3 boons in one map are balanced but Eruption is not?
so you are telling me having 3 circle of healing in a small map (which is basically the whole map ) against a ghost face or any killer that isn't nurse is fair and balanced, and let me remind you no killer has time to deal with it so its just a giant ____ to them
while Eruption a perk that requires the killer to hit the gen and down someone is broken because you can't let go before the killer downs...i mean sure that would come as a surprise the first time but once you know its there, you can easily counter it
im starting to think the only people who complain about it are the ones who are in the game just to genrush or suicide on hook
its literally the same thing as SH:PR just let go, and there you go crisis averted.....but no I MUST GEN RUSH and the killer must not be able to do anything about it
seriously its not even that hidden, if u see a gen regressing, its an obvious sign the killer was there, so just use ur brain and predict that anything could exist
i would understand it would be a little hard if u 3 gen, but again if u 3gen its your team's fault and any mistake the survivors make is a advantage for the killer..or it used to be like that i guess?
Edit : loving all the counters on how Eruption should be nerfed...and the fact that nobody talked about boons being a nightmare, im not gonna say this place is survivor sided or killer but let's just say one side is missing a lot support
Comments
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Contrary to popular belief, it is possible for multiple things to be a problem at the same time.
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Let go when? As a solo player, when do you let go of a gen to avoid Eruption? I have yet to see anyone give a reasonable counterplay for solo players. Explain how a solo player will know when to let go of a gen when a teammate is in chase across the map?
If survivors try to attack a 3 gen early in the game, do killers not kick those gens with Eruption? That's a disingenuous suggestion at best.
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sorry how many effects can there be on one gen anyways?
the ones i can think of that directly need to be applied to a gen are overcharge and eruption, there is also Oppression but who uses that
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You got it mixed up Eruption triggers exploding the gens when a survivor is downed not hooked.
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They're both problems.
And no, you can't "just let go" to avoid Eruption. With Pain Resonance you can see the aura of the survivor that's about be hooked right before it happens. Eruption has no such tell unless you're in a SWF.
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bring aura reading perks like you always bring windows of opportunity
common answer
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What aura reading perk consistently shows when a teammate is about to be put into the dying state?
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I think the big problem with the counterplay is that if you give it a short delay so it erupts shortly after the survivor goes down wich is an idea many people come up with eruption would vanish into nothing Ness cause then it would only work the very first time at max just like against swf. The moment swf knows eruption is in play they tell when they are about to go down that's why it's better aga ist solos. I think there can't really be counterplay or the perk would just not work at all just like you can perfectly counter pain res dms cause when you know it's coming you just let go briefly. It's not easy to find a counterplay that works but at the same time is not so stupidly easy that the perk looses all power
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Impossiburu! How can I learn this power?
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Well that's kind of the point. If something is too strong and it's carrying players (in the case of Eruption), it should be nerfed. You try to break the 3 gen early, and those gens get kicked/Eruption'd. You try to work on the gens that aren't kicked after that, and you 3 gen yourself. Trying to play around the perk forces survivors into a terrible position, and it's next to impossible to brute force through the perk because of the massive amount of stall and lack of counterplay around the Incapacitated effect. The whole point is that it's too strong.
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doesn't bond show the aura of survivors from like 36 meters
there is also situational awareness, which yes can be a bit late but can also be situational if u are tapping the gens
and there is also the obvious hint that the survivors is about to go down, the more the game goes
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The killer is a Nurse or Blight. They can easily traverse from 1 area of the map to another.
The map is Coal Tower, which has an area of 8,448m^2. Bond has a radius of 36m, so shows all Survivors within an area of 4081.5m^2 (pi * 36^2) at any one time, assuming that none of this range goes off of the map. That's over half of one of the smallest maps in DBD left unaccounted for. For perspective, Red Forest is 12,032m^2- almost 3 times the size of Bond, and that again requires you to be in the centre of the map and nowhere near the edge.
And even when you can see the Survivor, where is your 1 second warning of "They are about to go down"? You can see they're being chased, and sure you can take a lucky guess, but if not you are wasting precious time. Time which solo queue do not have.
There is no prior warning. Without aura reading on the Survivors and the Killers, there is no consistent reliable tell of when a Survivor is about to go down.
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If you’re a solo player, telling someone to just let go of a gen when someone is about to go down is like saying to stop a ball after rolling exactly 500 feet without any indicator where the 500 feet mark is. You have no information to counter the perk in solo queue and that’s the problem people have with the perk.
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yea look any talk about any perk, just exclude nurse and blight and maybe wesker
those we don't talk about, those are the top killers that can make even whispers work somehow
with those 2 killers ANY perk is a problem mainly because they are so strong
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yea look any talk about any perk, just exclude nurse and blight and maybe wesker
Okay then, the killer is Freddy who overextended from his 3 gen knowing he could teleport back after getting this down.
The killer is Sadako, who can jump right back to her 3 gen if she commits and gets this hook.
