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Eruption is mostly fine

TeabaggingGhostface
TeabaggingGhostface Member Posts: 3,108
edited December 2022 in Feedback and Suggestions

All it needs is the incapacitated duration reduced a bit

Post edited by Rizzo on

Comments

  • Slaughterhouse3
    Slaughterhouse3 Member Posts: 902

    I agree.

  • BlueRose
    BlueRose Member Posts: 658

    I agree also. I love ppl talking about how it needs to be nerfed (yeah I think the incap part is too much) but let's talk about survivors' items and addons for those items for a moment. Sorry I know its a different topic but let me tell you the sec I don't run gen-kicking perks I get a lobby with BNP Toolboxes with hyper force or Green medkits and a CoH. Just now I dc from a match as demo when I got to the middle of the map tinkerer went off then the sec I got the gen opposite I started it pop. Two ppl were on it with toolboxes and they both were running hyper force and had BNPs. I try to carry out the rest of the match but one after one the gens pop and I just said screw it, DCed and log off for tonight bc every match I had tonight was survivors sending me bad maps, dealing with 3 to 4 medkits and a boon or BNP toolboxes. Yeah, Eruption sucks for soloQ but if survivors choose to run the best items and add-ons against a B or lower-tier killer on the map of their choice and had the best medkits, boons, and BNP toolboxes then that killer is in for a bad time. Esp if they not running the current meta(which I wasn't the only slowdown perk I was using was deadlock).

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,361

    "Because ____ is stupid to deal with, it's fine if ____ is in the game" is not a good way to immediately start a comment.

    Multiple things can be problematic, so solve all the problems, dont just allow problematic things to be in the game because the other side just so happens to have something problematic as well, it's not good game design.

  • Omans
    Omans Member Posts: 1,081

    It is oppressive and requires every survivor in the match to greatly outplay the killer.

    It is single-handedly carrying games for killers who rely on it.

    I already see posters saying what about strong things on the survivor side. Does anyone say otherwise? We know 4 toolboxes in a match or 4 medkits in a match shouldn't be a thing. We know there are things survivors can do that are too powerful.

    Both sides have absolutely busted things they can bring to make the other side miserable and start the match with an unfair disadvantage.

    I wish the devs would do something like limit stacking of items/perks to weaken SWF. I wish they would.

    But right now the thing affecting the greatest number of players is absolutely Eruption. It needs to be looked at desperately and those who say otherwise aren't interested in game health/balance. Simple as that.

  • BlueRose
    BlueRose Member Posts: 658

    Im also not here to be a game designer. Im just voicing my frustration and opinion on the other side. Its up to the devs to read(if they even read) my comment. Sorry, I didn't have an amazing comment, I'm mad, tired, and frustrated with the games I had tonight. So sue me for not being a game dev.

  • Xord
    Xord Member Posts: 517

    It's a bit pretention to say that only you care about health of the game, and anyone disagreeing with you doesn't.


    Eruption is so far from being a problem right now. I do get that it's a frustrating perk to face when solo (or duo even), but it's not "overpowered", it's actually the weakest of the 3 most popular slowdown perk, Call of Brine and Overcharge are much more of a problem.

    It's only 8% regression and it won't apply its effect all the time to survivors. It can also be countered with perks like Bond, empathy or fogwise. It requires setup while CoB/Overcharge don't. It requires someone working on an affected generator because 8% is pretty trash by itself.

    I personally wouldn't be against reducing the duration if the gen loss is increased, but I feel like it will just make it a perk like every other slowdown perk.


    Also I don't know if you meant Eruption was the most problematic Perk, but outside of perks, there are bigger problems to fix for the health of the game. Tunneling, for example, is litterally a strategy that can be easily used by any killer thatr is getting absolutely destroyed, to get an easy comeback and an easy 4 kills. Some killers also just tunnel from the start of the game and get an easy 4 kill without putting in much effort. Any killer can just play without any perk or add-on and get a near guaranteed 4 kills by tunneling, because it's just way too easy to tunnel and being 1v3 at 2 gens remaining is a guaranteed win.

    It has become to the point where it matches the definition of an exploit, yet is legal, abused, and cancels the game of a player. Worst, if you're not playing solo, you die first and have to watch the rest of the match to wait for your friends.

    I really don't think Eruption is that big of a deal, or any perk whatsoever, when killers can get 4 kills guaranteed ever since DS has been deleted from the game. There are a lot of ways to fix that, but it is a priority right now before we talk abouit perk balance.

  • Gandor
    Gandor Member Posts: 4,268

    1, eruption is 10% (so 9s). Not 8%. You probably mistook it for jolt (which is fine perk that is NOT the problem).

    2, You can't counter the perk with bond or empathy. Those perks will only tell you where someone is running or maybe possibly if injured person is being chased. It will give you 0 information when they will go down. You have no idea if chased person will go down now or in 2 minutes. Both are possible and there's no information for you to distinguish it. I will admit, that fogwise CAN counter it, because you will see when killer uses ability/M1. But you still will not know if he will be successful (that's fair) and you are possibly risking 10% regression by impossible-to-hit skillcheck (still fair), but you don't even really get to counter it properly, because even if you hit all great skillchecks, you will still see the killer at most 1/3rd of time (so you counter it at most to 1/3rd of the perk and that's just not good enough). Combine this with possibly 40s per survivor hit "generator regression" equivalent and it should be clear why the perk is very unfair in soloQ.

    3, I think eruption (and I mean stricktly in soloQ. This does NOT apply to SWF) is same level of problem as tunneling. Eruption can literally solo carry bad killer to a win. If you get 3 people hit by it 2x in a game, (or eruption triggering 4x to altogether hit 6 people), then it provides higher value then any other perk in a game. CoB and OC included. You would need to be exceptionally bad to still loose such a game.

    The only reason why it's not so good for everyone is, that SWF does exist. and against SWF the perk is actually underwhelming.