Eruption changes suggestion

Eruption really has 3 issues:

  1. Its really powerful against solo survivors(the incapacitation doesnt really apply in a full squad on comms)
  2. Its not really that powerful against SWF(unless stacked with other perks)
  3. Really powerful in 3-gens, especially when stacked with Jolt/Surge

So, here's a slight rework that I have in mind for it:

  1. Eruption now does 0%(a nerf) regression, but increases by 5% for each unique generator that is kicked before its procced(so if you manage to kick all 7 gens, that would be up to 35% regression on all gens, and ofcourse kicking 1 gen would mean its going to regress by 5%).
  2. Incapacitation only lasts 5 seconds
  3. No more cooldown.

I think this would give it a lot more viability for early game pressure, while forcing survivors to not spread out as much, because the more spread out survivors are, the more potential they give the perk. With generally 3 gens being available, this means the potential for 15% reduction is always available, and if survivors spread out on 3-gens, they make the game worse, but if they only focus on 1, the killer never needs to check any other.

Comments

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    Much simpler fix raise base regression to 13% cut incapacitated by half does the exact same thing it does now but doesnt feel terrible.

  • Yoshirama
    Yoshirama Member Posts: 534

    I just want the incapacitation effect to go, is a bad design and is not healthy.

    Or they could just reduce the range like jolt, so at least a survivor could get downed far from the affected gen

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389
    edited December 2022

    The incap effect is literally the entire identity of the perk. I'm not a fan of eruption either but I value it as a unique entity and I'd see that preserved in some way.

  • Yoshirama
    Yoshirama Member Posts: 534

    A game that makes you do nothing for a certain time is bad design, is a bad experience, that's why incap needs some change

  • Batusalen
    Batusalen Member Posts: 1,410

    The incapacitation is precisely what is allowing killers to do something right now with the current gen-rushing meta. Something that should not apply to survivors but to the gen itself on kicking as basekit as I said almost a month ago (block the gen to be able to be repaired for a fixed time or survivors needing to fix for an added time before stopping the regression and continue repairing it).

    Add a basekit mechanic to the killer so they can stop the progression of a gen for a time, and then you can remove the Incapacitated state from Eruption and even nerf it to the ground if you feel like it. Because right now, with games where survivors do the 5 gens in 4-5 minutes or less and instead of looping they use WoO to go from pallet to pallet so not even Bloodlust can activate no wonder of why Eruption + CoB is so much used.

  • RaSavage42
    RaSavage42 Member Posts: 5,738
    edited December 2022

    And the base Gen regression being so low....

    1) sure it ruins Solos more then SWF.... but the regression still is implied

    2) which is why you see it along with: COB and Overcharge

    3) and it's the games fault that happens... Maps and Spawns... and players are taking advantage of it

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    A lot of stuff is a bad experience for the other user. That's PvP titles in a nutshell. You have stuff to stymie your foes, they have stuff to stymie you. If you remove all that oppositional content you end up with a watered down experience that doesn't appeal to anyone because it feels like you cannot effect the game state.

    Is there a limit to that stuff? Is it a balancing act? Sure. But a perk that requires the killer to kick a gen then down a survivor before that gen is completed is hardly the worst possible offender. Stripping out the core of the perk is a mistake because it'll leave it very bland.

  • Blueberry
    Blueberry Member Posts: 14,472
    edited December 2022

    That version would suck, terribly. No one would use that. Honestly just change the Incapacitated to instead just block the gen, maybe even up the regression a bit. This change makes it equally effective against swf as it is solos, now allows survivors to do other gens/heal ect instead of just standing there, and doesn’t allow the gen to keep regressing while it’s blocked. The little extra regression, maybe 15%, makes up for the other said nerfs. The issue was the Incapacitated not allowing the player to play the game and hurting solos more than swf, now that’s fixed while still keeping it a good perk. It also now has less synergy with other gen kick perks.

  • bm33
    bm33 Member Posts: 8,505

    This. Have entity blocker instead and increase the regression.

    Incapacitation shouldn't be part of perks in the first place. It should only apply to killer powers like Victor latched on you, you're in tier 3 madness, or have chains attached to you.

  • Predated
    Predated Member Posts: 2,976

    I mean, any incapacitation that lasts longer than 5 seconds is inexcusable. 10 seconds if its a killer ability.

    So no, incapacitation has to be gutted down.

  • Predated
    Predated Member Posts: 2,976

    Yeah, and 5 seconds of incapacitation is plenty. Heck, I wouldnt even mind that anyone within 8-12 meters of a kicked generator gets 5 seconds of incapacitation. It would give killers 5 seconds of reaching a hook knowing none of the kicked gens would be popped. That way, doesnt matter if there are comms or not.

    But more than 5 seconds is just awful gameplay.

  • Predated
    Predated Member Posts: 2,976

    Not really, kicking gens isnt that hard. It sounds terrible, but its better than Dead Lock, has better coverager than Jolt etc. The biggest issue here is the communication part, but just switch the "survivors touching the gen" to "survivors within 12 meters of a gen" and tadaa, more value from the incapacitation.

  • kingcarl2012
    kingcarl2012 Member Posts: 1,710

    Personally i would be fine with 10-12 sec as that would allow you to get set up for an unhook or to a different gen, but 5 sec does nothing for regressin because that regression is gone in 1 second, so you could scap the incapacitation but you would then need a 20 sec gen block like merciless storm and have the block only apply to gens being worked on when the down occurs.

  • If the identity of a perk lies around the most busted status effect in the game, then that perk's identity needs to be reevaluated.

