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Call of Brine + Eruption tweaks

Vampwire
Vampwire Member Posts: 732
edited December 2022 in Feedback and Suggestions

So there's two ways I can imagine this combo gets fixed. It relies on at least one of these perks nerfed. Alone they aren't super problematic, but this combo is probably the dumbest perk combo we've ever had.

Call of Brine: Only applies to one gen at a time. This makes it harder to just regress 3 different gens at once. It wouldn't really interfere with most gameplay really. Survivors can still tap the gen and what not. You just have to make a conscious choice on if you want one gen to regress more, or you want to regress this one faster. Basically just makes the perk less brain dead since you have to choose instead of just smacking every gen you see. This also means you either have to sacrifice your Call of Brine on a gen with more progress if you want to get a wide spread Eruption. Basically just means you have to make a decision on what you're trying to set up.

Eruption: Explodes after being hooked. This way it works more like Pain Res, where there's about a second long que of when to let go. You may think this makes it super unreliable but pair it with Pain Res it's actually not to bad. You get a burst of regression and punish greedy survivors. Plus considering the amount of survivors who don't know how to counter Pain Res already I bet the incapacitated will happen more frequently.

Basically this encourages you to go for chases instead of just slap gens all day long. That's basically the entire problem with this meta. You don't actually have to play the game as killer. You just stall gens until survivors give you enough pressure to snowball, rather than building that through playing. COB + Eruption is literally easy mode at this point.

Post edited by Rizzo on

Comments

  • StarLost
    StarLost Member Posts: 8,076

    I like Eruption working on hook a lot. It keeps it viable, but gives easier counterplay.

    CoB does not need any sort of nerf.

  • Grandpa_Crack_Pipe
    Grandpa_Crack_Pipe Member Posts: 3,306

    Eruption getting a little stronger to make up for the delay of having to get a hook would be pretty good.

    Either that or reducing the incapacitation but giving it more regression.

  • solarjin1
    solarjin1 Member Posts: 2,390

    Eruption should incapacitate for 15sec max but beside that it pretty balance. Let the killers have a few strong perks

    call of brine is the main offender of the current 3gen kicking meta. You can circle around your 3 gen forever applying regression and when some meaningful work actually get done on the gen COB second effect let the killer know to go right back over there. The strategy is so affected that some killers are picking three to four of the closest gens to guard only. The perk give good information and excellent regression at the same time.

  • StarLost
    StarLost Member Posts: 8,076

    I don't think the incap needs to be touched - otherwise it's just another regression perk.

    Making it hook based gives people a more reliable way to counter it, while still punishing overly greedy folks.

    It gives a nice burst initially, but falls off and can be countered by simply tapping.

    CoB is the only decent perk that works off kick other than Eruption, which is why they are paired so often, especially after BHVR made Overcharge basically worse than an empty slot in many cases. No idea why they did that.

  • Krazzik
    Krazzik Member Posts: 2,473

    Making it hook based means they may as well remove the incap entirely to be honest.

  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    Eruption wouldn't be so bad if it stopped affecting gens that reach 0%. It would at least give the perk some (weak) counterplay where survivors would know they're safe if they start working on a dead gen or they can let a gen zero out to be sure Eruption can't proc on it. Killers wouldn't be guaranteed Eruption value then and kicking dead gens wouldn't be so valuable.

    This one change alone would take a lot of power away from the 3gen camp strategy that the current meta has empowered.

  • edgarpoop
    edgarpoop Member Posts: 8,720

    There's a lot they could do with Eruption. I personally don't think the Incapacitated effect should be tied to a perk. It creates more problems than it solves with perk synergies and they'd have to keep addressing it with every update that includes a slowdown perk (which we know they won't because they're always reactive and not proactive with perks). They can make the regression 15% and remove the Incapacitated effect. You'd still have a stupid amount of slowdown between Pain Res/Overcharge/Eruption/CoB on a competent killer.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    I have no problem at all with COB but Eruption is broken and is carrying killers big time. I don't care if they do literally nothing to COB but Eruption needs to have some counter play and preferably remove the Incapacitated effect entirely as its an incredibly annoying and unfun mechanic all round

  • BlueRose
    BlueRose Member Posts: 658

    I like your idea for eruption but CoB doesn't need a nerf like that since it can easily be countered. All the survivors have to do is touch gen with CoB and it does nothing. So making it work on just one gen would make it completely useless. It already has a time limit for the 200% regression and it can be stopped by simply touching the gen.

  • Gandor
    Gandor Member Posts: 4,378

    Exactly my words. Nerf eruption, do not touch CoB. I would be even OK with making incapacitated 30s intead of 25s IF they tied it to hooks (same way as pain res) instead of downs

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    Call Of Brine only works for 60 seconds or until the Survivor taps the Gen

    Eruption on the other hand can use a bit more... maybe longer cooldown per Gen kick (if it doesn't have it then put something on)... shorter Incapacitated state (something like 15 seconds give or take)

    But isn't a Gen kick "meta" better then Camping and Tunneling "meta"

    Also I get it both can be a thing but a Killer whos spending time kicking Gens can't be Camping nor Tunneling

  • Crowman
    Crowman Member Posts: 10,100

    One thing that should change is perks with effects on regressing generators should stop once the gen is fully regressed.

    No Eruption Incap explosion if the gen is fully regressed. No Overcharge skillcheck if the gen is fully regressed. And CoB should lose the notification once the gen is fully regressed.

  • CaulDrohn
    CaulDrohn Member Posts: 1,596
    edited December 2022

    I wonder, does Call of Brine actually effect multiple gens? It's not clear in the description, and the highlighting effect is also just for the most recently kicked gen.