It's a Mint Rag Hag (or a Regular Hag when facing solos), knowing full well she can easily return to her Web if just one person is careless.
It's a Billy, Wraith, Oni, Spirit, Demo, or Dredge, all of whom have ways to very quickly traverse the map to an area not covered by Bond and very quickly return.
It's not exclusively a Nurse/Blight issue, I simply chose them because it just makes them more powerful than they already are.
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Mettle of Man + Object of Obsession + Empathy. Mettle reveals your aura to the killer when active so comboing with OoO lets you see the killers aura, and if it's not an instadown killer then empathy lets you see when the person getting chased will go down.
The problem with this of course is that asking every solo queue player to bring 3 perks and also get Mettle active just to counter Eruption is dumb as hell when SWF can just call out when they're going down
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I literally had a game this afternoon against a Wesker with Eruption, Overcharge and Oppression. Us survivors turned out to have all been solos. It was not a fun game. I don't mind Eruption per se, I've been using it on my Nemmy long before it became the new hot "let's nerf this" topic, but I do see the community's grievances with it regarding solo queue. It's not counterable and extremely annoying. The Wesker wasn't particularly good, Eruption definitely won him the game.
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Why do people act like eruption requires so much set up to work? Oh no, a perk requires me to a kick a gen when were in a gen kick meta AND get a down?! Impossible!
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I don't like the idea of solo queue being forced to use perks because a perk is exploiting their no comms weakness.
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I like watching people trip over themselves finding ways to defend this ridiculous perk. People either never play solo queue or they are trolling. There's no middle ground.
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I can understand both sides on this topic but for me, if they did nerf it I rather they nerf the incap timer and buff the regression. I just don't want to see another overcharged situation where the devs see the perk way too powerful and nerf it to the point it's useless. They over-nerfed a overcharged bc CoB and Overcharged combo was way too strong in that one ptb. Now overcharge isn't even good to run imo since they nerfed it. I don't like seeing perks nerf to the point they are useless and not even worth running. So yeah if you nerf eruption, I say nerf one part of the perk and buff another part.
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clearly u never played against a SWF in high mmr
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well you gotta understand, thats a killer issiue. So its of less importance than eruption which is a survivor issiue. I guess.
Also could bring in how shattered hope should be basekit but again then the same entitled surv mains who want eruption nerfed will say something about how it taxes a few seconds longer to boon than to snuff, so its completely justified having it infinite.
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you know what? lets get rid of swf and comms, then we can start to give soloQ the buffs it deserves.
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You say that but theres so many survivors that will just let it happen...
People dont want to adept or even try, that's the bigger issue. Alot of things have counters or downsides but the community often wants the counter to be easy..
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but only when its killer perks/powers to be countered. If its the other side counters have to be earned....
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Well of course, survivor is being made to be for the very casual players and they dont want anything to be too difficult for them.
The flashlight change just shows this, something that wasnt that hard but at least had some sort of a skill cap is being made easier... oh even easier than the first change which we couldn't even test anyway.
Its honestly getting so hard to have fun as survivor, if I'm matched with good players its basically an easy win verse most killers. If I get bad survivors well I cant win because they arent doing gens at all and rather hide...
Neither is fun. Games are suppose to be fun, but atm I can barely get a normal game without a teammate being entitled and quitting for a stupid reason
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im a casual killer main who is forced to bring at least 2 gen regression perks to not get completely stomped.
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I dont really play killer because it's far too imbalanced if I verse people my skill but yeah you will always need gen defense unless the survivors are really bad.
Like alot of survivors hate gen defense, I get it I'd like to verse other perks but then I understand because I know how easy survivor is with killers running no gen defense.
Use what you need to use and dont let others tell you different, hell if I play killer I'll use 3-4. I'm actually a really good killer but I want alot of chases and hooks and I cant get that in short games.
I think it's why i main survivor, i can run whatever build i want on any map or character and not have my game ruined as everything else plays the same. Maybe OTR is need to help reduce tunnels but tunnels are just so common because people wanted to balance for kills over hooks...
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The counterplay that SoloQ can use is finding a team w comms. Unless you are unable to speak or hear, there is no reason you can't find a SWF to play with. There are countless ways to find people to play with that are easily accesible.
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yeah im also tunneling and camping if it does make sense and doesnt screw me even more. But it would be nice to be able to have 4 perk slots completely for free choice, not being forced to have gen defence because otherwise there is just no chance for a win.
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Not even my main point. BHVR shouldn't nerf anything based on the disparity between solo n' swf. They should, however, buff solo q. Which is frankly astounding that it hasn't happened yet. I do understand that BHVR has other priorities, though.
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you buff solo Q you buff SWF even more
that's the main problem of any buff to soloQ
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The counterplay that solos have is to just... Not play solo queue.
Flawless advice there.
