Stop complaining about Eruption
One killer perk that blends into builds and all the survivors cry while they hold like 8 different strong perks in their back pocket. There's nothing overpowered about Eruption, it even has a cooldown, get better.
Comments
-
The vast majority of the complaints aren't due to perk synergy but from being more of a solo-queue crusher.
32 -
Every time I've seen it, it turns into a boring slog of a game where the killer desperately defends three generators like there is a bomb planted in their necks that'll go off if the gates get powered.
Eruption can take a long walk on a short plank
50 -
The cooldown doesn't really matter much when the incapacitated status effect lasts is just as long as the cooldown.
34 -
Nah
People can criticise whatever they like
You can't gatekeep criticism
23 -
Please enlighten me on how to counter eruption then. I am very curious to know the counter plays.
24 -
"It even has a cooldown", pfff.
30sec Cooldown to a 9sec instant regression + 25sec incapacitation + 6sec normal regression effect that can be applied to multiple gens
Edit: While being uncounterable without comms
26 -
I hope you had this exact same energy when you could dead hard to a pallet for distance (since you know DH has a cool down) or have unhooked guy in end game with DS block for his teamates to the gate (since you know DS has 60 seconds duration)
complaining about bs stuff survivors have does not change the fact that in solo q you simply do not know when exactly your teammate will go down
7 -
Complaints are completely valid and ultimately it will get changed/nerfed. A perk that continually punishes the weakest role in the game (solo survivor) that has zero counter play cannot be left as it is. Killers are winning games entirely because of this one perk which is absolutely ridiculous.
I refuse to run this perk myself as I know how annoying it makes matches and survivors give up enough as it is already
8 -
Actually it's less a bomb and more of an inevitable humiliation at the pillory that is the chat. Which tends to lessen after a crushing and humiliating defeat. And I doubt anyone wants to endure that.
1 -
The cooldown is 30 seconds. Incapacitated last 25 seconds. Really my guy!
7 -
As long as people continue to run it with call of brine and overcharge, and the incapacitated effect remains 25 seconds, people will continue to complain about it.
2 -
This game will never get better if we have to debate broken perks that keep getting brought out
4 -
They didn’t:
And apparently Eruption must use two buttons instead of one. 🤭
6 -
Stop complaining about Eruption
16 -
It's not about it being 'overpowered', it's about it being ineffective against SWF and always effective against solo queue. As a result it is balanced around a less-than-100% success rate, despite he fact that different demographics experience either a 0% success rate or 100% success rate.
Would you rather punish solo queue 100% of the time and SWF 0% of the time, so on average ~50% of the time for x amount.
Or would you prefer to punish all survivors 100% of the time for x/2 amount?
For the killer, there's virtually no difference. But surely you want something you use to actually be effective against your most formidable foes, right?
So if the killer is efficient with their cooldown management and allow the survivors to 'tap' the gen once their Incapacitation has ended. You can inflict 40 seconds of regression on a 30 second cooldown. Which means you're inflicting a net regression of 10s every time it's used that (solo) survivors are unable to counter.
The best solution would be to increase the base regression, while reducing or even delaying the incapacitation.
Say 12s instant regression, and 15s incapacitation for 3s normal regression = 30s total regression on a 30s cooldown. At least that's neutral when used at peak efficiency, and still inflicts the 12s regression on SWF.
That's just a slight numbers tweak to make it a bit fairer. To actually make it completely fair, tweak the numbers just the same, but block the gen instead of inflicting incapacitated.
Incapacitated really shouldn't be an effect that's tied to a perk. It should be limited to killer powers that were built for it.
I say all this as a killer main (in theory, though I play a lot of solo survivor as well lately).
TC is clearly coming from the knee-jerk reactionary position of "they want to nerf my precious killer, they cantses!" without actually considering the balance from both angles.
5 -
but we must nerf the only strong perk that killers have so survivors can have their fun time of holding m1 and calling it SKILLS
2 -
People just forget it's a 4v1 not a 1v1.