    Changing eruption to a hook based perk makes it to similar to Pain Res, imo. There's nothing wrong with the effect triggering on downs (jolt does the same), it's just stupid that you have no way of preventing the incapacitated effect when not in SWF.

    One solution for Eruption might be to scrap the incapacitated effect, but block the gen for the same time (but only when the gen was worked on at the time of the down, like it's now with the incap. effect). This would server as a buff and nerf, bc. the gen cannot be "unregressed" by a not affected surv anymore, but would also not lose progress bc of the blocking. A net nerf I would say, but more fair for the survs (they could heal up while waiting for the gen to unblock).

    Another solution would be for the perk to have a delayed effect of the explosion and incap. effect, either time based (one second) or via a skill check like oppression. With the former, you would have time to let go of the gen in time, but the duration needs to be really short so you only make it if you are observant. Similar to how to counterplay Pain-Res + DMS Combo. A skill check direkty after a down on the affected gens might work as well, but may be too easy to avoid. But it would open the possibility to add incap effect to special skillchecks like from Overcharge and Oppression (not sure if thats a good idea, though ^^'').

    The last solution I can think of, would be for the incap. effect to only affect one survivor at a time. With this, you can "counterplay" the perk by repairing together (the less efficient way of doing gens), one could always continue. The killer would still see the screams of all survs involved, so they would know when to protect a gen further.

  • Blueberry
    Blueberry Member Posts: 14,459

    Any perk that relies on the survivor being on the gen when the hook lands is going to be trash. The only people ever being hit by that are bad players and no one cares about winning against bad players. The only way this works and the only reason pain res works is for the regression amount because it isn’t reliant on survivors being on the gen at the hook moment. If we’re changing Eruption to be like this the regression amount needs to be significant higher as then the Incapacitated effect is basically irrelevant. Keep in mind that Eruption in its current state is what incentivizes killers to make chases since if they can get the down before the gen pops they will have time to save them. Without that effect we’re going to see even more camping/tunneling then we already do.

  • Vampwire
    Vampwire Member Posts: 732

    Killers aren't going to tunnel and camp more or less than they already do just because of a few perks, I can promise that. It's a copium statement to begin with as they're just fearmongering survivors into not wanting the changes. Almost every discussion somebody says something along these lines that killers will have nooo choice but to do it. They do it cus they want to and its easy.

    Regardless of that, Eruption needs a different requirement entirely. You cannot predict when someone is going down. Things like Jolt work, because they don't apply a huge regression but enough to interrupt and save time kicking gens that aren't being worked on. It's more of a feel good perk with good utility. Some info, enough delay to reach the gen or maybe get a quick hook. Eruption is like Jolt on crack.

    Eruption just requires a down to basically make survivors lose around 30 seconds on a gen. That is insane downtime, and they can't even do anything else during it. You can explode multiple gens, meaning you can potentially interrupt the entire team across the map. So what did they do to mess up for that? You can say their teammate should've never went down, but if somebody is 5 gen looping the killer already what would be the point of Eruption in the first place? There is basically no way to tell when someone will go down. They can get chainsaw'd by a stealth bubba or cross mapped by a Huntress and it still counts the same. The counter play to Eruption is either SWF or hope your entire random team is the Jesus Christ of DbD. 30 second downtime btw.

    Just because survivors can dodge things like Pain Res doesn't make it trash. It just means there's an actual counter, which is good. Nothing should just give you a huge boost for very basic gameplay standards. I'd also like to add the majority of survivors you will go against really aren't that good to begin with. I don't care how high or low the MMR, because frankly MMR is just a recommendation if the system can get you matched with similar opponents. Once you reach about a minute in wait time you get paired with who-ever the hell they choose. What classifies as a "good survivor" is completely subjective. Is it someone who can occupy the killer for a long time or one who can save the team and keep gens rolling?

  • Starrseed
    Starrseed Member Posts: 1,782

    Well Eruption might be to strong and is carrying killer a lot atm so how about we let them have it for I don't know how long has old DH carried survivor? Should be fair right.

    Jokes aside I'm actually curious to see if bhvr learnt anything and is going to address such problem perks Ina timely manner. I would like to see eruption get reliable counterplay that isn't the perk works when the survivor is totally brain dead like pain res. If you know there is pain res it's impossible to get hit by it if you actually pay attention to the game you play so I would hate that for eruption cause I don't like when a perk only works when the other player makes a mistake then it can't work against good survivor and that's the guy's you need got perks against

  • Archael
    Archael Member Posts: 939

    Funny thing.

    Im one of those "nice killers" who try to make game fun.

    Im not using CoB and Eruption combo because its too oppresive... yet if this combo would be nerfed i would propably still not using it becuase it would become too weak. The problem is not those perks alone, but gen regression perks in general. Using more than one makes games not fun, and only way to make those game fun is either changes in game mechanics/objectives or nerfing those perks to the ground.

    Tho i would like to see a changes that would make games with gen regression perks a fun games.

  • Vampwire
    Vampwire Member Posts: 732

    I agree with you wholly. Killer's meta will always prioritize gen regression because so many other perks just aren't as reliable or straight up useless. And without it the games feel like they spiral out of control too quickly.

    BHVR needs to somehow find a way out of this pigeon hole. Which will only realistically happen with dramatic gameplay changes. That would be fixing gens in a way that isn't just slapping on a few more seconds and map lay-outs making gen patrols possible without leaving one gen out in the distance. Maps over-all are the main issues why killers struggle so much. Survivors can somewhat adapt, but killers don't get a choice in which gens they want to protect. Currently being picky with them just leaves a gen floating in the distance, impossible to pressure without dropping it for your other ones.

    Not to mention some of them are just horribly busted in terms of looping.