacitated is wicked obnoxious, especially when you have an injured random doing nothing but teabagging/clicking flashlight wanting a heal and there's nothing to indicate you can't do anything.
It's also wicked frustrating during events when you have to be on the event gen when it's completed to get the event BP. You get bumped off thanks to Eruption and someone runs over to finish the gen you had at 90% while you just stand there not being able to do anything.
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From what I can see right now, is that most people agree that it need changes.
I feel like a fair change would be, so Eruption does not use the Incapacitated status effect instead it just blocks the generator for 20-25 seconds. This way it stays effective against SWF but does not feel unfair for solo q.
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How would buffing Solo Queue even help? You still can't tell when someone is about to go down.
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Eruption hurts solo q more, if we bridged the gap then eruption would be less of a solo q issue since solo q overall would be better. If we nerfed eruption, solo q is still going to suck regardless lol.
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There is nothing you can do to solo queue to make losing progress on a generator + being locked from doing any game progressing objective more enjoyable.
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I mean is it strong? Yes. Could it need a nerf? Probably.
But why all these people come with the same idea. Oh just get rid of the incapacitated and compensate that with more regression. no no no we don't need another regression perk we have enough perks that fo the same thing just triggert differently.
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Make it block gens instead of incapacitate, that way its hits Solo and SWF equally.
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Well by that logic its the exact same for swf lol
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I usually don't concede anything, but here's my offer. The Incapacitated status should be shorter in exchange for the explosion doing more regression.
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What has this got to do with SWF? lmfao
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That's kind of a poor argument because the game is balanced around no comms, which means that info you get in voice chat is not as intended. That's why people complain about SWFs.
Just saying. You're arguing that information being shared amongst teammates in a way that wasn't intended is more fair than a perk that is working as intended in its current state. They can't regulate voice chat though, which is why they continue to state that it will never be officially added to the game. It's a gen slowdown perk. It used to be 16 seconds and that was pointless most of the time. Personally, I think it's fine as is. There's plenty of perks that a soloQ player can use to see the auras of teammates. You can tell when they're hurt and in chase. It's not hard, just like letting go of the gen before someone gets hooked with Pain Res/DMS.
If you're solo, use Bond or Aftercare. If you're SWF, SWF it up. Either way, there's counters no matter how you're playing, so utilize them instead of calling for something to get nerfed. It just got buffed from a pretty mediocre state.
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I hope enough people bought Nemesis already so they can nerf Eruption because this perk is a carrot on a stick like release MoM was in its days.
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Eruption is not the problem, solo q is.
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It should just block the gen for 20s instead of inflicting incapacitated for 25s.
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Eruption is a problem for solo queue. It's a non-problem for SWF. Eruption is one of the things that makes SWF more powerful than solo queue, therefore in order to balance solo queue, you need to change Eruption.
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If you could add a voice chat or a ping system the problem would go away immediately. One perk is not what makes solo q miserable.
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No it's not, but it's one of the things that makes solo queue miserable, particularly because it's a meta perk and is seen a lot.
You don't seem to realise how much of an effect having a meta has on the game. They wouldn't even need to functionally change Eruption, they could just flat nerf it so that it's no longer meta, and it would improve solo queue.
Voice chat is not the answer because not everyone will want to use it, or want to feel pressured to use it. There are a myriad of other options to provide information to survivors that is superfluous to voice chat, and therefore will aid solo survivors without enhancing SWFs.
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No it wouldnt, what happens with voicechat when you have 4 people in the same team and nobody speaks the same language? A chinese, a korean, a japanese and a far east russian for example or a citizen of USA, a mexican and an haitian. Not everyone speaks the same language.
Pings are ok for certain games like MOBAs because they are just a "put your camera here" signal then you get the info yourself by directly observing wathever is going on but in a game like DBD what does a ping mean? Im going to get downed? I saw the Killer here? a gen is going to pop? People cant even set for what hook dancing is imagine random pings around the map.
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I hate this perk. I'm so tired of playing against it.
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Voice comms in solo queue would solve the issue.
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Considering survivor has 2 soon to be 3 meta perks on base, how about no
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i mean, it is being overused as was deadhard was. and according to what i read here...then yes NERF it...cant overuse perks and expect people to be ok with it
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take that away, and i would bet the game goes silent in weeks
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yeah. remove the cooldown so after a down you can immediately put eruption on a gen, and set the incap to like 15 seconds so its not too op against solo
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