Most of the killer roster shouldn't be able to easily kick all the gens and down someone quickly without losing a bunch of gens or gen progress.
Fact is alot of players are inefficient and bad at looping and eruption massively highlights that in games.
Hell I can beat so many killers using it quite easily as do survivors if I run it (though I think I only use it on sadako) but people seem to manage fine. I definitely feel people blame the perk more than they should as it just highlights their flaws.
Perk could use some tweaks though, more regression and less incapacitated
2 -
Play killer > run 4 regression perks > Try to 3k-4k everygame > Make a youtube channel > Convince killers to also run this build > Maybe you'll prove a point and the perk will be addressed.
0 -
Maybe they'll stop saying Eruption is fine if we start saying Dead Hard counters eruption. Now we can ask for Dead Hard to be more reliable so we can counter Eruption finally.
Dead Hard buffs when? I need my Eruption counter so the killer can't down me.
0 -
Eruption is fine. My teammates don't do gens, and if they're not going to do gens then neither am I, so no one actually gets Incapacitated, anyway. We never even know the killer has Eruption until we see it on the end screen. Dead perk.
(That's sort of sarcasm but also an accurate assessment of the majority of my solo queue matches. I do hate Incapacitated when I get affected by it: my teammates can't tell I'm Incapacitated, so they get pissed off at me for standing around not doing gens or healing them, and then they grief me because I'm obviously the jerk.)
4 -
I think it's time for another Eruption thread.
4 -
I love these threads. People know a nerf is coming and they're desperately trying to convince others that this perk isn't completely busted.
6 -
Killers cried enough about Dead Hard carrying survivors. Now it's our turn.
6 -
Isn't everything a solo queue crusher?
If anything is made not to be too strong in solo queue doesn't that end up making it quite weak against swf?
3 -
Pain Res has the same strength vs SoloQ and swf because if you know the killer has it you can counterplay it. Pain Res is probably even stronger than Eruption for regression (if the killer gets decent Scourge Hook placement) but you don't hear people complaining about it.
With Eruption, SWFs on comms can say "get off the gen, I'm going down" while SoloQs just have to eat it.
5 -
Apparently they can. First telling people not to complain about cosmetics and now not to complain about eruption
4 -
There's plenty of perks that comms don't affect, like PGTW, Coulrophobia, Thanatophobia, Bamboozle and way more. I'd say the majority of perks are not affected by comms. At the very least, not to the extent that Eruption is.
2 -
I mean no uses Pop anymore since it's bad, no one uses Coulrophobia since it's bad, no one uses Thanata anymore since it's bad. Bamboozle is the only good one and that is effected by comms because as soon as one survivor sees it he tells the whole team.
0 -
But that's not gonna do you any good.
Also, just because you think the perks are bad doesn't mean they don't qualify as perks that aren't countered by comms.
2 -
I kind of want to post a "stop posting stop threads" and see if it blows up too, but I won't.
It's comical how whenever anyone posts a stop thread, that thread blows up and at least 2 other threads immediately spring up on the topic.
3 -
STOP GIVING CRITICISM AND FEEDBACK!!!! THE ONLY OPINION THAT MATTERS IS MINE!
4 -
My point is to give me an example of a perk that is good that isn't countered by comms since that's the entire point of what you're wanting. If they aren't good perks then that defeats the point.
1 -
Good perks by YOUR standard. But if you're comparing them all to Eruption, you're starting off on the wrong foot.
0 -
"It even has a cooldown"... Yeah, which is barely more than the incapacitated effect.
What can Killers do during the Cooldown?
- Chase other Survivors
- kick more Gens (even without the benefit of Eruption, since it is never only Eruption)
- Hook Survivors
Just as examples.
What can Survivors do while being incapacitated?
- Unhook other Survivors
Thats it.
And well, as I said, the problem is not only Eruption. The problem is Eruption paired with other Perks which have way too much synergy. On top of tunneling still being easier than before since all Anti-Tunnel Perks which are somewhat useful (aka not DS anymore) resolve around Endurance.
