Why should Eruption be nerfed?
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I said it is overpowered/busted against soloQ while having little to no value against swf.
The first half of the sentence says it is far stronger against soloQ than it should be, but you are only focusing on the second half of what i said.
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Step 1 - Get everything the Killer has nerfed because it 'is too powerful against solo'
Step 2 - Get soloq buffed 'to be as strong as SWF' because 'then killers can be buffed to match'
Step 3 - Neglect to do the Killer buffs, and now Killers are trash because they were balanced against the old SoloQ
I see your game.
If SoloQ really is the 'vast majority' that the game needs to be balanced around, then it couldn't hurt to simply remove SWF so the game can be balanced consistently.
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It's exactly as strong against solo q as it's supposed to be. Generator kicking perks should be strong, or killers won't use them, and will go back to camping friendly generator perks. We saw this before the meta shakeup, where most killer were barely kicking generators, and were barely using generator perks... and it can happen again if the generator perks get nerfed.
You will never be happy with what BHVR chooses to do. Either BHVR keeps eruption the same and you're unhappy, or they nerf eruption and killers go back to camping more because they no longer see a point in kicking generators, and you complain about the increased camping. So why should BHVR listen to you, when it wouldn't matter either way?
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Strong does not translate to "extremely powerful, 0 counterplay, applied to multiple gens with barely cooldown".
And eruption by itself does not hold the killer for camping. Even if BHVR completely destroys this perk, like giving like 3 minutes cd, i dont see killers stop using Brine/Overcharge combo.
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Eruption is the only generator kicking perk that encourages killers to chase after survivors that try to pre leave generators, and run immediately away from all the unrepaired generators. Call of brine and overcharge just encourage killers to let those survivors run away, and just keep defending generators until a survivors misplays and the killer catches them out of position. And eruption does have value against 4 SWFs using voice communications, because those are the survivors that are likely to be using voice comms to warn each other where the killer is, making it easier for them to pre leave generators. Eruption is an important anti voice communication perk.
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Why should you know "exactly" when a perk is going to activate?
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Two reasons:
-Eruption 25sec of incapacitation is too strong to tank it. Its low cooldown also makes so that killers can charge another eruption 5 sec after you are finally free of its effect.
-Every other gen regressing perk has some way to deal with them. Only eruption remains uncounterable to SoloQ.
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So you think you should always know exactly when eruption will trigger so you can completely negate it's main effect?
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If you want the effect to remain as strong as it is now, there needs to be some way to deal with it that doesnt require third party software
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Well it would be easy as stop repairing if you know your teammate last around X secs looping.
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Well lets add a slippery finger status were u cant repair but do other stuff
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That is exactly what the person wants. The perk already has counterplay, which is based on the survivors being chased, but they want a personal way to bypass the incapacitate and make the perk useless.
The main value of the perk is the incapacitate, and BHVR already balances the generator perks based on their synergies to each other (remember they nerfed overcharge because of this).
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Every single gen regressing perk in this game has a 'personal' way to bypass or at least lessen the effect of it.
The reason is because you cant expect every survivor to tank through the full force of all the effects of the perks killer have. Yet eruption has none.
On top of that it barely has cooldown.
On top of that it only requires a gen kick, which is not very punishing for like 10 killers at least.
On top of that the eruption cant be removed from a gen even if you know it has it.
Yet you expect this to be balanced on unrealistic chase times.
Imagine if hex devour could not be cleansed and be balanced about "survivor should not get hooked".
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It's ok for perks to be different from each other. They don't need to follow rules so it's convenient for you.
It's also ok for survivors to be affected by their teammates performances.
It's also ok for the survivors to lose if they are repeatedly getting knocked to the ground quickly.
It's also ok for this game to have strong perks. Survivors still have a bunch of things that killers can't reliably bypass, and killers are told "just get good". So maybe you should "just get good" about eruption, because the perk is fine.
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1)I agree it should be different, but if this game wants to have any sort of balance some rules must be followed. A rule like "A very strong, crippling effect of a perk should not be tied to an uncounterable condition with no cooldown".
2)I agree, but only if the balance of a perk and the relation with their teammates performances is measured in a realistic way, not expect survivors to loop a killer for 10 min because eruption.
3)I agree
4) I'll just copy what i put up there
- Strong does not translate to "extremely powerful, 0 counterplay, applied to multiple gens with barely cooldown"
and one of the two main problems with eruption is that you cant simply "get good". Or you play with friends and use third party software to circunvent its effect or you are defenceless.
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The rules are being followed. It has counterplay based on the survivors being chased. You don't want counterplay. You just want a personal way to bypass the main strength of the perk.
