3 boons in one map are balanced but Eruption is not?
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Eruption is fine, just not for solos as SWFs can call out "I'm gonna down, let go from the gen NOW".
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my dude seriously?
a SWF that almost sent me to the worst map and with 3 prove thyselfs and u want GAMEPLAY, what gameplay do u want ?
me getting destroyed and not being able to do anything about it because im being called out left and right?
and trying to not play with 9 gen regression perks ?
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exactly, everyone just thinks about nurse | blight
forgetting that people do enjoy playing piggy or ghosty which make eruption look so weak since they can't down instantly
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the main problem with boons is the fact that they are endless and the killers cannot do anything about them, since they don't have time to find them
CoH shouldn't exists to begin with , free healing in a area that stacks with other healing items is not ok
and don't even get me started that you can have more than one as if they are hexes
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to be fair:
how often do you HAVE 3 boons at once vs how often do you have eruption?
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i barely with eruption lol
the one time i played with it was on ghostie in eyrie of crows which didn't do much lol
and boons are every damn game.
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People constantly complain about boons, hell, one of them was complained about so much that not only did it get nerfed, it got nerfed twice (rightfully so).
Though really it's just COH that gets called problematic the most.
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From time to time when I open my stream, seeing someone adding friend me.
I believe those are people tried to adding friend me, wait for me accepting friend request, so they can chat to me that "drop your Gen, Im going down in 2sec"
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i mean i have seen 1 maybe 2 about COH. And im here since june while eruption gets litteraly bombarded right now.
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how often do you have 1 eruption vs 1 boon?
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I don't even think Coh is really a problem anymore
Especially in the way you discribed
I would be overjoyed the survivors spend 42 seconds gen time setup and then 24 second gentime for each heal as a killer who's power is a oneshot
You would have probably lost that match without CoH too, only faster
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If this is a high MMR SWF and we are taking your picture as evidence of what a normal game is like, the game is highly killer sided.
You got a kill with Sadako, generally regarded as one of the weaker killers. If a high MMR SWF, against a weak killer, still loses a survivor, and that's the norm, then yeah, huge problems on the killer balance. It's absurd to say this is an example of you getting "destroyed"
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As for the main topic: as others have covered, eruption is a problem because against comms it is a minor inconvenience, and against SoloQ its devastating. Even if we aren't discussing balance, that is a poorly designed perk.
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Than this has to be a regional issue. I'm seeing the polar opposite much more commonly:
No boons (unless I bring them), but eruption galore
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Technically empathy is your best bet
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That's why I've favored there being a similar window for Eruption. A delay between the moment the Survivor is downed and the gen exploding. Enough to allow an alert Survivor to let go, but not do long that everyone can do so with ease. Maybe 0.5-1 sec.
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There should be a similar window for Dead Hard. Enough to allow an alert Killer to know when it’s safe to attack. Maybe 0.5-1 sec.
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I'm assuming this is meant as a joke, since Dead Hard isn't relevant to the discussion at hand and the Dab provides exactly that window anyway, but my suggestion is serious.
After all, it's not hard to know when a teammate goes down. Even if you don't hear the scream or see the aura, you'll see the change in HUD. It also provides a means for soloQ to respond to the perk while, at worst, having no impact on SWFs' ability to do so
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It’s not a joke. Eruption and DH are the exact same situation, where the other side doesn’t have a reliable personal way to bypass it. The DH visual q happens 0.0 seconds before the parry window is active, which means the killer doesn’t have a reliable way of knowing when it’s safe to attack if DH hasn’t been used yet, and doesn’t have a reliable way of responding to the visual q of DH, if the visual q happens after they make an attack.
And the suggested nerf to eruption wasn’t relevant to the discussion either. The point of this forum thread was to show a double standard between CoH and Eruption. Suggesting nerfs to Eruption are completely irrelevant.
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You see injured survivors, where's the indicator they're about to go down?
it's still up to lucky guesswork
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Fair enough on the relevance. CoH has already been nerfed multiple times and nerfing it without affecting the other Boon totms which, by and large, don't have this issue is a trick into itself.