2 -
Not my standard. Objectively.
You can literally look at the numbers for each perk and calculate their impact compared to the rest.
0 -
I want to have a good laugh, so please calculate.
0 -
Sure, which perks are you wanting to compare.
0 -
I dont mind, you seem to have something in mind, so just go ahead. Want to see all those strong pesky Survivor Perks which are so much better than Eruption.
0 -
No, by -your- standard. Pop still works fine. Thanatophobia still works, on the right killer. Coulrophobia still works with the right build. You asked for examples of perks that aren't hindered by comms, I gave you some. Just accept that the answer to the question you posed is not what you wanted to hear.
1 -
You clearly didn't actually read my posts.
Where did I mention a single thing about literally any survivor perks whatsoever?
You're so quick to try and turn this into a survivor vs killer thing. All we talked about was that some killer perks are bad, that's literally it. Are you trying to just pick an argument out of nothing?
"all those strong pesky Survivor Perks which are so much better than Eruption."
No where on this post have we talked about any of this. My posts didn't even mention Eruption or survivor perks.
0 -
You did exactly the same thing with Dead Hard before it was nerfed lol, I don't think you have the right to decide when people can and can't complain about something
3 -
If possible I believe we should seek balance so no perk, item, ability, etc. proves to be a crusher for solos. Or newbies either.
I do recognize the use of comms presents unique challenges to making changes. However what shows itself to be a problem needs to be looked at regardless.
1 -
I said perks that are still good and not hindered by comms. Those perks are not good. Anyone with a decent amount of hours on both sides will tell you that.
0 -
"If possible I believe we should seek balance so no perk, item, ability, etc. proves to be a crusher for solos. Or newbies either."
I agree. My post is basically trying to theorize how we would accomplish that without making swf stronger.
0 -
Man, I never get bored of watching this "Us vs. Them" mentality of some people here. To quote a Youtuber I like, it's like watching a car crash in slow motion except you've been warned before when and where it'll happen.
1 -
You didn't.
Isn't everything a solo queue crusher?
If anything is made not to be too strong in solo queue doesn't that end up making it quite weak against swf?
0 -
Hmmmmmm. The only way I can fathom is a change so that comms wouldn't matter either way.
The trigger for Eruption is the down, which comms can work around but solos cannot. That's the part needing attention, but what exact change so the perk wouldn't suddenly suck monkey ballz I do not know.
0 -
It could take a page out of Blast Mine's book.
When you down a survivor, any gens kicked with Eruption 'activate'. The next survivor to interact with the gen sets it off and suffers from Incapacitated. This 'activated' state lasts for 30s, or the entire cooldown period. So if they want to avoid a 25s incapacitation, then they can't touch the gen for 30s.
This could potentially affect solo's less than SWF because:
- SWFs being aware of when a survivor goes down will jump off the gen and go somewhere else, that gen is now guaranteed to have no repairs for 30s because all the survivors know not to touch it. And they likely won't time the 30s so it'll end up being longer than that.
- Solo's WILL touch the gen after, or stay on it as a survivor is downed. This means ONE survivor out of three will be unable to repair for 25s.
So one gen which NO survivors will touch for 30s, versus one survivor that can't repair for 25s. Depending on circumstances it could go either way, but if it's a 3 gen scenario or something, having one entire gen out of action for 30s is potentially worth a lot more than one survivor out of action for 25s.
It's a case of survivors having knowledge (via comms) will cause players to take the self-serving route to counter the perk and avoid a personal penalty, which ends up being more beneficial to the killer in the longer run than the uninformed survivors who get hit with an individual penalty.
2 -
It's a tough one.
I personally would just like either comms built into the game for solos or information queues like they were planning and then simultaneously buff killers to swf level.
That would make it much easier to balance these perks.
1 -
"doesn't that end up making it quite weak against swf"
I did.
0