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Solo Q is fine if it had a working SBMM system. Theres legit nothing wrong with solo Q balance, the worst thing is you cant control the skill of your team (SBMM should do this but dont) and then entitled people quitting or giving up for stupid reasons, that's not a balance issue that's just entitlement.
People will physically insta give up verse X killer before the game even starts or you'll have bad teammates verse a good killer, obviously the killer will win. Balance isnt the actual issue...
In eruptions case, the killer physically has to go round and kick every ven and then down people. The amount of gen progress you should of made in that time is way higher than what they killer can get in reward especially if gens are completed. But if we are balancing for bad and inefficient players just slower the time people cant do anything for slightly, though I dunno if it's fair to balance for bad survivors and ignore bad killers but hey ho
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As a survivor, I’d love to try to adapt where possible. But there isn’t really a way to just adapt to Eruption. Pain Res has a counter you can adapt to. This doesn’t. It’s way too strong of an effect against solos to not have better counterplay. But at the same time it’s far weaker against survivors on comms who can just call out and let go of gens at the right time. That is terrible perk design.
I would agree with you when it comes to a nerf suggestion like “just put a 5 second delay on Eruption after a down”. Then the perk would be bad because you just let go during the 5 seconds every time and it’d just be the 10% regression and that’s it.
The way you fix Eruption imo is reducing its duration and replacing the incapacitated with a gen block on all affected gens. Then buff the regression 2 or 3% if needed. Less oppressive against solo players and offers survivors more counterplay as they can still do other actions besides working on that gen, but better against SWFs who can’t let go of the gens to avoid the perk, making its effects more consistent across the board.
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I mean really though. Discord servers, forums, and features on console and Steam that allow you to find other people looking to play. Everyone that plays this game has adequate tools to find people to squad-up with. We will undoubtedly get solo buffs in the near(?) future. So do you introduce band-aid fixes to every mechanic in the game that contributes to the issue, or address the actual problem with Solo players not being on the same level as SWFs?
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Let's not actually.
Instead, we buff solo queue, give icons to let others know what they are doing — simple stuff.
Ex. Generator Icon = Repairing
Then we can catch killers up to speed, but we're at 60% so I'm worried any higher might kill the casual player base.
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Wut?
How?!
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The flashlight change is really because of the flashlight nerf. Flashlights were nerfed because killers complained about “tOxIc cLiCkY” and such, even though the public statement claims accessibility. So because survivors can’t immediately readjust the already precise timing required to obtain a blind or save, the devs had to do something to rectify the problem they created by listening to killers complain.
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tell that to my sadako, which im locked out of because im trying to not get high blood pressure while playing a game
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hm sorry i guess
i felt a slight hint
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I play solo and never see more than one COH at a time. Maybe a swf team will bring more than one, but then Eruption isn't that effective against them anyway
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I'd really like to see gameplay videos, not an end game result. Let's see how 'high MMR' you actually are
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Point being you'll see endless posts about Eruption being OP, but nobody will agree that boons are a bad idea even though they are. "Boons" and "problem" don't get used in the same sentence.
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Yeah, I got carried so hard playing Freddy when I kicked 4-5 gens with Eruption, didn't get a down in time, and then the last 3 gens got simultaneously done, giving me nothing from having equipped Eruption. But we're not allowed to talk about those nuances because solo exists.
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I feel like that's the problem with these discussions. People refuse to think about the low tiers. They literally only think about top tiers or top of mid tiers running the strongest stuff.
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skill issue
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It's not that hard to understand, and it's easy to explain, but it's a long explanation. "Setting up" in this game period does not work for killer, because it takes too much time 99/100 times. You stop to kick a gen that's being worked on. That survivor gets a huge lead on you. If you chase them it's a massively unfavorable chase, but if you don't they can come right back and possibly finish the gen, or they can start working on another gen which you haven't kicked. You can kick that one, but then that's the same scenario repeated. Even if you've gotten a hit before you ran them off/kicked, that's not a down so your perk doesn't go off. Every time you push someone off to kick, you're not pressuring anyone else, so while you may regress those few gens later, you just lost 2-3 from doing that, and your time is actually wasted if one of those gens gets done before you down someone.
Not every map is Shelter Woods with TLs only btw. Cowshed, RPD, Coal Tower, Gas Heaven, Mother's Dwelling, Badham, etc. So survivors can run you for a very long time if they feel like it. You can create deadzones to down them faster later, but that's gonna cost you gens, so you don't get to use your perk once again. If you've been focusing all game on just kicking gens and creating deadzones, nobody is dead by the last 1-2 gens. Then all that's left for survivors to do, even in a 3-gen, is win the war of attrition, which is another easy thing to do which I shouldn't have to explain.
The match doesn't play out in the way I've described? Cool, you got chill survivors/bad teammates. We're talking about high level, and if we're not, we're having the wrong conversation.
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You're right. I should have have gone back in time to equip Deadlock, or lobby dodge the prestige 21 SWF, or put up a map offering to not play on Cowshed.
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