That makes me think, of the two, Eruption is the bigger and/or more easily solved issue, since it's a single perk, unconnected to any others, and you have the option to either nerf its incapacitare effect or offer some sort of counterplay response to possibly dodge it entirely.
My feeling is there should be, if not a hard counter (like Shattered Hope) them some option for move/countermove, like Dead Hard currently has to bring it back to your example. Pre-rework they're was Jack-all you could do against a Dead Hard for Distance. Now if the Survivor manages to pull off a Dead Hard against a hit (or pulls a situation that provokes you into hitting them) then you've got move (Killer attack) and Countermove (Dead Hard) or Move (Survivor tried to trick you into hitting Dead Hard) Countermove (you don't take the bait and they waste DH) and, either way, once you know DH is there you can respond accordingly (bait it out, hit anyway, etc)
Boons, meanwhile, have the option to snuff the Boon or not and/or hunt the boon down. If you're legitimately running into teams with 3 or more frequently, you can toss the harder counters into your build.
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No. That’s not how DH works at all. We are told the counterplay to DH is “just don’t lunge” and “just don’t use certain killer powers”, and that feels terrible. There isn’t an interactive “fun for both sides” counterplay for DH. Some killers are supposed to just stop using their power, and just walk walk walk until they are in point blank range, and that feels terrible.
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Yeah the perk doesnt have a direct counter but because of its setup and requirement it doesnt massively need an easy counter just a small tweak.
I personally dont mind versing the perk, the games where i feel it most are games I probably shouldn't win because my team is bad at chases and efficiency on gens.
I guess I'm an out liar as I dont really hate anything versing any killer stuff. I just wish I could see slingers, Billy etc.
That's just a stupid reason. Things shouldn't get buffed because a toxic/BM act which could also cause harm to people with certain conditions gets removed.
Maybe people should learn the timing and not mess up in the first place OR just keep the flashlight on and swing down then back up to adjust the timing.
The point is they changed the only skillful thing to be easier and then even buffed it further before we could even test...
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gets one kill with sadako thanks to noed against full on SWF sweaty team
*killed sided* and its no absurd to say i got destroyed since i felt helpless most of the time
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At one time that was true, even though it's always been highly contested, but now that CoH has been rightfully nerfed twice, people think nerfing it anymore would be "overkill", or they say the perk's useless. I keep saying, "I notice in matches with boons, it's twice as difficult." I get told to snuff the boon or run Shattered Hope. I have, and guess what? Did not help at all.
Let's just agree that boons were a bad idea. A single perk that benefits the whole team on a big chunk of the map, and there can be multiple of them, is too strong. Killers can't even keep their hexes; they get destroyed permanently. Infinite hexes for the survivor side never should have been a thing.
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Haven't really seen any threads complaining about boons in the last 6 months. It's far from constant. Maybe in private conversation they talk about boons that way. But it's not a visible organized effort like it is to get Eruption or Call Of Brine or Overcharge nerfed.
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Exactly. Eruption forces survivors to actually play good if they want to win. All these people complaining about Eruption should really be complaining about teammates not being good in chase or efficient on gens. Because guess what? If you give long chases or are efficient on gens, Eruption doesn't do anything. The killer will get to use it maybe 3 times that match. Really confuses me how people consistently go down in like 20 seconds, or take 10 minutes to do gens, with how bad maps still are. The slowdown granted by perks like Eruption gives killers more time to chase, but it in no way helps them chase better, so I don't know what the big issue is.
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The survivor not knowoing when to let go is part od the design, without eruption is trash, agree
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As sad as it is people want to win without trying or playing well... I dont personally get how that's even a thing but in DBDs case its seems the popular opinion.
Like everyone wanted pain/deadmans needed when they can physically let go of the gen for a second etc.
Not much I can say tbh, feel like I'm an outcast either way I go lol. I'm a survivor main so killers dont like me, but survivors dont like me because I dont want easy games...
I'm getting pretty bored of easy win because people can actually play or instant loss because some instant rages or people are just hiding avoiding gens and cant loop even safe tile...
