Would you support Eruption's incapacitate effect functioning like Merciless Storm's blocking effect?
So, when a survivor is downed, instead of automatically being hit with incapacitate, you are instead faced with continuous skill checks for 10 seconds. If any affected survivor misses one of those skillchecks, or stops repairing the generator each survivor on that generator are inflicted with 15 seconds of incapacitate.
EDIT: The 10% regression is also applied when one survivor misses a skillcheck.
The goal is to give soloQ survivors a chance to counter eruption's incapacitate and regression by completing the skillchecks, and a consequence for when they don't. The overall effect of incapacitate is reduced to 15 seconds total. The 10 seconds lost on incapacitate is partially made up for by survivors being stuck on the generator for 10 seconds, if they decide to do the skillchecks - to their benefit, they at least get more gen progress, rather than not doing anything.
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No.
Maybe it could just block the gen for 10 seconds and have a 15% regression penalty.
10 seconds isn't enough time to heal fully and 15% regression is significant.
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My reasoning for the continuous skillchecks is that it would give people an option to choose between staying on the gen for 10 more seconds (with the potential for a consequence), or just taking the 15 seconds of incapacitate. This keeps the perk mostly the same and different enough from merciless storm to be still uniqu, and allow for synergy with other perks like DMS.
Are you suggesting that the incapacitate effect is the problem with it?
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Out of curiosity what if the killer brought both this eruption and merciless storm?
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Yes.
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I'd rather just have the gen get blocked instead of merciless storm skill checks and then blocked.
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You might as well bring back old Ruin then, Merciless Storm has the same effect, only punishing newer players, barely effecting more experienced players.
This suggestion would just make the perk go from actually useful to another trash perk.
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I just feel like the Incapacitated effect is a non-starter. It's a bad game mechanic that shouldn't be in the game altogether.
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I like it more as is.
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10 seconds makes the perk not worth running and 15% is regained quickly.
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How about this: instead of incapacitation it just inflicts you with "Virus Shakes" and everyone afflicted will have Merciless Storm-style skillchecks for 25s with each counting as a failed skill check, but not blocking the generator. If you Hyperfocus your mind, you can pass this, if you mess up, you will fail a lot of skill, either way, you are still in the game and are not relegated to an uninvolved bystander.
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It is fine with Victor. Incapacitated on anything else is just too much.
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Making it longer allows Survivors to commit to a full heal. 10 seconds makes them choose.
Nobody just runs Eruption. 15% is significant enough to make a difference. You could up it to 20% but you encroach on PGTW's territory
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Why are you assuming there's a Survivor nearby to heal?
And kinda true, but Eruption is one of the few perks that doesn't rely off of gens needing to sit there and lose progress to really have an effect. Call of (Hero)Brian requires Survivors not touch gens, last I checked. 15% isn't enough either, sorry. Easy to regain and doesn't make up for the time M1 Killers need to move around big maps to kick gens.
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Gen also gets blocked for 10 seconds and Eruption can hit multiple gens with that 15% at once.
That's 25 seconds of total time waste per gen. Slightly less than Live but not by much.
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We don't need to buff even more the regression if the incapacitated is nerfed. If one thing is overturned, nerfing it doesn't imply that there needs to be a compensation buff, especially considering the synergy with all other slowdown perks of current meta.
Eruption just needs to be nuked that's it
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Lets hope that it doesn't take 6 years, then :P
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That would be too much IMO. 15% is pain resonance on every gen you kick which (when comboed with other perks) could become problematic on heavy defence killers.
Id say 12%, and make everyone within 16m of an effected gen scream. So it becomes more of a tracking and pressure perk instead of just pure pressure.
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If Eruption fired at 80% and they complete them, then Merciless storm would fire at 90%, giving them a total of 20 seconds of continuous skillchecks. If Eruption fires after Merciless Storm does, the generator will likely be finished before Eruption has a chance to fire. If they fail Merciless Storm skillchecks, the generator would be blocked before Eruption could activate a new set of continuous skillchecks.
My goal was to provide soloQ with an option to counter eruption by completing 10 seconds of continuous skillchecks, while also having a consequence for taking that risk if they make a mistake - 10% damage and 15 seconds of incapacitate.
From your original post, I don't understand what 10 seconds being enough for healing has to do with 10 seconds worth of continuous skill checks for survivors on gens as another survivor is downed.
As for incapacitate being a problem, this change allows survivors on the gen to bypass any incapacitation by completing the skillchecks. But, if they fail a skillcheck they receive incapacitate, but for only 15 seconds.
On the other hand, I don't understand why incapacitate is considered so harsh when it lasts for such a short amount of time.
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It is fine for Pinhead's chains too. But that's it.
Applying it for a set duration like Eruption does is just dumb.
Does the regression even need to be increased that much though?
I wouldn't mind the regression being upped to like, 12% to counteract the fact that the gen won't regress passively while blocked, just so that we're not actually nerfing the regression by doing this because that's not the problem with the perk. But I don't think it needs any further buff. It's not just that it's too oppressive against solo players (although it very much is), it's just very overtuned in general.
Current Eruption is 34 seconds of slowdown for one survivor on a generator, if they are incapacitated by it. 9 seconds of regression (that's 10%), 25 seconds of being unable to do anything. If they're a SWF and let go of the gen, it's just the 9 seconds of regression which is obviously a lot weaker.
If it was 12% regression and blocked for 10 seconds, it's 10.8 seconds of regression and 10 seconds of being unable to work on it, 20.8 total, regardless of whether it's a SWF or not because the gen gets blocked no matter what. That's still more than old Pop was on one gen (25% of 80 was 20 seconds), and this can happen on multiple gens (although the killer won't benefit from gens being blocked that survivors aren't near, so it's not necessarily the full benefit on each generator, but it's still significant). The downside is that while this happens on multiple gens, survivors can mitigate the time lost by doing other things like healing, so it evens out a bit.
I think it's also important to keep in mind that it's not usually just Eruption that you'll see. It's usually CoB/Overcharge too which not only go well with Eruption but are also strong on their own, and even those two perks together I think is a bit too much.
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That build may be getting a buff by proxy pretty soon btw. The knight's new skill Nowhere To Hide also helps alleviate CoB's biggest weakness; People touching your gen right after you leave. I can see NTH replacing overcharge in the build, or even joining in if the killer wants to just kick gens.
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Yep. Not looking forward to that at all and I'm probably going to use Distortion more often now if it ends up becoming popular.
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Blocked Gen can't regress
So it's 10-15% instant regression then nothing for 25 seconds... granted it saves to loss of progress but nothing more can be added to it
How about turning to the Gen that was kicked and making that unrepairable instead of the Survivor... it would still fit the perk but then Survivors can do whatever they wanted except for repair that Gen
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Well said.
Good job!
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