And again you bring up that SWFs can bypass the perk, so it would be a good idea to make it an AoE incapacitate, or have it incapacitate anyone that repaired an affected generator in the last X seconds, so SWFs can’t bypass it so easily. That way at least one of your complaints could be fulfilled. It's better to fulfill 1 of your complaints instead of 0.
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Because Eruption's effect is extremely strong to leave it to luck or unrealistic chase times. how many times have i already told you this? or tone down its effect or give it some way that soloQ survivors can deal with it.
If you want to make an AoE effect with the current effect, then this perk effect will desperately be in need of a nerf. If not, this perk will be in every killer player build that can afford to buy nemesis.
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It's not unrealistic chase times though. Eruption has been meta since the meta shakeup, and many killers can still lose games even when they equip the perk. If the perk really was a problem, then BHVR would have seen it in their stats by now, because I'm sure they can pull stats to compare how killers perform with and without eruption.
And again, if you don't like the AoE idea, then the Last X seconds idea works too, and has zero chance of catching survivors that are just randomly near the generators. And according to you the perk is currently uncounterable by solo q, so Last X seconds should function exactly the same against solo q, so you shouldn't even notice a difference when you're in a solo q lobby.
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The perk is already too good and should be nerfed, not buffed.
It doesn't need a major nerf.
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Now Eruption is part of 3 gen kicking perks that every killer spams in 90% of games, and out of the 3, is the most oppressive.
And with the AoE or the Last X seconds it does not solve the core issue of being strong and uncounterable. What's the improvement in changing a completely busted perk against soloQ to a completely busted perk against everyone?
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It would be an improvement because people would stop using solo q as an excuse to nerf the perk.
And I don't care how often you're seeing the perk. I'm still constantly dealing with Dead Hard, which still has lose/lose situations for killers, and I keep getting told it's fine. So I'm telling you that eruption is fine. This game is allowed to have strong perks, just deal with it. If the perk really was a problem, BHVR would see it in their stats.
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Yes remember one of the last times a perk was "ok in the stats" despite being absolutely abhorrent to go against
I remember
The perk's name was Object of Obsession. Stats wise it was perfectly fine, so why was it changed?
You know why.
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OoO was nerfed because SWFs were using third party software to use the perk far beyond what the devs intended. Eruption is being used exactly how the devs intended. Killers aren't using third party software to break the perk, and they aren't using unforeseen mechanics to break the perk. They're just using the perk normally, as expected.
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So your solution is to screw with the 100% of the survivor playerbase, not just the 60% of soloQ.
Dead Hard was nerfed 3 times in the same patch, Dash removed, activation of 1sec>0,5sec, and then the removal of multiples endurance stacking. Survivors can miss DH, DH activation can be screwed by latency/lag and DH is useless against killers that can apply deep wound like legion and slinger.
Now compare this with eruption and the "dont get down", "last 5min in chase", "try to guess what you cant see" counterplays.
Edit: and even if Dead Hard was broken or strong, one broken perk does not justify another broken perk existence. They should both be nerfed
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Yeah that's my point
It wasn't fun to go against, even non-swfs. Stats wise it was okay but stats don't mean everything
The same is true of eruption.
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No. That wasn't the point. It was only broken in SWFs because it was wall hacks for the whole team. It was kind of trash in solo q against most killers, because it encouraged the killer to tunnel that survivor, and if a solo q survivor wanted to personally avoid the killer, there were better perks for that.
The only reason why it was miserable to see OoO on a solo q survivor, was if the killer didn't know it was a solo q survivor, and assumed that survivor might be in a SWF.
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It is clear that some players do not want a balanced game. They just want their favorite role to be more powerful than the other side. Anyone who has played more than a few matches can easily see how OP Eruption is.
Same with old keys, old moris, old Spirit, SWF, Nurse, the list goes on and on.
If you are sincerely defending the current state of Eruption you are not interested in the game becoming more balanced. It is as simple as that.
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BHVR will not add another status effect for one specific perk when they could just bring the seconds down and buff the regression.
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I'd rather the incapacitation effect be changed to blocking the generator instead since it would give players more to do. Being crowd controlled is one of the most hated effects in any PvP game since people don't like losing control of their character.
If it was a block it would be more effective against SWFs who can call out when they go down and not as effective against solos who could heal, do bones or go to another gen if warranted instead of just waiting around for 25 seconds.
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Only the entitled players without braincells ask for it to be nerfed, survs not knowjng when to let go and that damage it provides is part of the perk, without it is useless
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because it's a perk that allows the killer to chase outside of their 3 gen instead of playing like an NPC and losing their control because they decided to chase a bait away who's banking on circle of healing or adrenaline anyway.
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You forgot it destroys SoloQ. Any perk that specifically targets a group or survivors, SoloQ / SWF is unhealthy for the game and should be reworked / modified to affect all parties equally.
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