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That's why I said technically, you can't really get any good info, maybe if you see the aura throw a pallet and how there's always a chance that killer can sneak in the hit because hit registration is a thing, or you can just get off and wait and see 10 seconds, I'm not really sure
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there used to be a perk like that. It used to be calling object of obsession.
how is 10% regression and 25 second incapacitated carrying killer players? If i am losing to eruption, its because my team has consistently bad chases and is consistently bad at optimizing the objective.
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skill issue
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This isn't really akin to Eruption. The issue with Eruption is that stops survivors doing core things. There is nothing that stops killers in the same way.
Having multiple boons in a match is a massive inconvenience... but it's only like killers running a combo of slowdown perks that grand 400% regression, exposed status effects, block gens, expose location and induce great only skill checks. I'd happily reduce the amount of boon type per match to one only, if we are going to get rid of regression stacking too.
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One example I can think of is the obsession. If the little entity marks are moving around them and they are injured, stay off the gen for a bit or as the OP said, go find one that isn't regressing or has been worked on. It's called Game Sense and a LOT of people don't seem to want to use it. It's like doctor's AOE. It has a counter, just be mindful of the passage of time and hide properly.
I'm not saying eruption isn't wonky as it's designed but there are ways to mitigate it. Also, sometimes the killer needs you off that gen for 25 seconds. It's like DMS. Let both sides have some toys.
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your opinion has been recorded and will be ignored thank you for submitting it
also nice name xd
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How is ~34 seconds of gen stall out of a single perk that procs on multiple gens *not* carrying a killer? Chases don't happen in a vacuum. And the problem with Eruption is that survivors can run exactly to where they should run in a situation and it just doesn't matter. Unless the killer is flat out less skilled relative to the opponent or the survivors have comms, Eruption erases the killer's mistakes. Perks like that shouldn't exist on either side.
Post edited by edgarpoop on3 -
cough dead hard, adrenaline, styptic agent, AHS, off the record and i probably missed more
but killer has one, NOPE MUST NERF
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what mistake is the killer making when using eruption? Downing survivors? Kicking generators? Furthermore, how is the killer less skilled then their opponent when his opponent is losing chases? The killer perks are suppose to be carrying the killer to victory when their opponent is not successful at the chases.
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The benefit far, far, far outweighs the effort put in. It is troubling that so many people don't understand this.
It would be like if Decisive Strike was given a 30 second stun, and also no deactivation timer.
Right now Eruption is absolutely hard-carrying killers who use it (especially when paired with call of Brine, which gives the survivors such a lose-lose choice in how to play if the killer closely guards 3 gens).
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This is just my opinion, but i do not think that eruption is that bad by itself as a perk. I would say its strength is somewhat comparable to old pop goes weasel. it is less regression, but more repair blocking. I would say incapacitated and gen-blocking are around ~1/2 value of normal regression though I do not think I want to explain why. By itself, eruption is fine.
I think problems where eruption starts to not become fine is overcharge and call of brine. OC and CoB are really toxic perks in the game currently because they effectively abuse map design and generator placement design. Raw regression is somewhat of toxic statistic similar to -action speed where if the numbers are big enough, it becomes too powerful but lower numbers become too inconsequential outside of 3 generator situation because of how much faster survivor can repair generator compare to how slow killer regress them in real-time of the game. When I say real-time game, I mean the general gameplay flow of the killer finding looking a survivor, kicking a gen, pursuit the chase with the survivor, chasing, them putting them on a hook. in this context, these perk are ok. When it comes to OC & CoB, these perks are really not fine. In my opinion, OC & CoB are over-tuned in 3 gens right now and I personally think that both perks need a rework. Eruption is somewhat compounding the problem but it is not the problem itself. Was old pop goes weasel good in 3 gens? Yes. Was it creating unwinnable games by itself in 3 gens? No. I have an idea for how to rework these two perks, but I am not convinced at my idea to rework these perks. I want to make a post about it at around december 15-25 in part due to their new chapter.
Currently, their upcoming chapter is attempting to release a perk called Potencial Energy.that is supposedly trying to fix 3 gens, but just based off my gut feeling, I have feeling that nobody in soloq is going to use the perk and the 3 gen problem will still remain. SWF might use it but I guess we will just have to see. I could be wrong and the perk becomes like top meta with like 30% pick-rate but judging from my ptb experience, the perk did not impress me.
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