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Eruption should get its incapacitation status effect removed, for solo que health. BUT

FlameLickVA
FlameLickVA Member Posts: 158
edited October 2022 in Feedback and Suggestions

Also buff the 10% progression loss, to 15%, to mitigate the incap removal.


Incapacitated shouldn't be tied to a perk, especially like this one. The perk is ok against a good swf that calls out when they're going down, but absolutely DEVASTATING against solo que.


Incap is just boring as hell, not being able to do anything for 25 seconds is abysmal. It should only be tied to killer powers (pinhead, and twins)


Anyways, yeah. Unhealthy perk for soloque, removing incap and buffing the gen progression loss would make it more healthy.

Comments

  • Starrseed
    Starrseed Member Posts: 1,843

    I fell then it would loose its flair. We have enough perks that just regress the Gen when x happens

  • Seraphor
    Seraphor Member Posts: 9,436

    This is one of those perks that massively hurts solo queue, while SWF are able to mitigate it entirely.

    A simple "I'm going down" gets your team mates off the gen before it triggers, and as a killer you lose all value. So whether you're a solo survivor or a killer, you should be in favour of changing this.

    It's what makes this new meta far more toxic than the old one, Pop didn't affect solo's worse than SWFs and it required the killer to make and leave a hook to gain value from it.

    Blocking the gen would be far more preferable to inflicting incapacitated.

  • edgarpoop
    edgarpoop Member Posts: 8,778

    Eruption is just ridiculous as currently constructed. In a solo queue environment, you either eat the regression and 25 seconds of Incapacitated (which is insane on its own), or you straight up can't work on a gen just because a killer has kicked it and it's not worth the time sink if Eruption procs. Either scenario is ridiculous. It needs a timer that starts on the kick, Incapacitated needs to go away, *something* needs to happen with this perk.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited October 2022

    I do not agree for one particular reason. when a killer kicks a generator, for example a 50% gen that turns into say 45% gen, the killer has to down a survivor in very small time frame for the perk to get activated before being completed. Co-op counters the perk+strong looping.

    for example a 45% gen has 45 seconds left. 2 people that co-op eruption generator can finish generator in 26 second with no perks. the killer deserves to get gen regression if he kicked the generator and got a down before 26 seconds. with prove thyself, the number is like 23 seconds. The further progression the generator is at, the more chance the perk fails to work.

    I think only change that should happen is the perk should activate in an 8 meter area of effect for incapacitated to prevent swf from avoiding the debuff. the perk is named eruption, an explosion. It would fit the theme of the perk more.

    Edit:

    What I do find problematic is this type of gameplay.

    I have no clue how they approved overcharge and call of brine as perks to make 30 minute long games. this is like dbd hatch stand-off with stalemates. the irony behind these games is that if killer wasn't doing this, the killer loses in 5 minutes. I wish there was better balance between 30 minute games and 5 minute game. Killer should be less reliant on 30 minute games to win and have way more power in the chase so they can win the game without relying on this gameplay vs strong teams.

    Post edited by Devil_hit11 on
  • Lynxx
    Lynxx Member Posts: 514

    In swf they can shout out when they are about to go down - who else not on comms is supposed to be able to react to this perk?

    In soloq there's basically no way to counter it without psychic powers - then not only do you cannot do anything for 25 seconds (again devastating in soloq), you get to scream out your location on top of it. And this trap lasts until the gen regresses fully (I believe) - least other gen trap like perks expire or have a very long cool down, or both.

    A serious buff to progression loss would be good compensation.

  • Starrseed
    Starrseed Member Posts: 1,843

    I think it's really not easy to be a dbd dev.

    When you designe a new perk you want to come up with something that feels new and different from other perks of the same category. Then you need to think about stuff like is the perk to strong on nurse or on swf and then you need to think the other way around is it strong enough against swf to strong against solo to strong against trapper but useless against nurse.

    That is probably not easy since killer can differ in power level so much and solo and swf can differ so much to

  • ATOMIC_ACE_PUGG
    ATOMIC_ACE_PUGG Member Posts: 359

    Never had a problem with this perk