  • Predated
    Predated Member Posts: 2,976

    Its kinda the point that the 5 seconds of incapacitation doesnt do much for regression, which is exactly why the stacked regression would be where the perk shines most. Its not really uncommon to be able to kick 3 gens before you down someone. That means you have 3 gens that have basically Pain Resonance and a mini DMS. The whole point of the change is that in a SWF, we can be on a gen, have a friend say they are about to go down, have 1 person progress the generator and another one waits untill they are downed. Then there is 0 seconds of regression too. That is the main issue with the perk. So while that 5 seconds is back in 1 second of survivors working on it, you still lose X% based on gens kicked.

    The only thing I would change is applying the incapacitation in an area around the gen, so letting go of the kicked gen doesnt circumvent things, while also meaning that running away from the gen would pretty much grant the same result in regression. So it gives you X% guaranteed(which is 5% minimum) and 3 seconds of regression if survivors happen to be on the edge when it happens. And sure, they might be able to keep pushing the same gens, but it doesnt negatively affect Solo survivors(who dont need any additional pseudo-nerfs already) while it gives you a lot of time to go back and kick them again.

    You have to keep in mind that this is in combination with other perks existing, if Pain Res, CoB, Overcharge, Pop and Eruption couldnt stack(like exhaustion perks, something I would really love over the current stacking), I would nearly double the regression of all individual regression perks and I would even consider Eruption to be fine as is. The whole reason the incapacitation can be 5 seconds max is because you have to consider perks like Pain Resonance, Thrilling Tremors and DMS leading to gens that cannot be worked on for nearly a full minute. And having any generator unprogressable for a full minute is maybe fine early game, but in a 3-gen scenario? Impossible to finish. The best chance survivors have at that point, is to not work on gens at all and wait for the killer to kill the rest of the survivors(which might aswell be hostage keeping at that point)

    Its kinda the same issue back with Ruin and Pop before the meta overhaul. You couldnt buff Surge, Eruption, Thana or Gift of Pain, because of Ruin and Pop existing. Eruption is kinda the exact example, Eruption the way it is now cant exist, because COB+Overcharge, or Pain Res+DMS also exist.

  • Blueberry
    Blueberry Member Posts: 14,472

    No it’s not better than those. You also vastly underestimate the cost of kicking a gen. Between walking over, kicking, and walking back you are on average wasting close to 10 seconds chasing no one. That’s 10 sec x4 survivors = 40 seconds. You are losing almost half an entire gen to survivors for EACH kick. Now if you wanna be more generous and assume 1 survivor is on a hook that’s still 30 seconds, 1/3 of a gen each time. That is extremely costly. So it’s not just kicking a gen, that is a hefty cost.

  • Predated
    Predated Member Posts: 2,976

    To be fair, the only reason its busted is it's duration. Hinderance, Broken, Exhausted and Exposed are all a lot more busted overall. Its that there arent really many killer perks or addons that inflict them, and most that do, are quite inconveniant(blood echo, for example, only works on those who are injured and when you hook, most exposed perks and addons require work, the only addon I know that is actually busted due to little effort and maximum gains is Clown's Pinky Finger if you miss, you give hinderance, making it easier to hit the second time, really easy to apply, practically guaranteed to work for quick downs)). Incapacitated isnt the issue, its the lack of info around its application.

  • Predated
    Predated Member Posts: 2,976

    You vastly underestimate the amount of times you casually are within range of a gen that needs to be kicked regardless, because its closer to finishing. Then you apply the basekit 2.5% on kicking(2 seconds gone instantly, minus the excess regression from other perks), the kicking time being faster since 6.1 saving you almost another half a second, combined with casually passing by and thats pretty much no time lost.

    And 10 seconds of chasing no one, with 4 seconds going to the gen, 2 seconds kicking, 4 seconds back, basically means you went to a generator that is nearly 20 meters away from you. Just as a matter of perspective, that is going out of your way on Midwich to kick the upstairs Library generator while coming out of the classroom next to it(assuming the door is still closed), and then for some reason walking all the way to the classroom. You dont really do that unless you are already on your way to check. If the gen is far, you're gonna kick it anyway, if you're on your way down, might aswell kick it, otherwise you leave it.

    Seriously, the only reason you think this perk is bad is because you're looking at impractical things. You dont go out of your way to kick a gen for current Eruption. You do so because you either had other perks that also work while kicking(like CoB and Overcharge), or because you happened to pass by. And from my experience, just passing by makes me kick easily 3 gens(which would cause a 15% regression on all in my case). Dead Lock can be played around by simply touching 1 gen(the one that is most out of the way) for half a second, then go on other gens 1 by 1 to fully avoid Dead Lock. Sure, its gonna take a bit longer than normally, but with 2-3 survivors on it, that means on average, 3 gens will still pop in 100 seconds and DeadLock doesnt do anything, even if you interrupt them.

    This Eruption would also force survivors to work on less gens to keep the regression at a minimum, which is similar to the deadlock tactic, but you'd incapacitate them for 5 seconds, on top of the 2.5% flat regression you apply on kick, in addition to the 5% kick per gen. Excluding other perks that can coexist with it. All in all, the cost is only huge if you kick gens regardless of context. But if you just casually kick gens while they are near, the cost is near 0 but the pay-off is considerably huge.

    Seriously, you're underestimating things here. Only on maps like Mothers Dwelling or Shelter Woods where the gens are spread out far while the map itself is also big(compared to Azarov's Resting Place, which is equal in size to Shelter Woods, but gens arent as spread out) is the perk truly going to suck. But CoB and Overcharge also suck on those maps.