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If you complain about Eruption but use DH
Comments
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Eruption can't be countered. DH can. There's the difference.
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This idea sounds familiar...
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I think it's very naive to believe that there would be less eruptions if people brought less DH and vice verca
People bringing the strongest stuff to stand a chance against the strongest stuff is a symptom of the problem, not part of it
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It's pretty obvious old DH was dumb as well :P
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Hey Killer, why do you run Gen-Slowdown, you dont need it, its boring.
Survivors at the same time. 14/16 perks are Meta, Deadhard, Off the Record, CoH, Unbreakable and Windows is there in EVERY game, Boons can be used into eternity while Hex-Perks gets ONE chance to survive, but as we all know they are useless thanks to the Totem-Spawns at the veranda of a house or 1m next to a generator (I just say Badham Pre-School). But hey, just guess there is a Boon in the match, so use Shattered Hope, right?
But hey, the killers gets 50% Brutal Strengh, which does nothing, the next loop is nearby.
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Honestly the game would 100% be in a better spot if both these perks were removed. They add nothing interesting and are just annoying to play around for their respective side
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DH is high risk high reward. It might do nothing all game if latency screws you over, if you're not skilled enough to use it, or if the killer correctly baits you.
Eruption is still a very decent regression perk if no survivor happens to get incapacitated because they're doing something else at the time, and it takes no particular effort.
They're not perfect equivalent. They would be if Eruption didn't remove 10% and start regressing gen : then both would be timing dependant, might do nothing, and would waste 25 seconds of the opposing player(s).
(I play neither)
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Eruption is a passive perk, it requires no skill and works 100% of the time as intended.
DH is a precision skill based perk with around a 20-30% probability working as intended.
If in your mind these are equal in some way other than they take up a perk slot you are out of touch.
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You need to trigger Eruption with a down.
You of course know that, I guess you're just implying it takes no skill to down a survivor.
And somedays, you're right.
But not when it matters.
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How things change.
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Eruption will get nerfed, they just need to sell a little bit more RE chapters.
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Because they are both the exact same thing, of course lmao
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So if you did not have eruption you would not be attempting to down survivors? See it is really apples and oranges. Unless I am being chased and already injured I would not dh. Dh is not an action I would do anyways.
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How to counter DH: Wait, Look up to bait it. look for them to run into you on purpose
How to counter eruption: Uuuuuhhhh be in a SWF?
Not really seeing how they're equivalent. I could go along for the argument if it were say CoH cuz I think that would make more sense as CoH doesn't really have a counter except forcing you to bring a perk that does nothing if there are no boons.
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In either case, dropping chase means the killer wasted time. OTR gives you an extra health state and DS refreshes the mend, so you can DH immediately.
And the counter to not hitting a DH and extending a chase by 2 hours is... don't swing. Wait it out, watch them spin at you 6 times in a row wondering if this is the time they press E. Better yet, give up 10 chances for an easy m1 and let them get to a pallet to force a 50/50.
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At least, your username is accurate.
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Sounds like a skill issue
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So, you have to bring 3/4 perks.. 2 of which wont do anything if the killer doesnt tunnel..
k
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If Im biased towards any side its killer considering thats where the majority of my hours are poured into.
Dead Hard I think is fine, since it has trade offs and is high risk high reward. Eruption on the other hand is no risk high reward
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I do not think I understand what you are getting at.
I will still attempt to hit and down survivors, even if I run no perks.
Eruption allows me to think in terms of a generator defense, and motivates me to continue a pursuit that I know will take more time than I fell is safe at the moment, because I might get a payout of pressure coming off one of my generators.
Is this the same as Deadhard? No, of course not. But they both accomplish similar things for opposing sides in an asymmetric.
Deadhard just forces a surprise increase in expended time at a moment that isn't under the killer's control. It effects the same metric, just from the opposing side.
Neither requires no skill as I see it. Both take skill to use well, they are just very different skills that are being employed.
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well yeah, the point being the speed boost gets you out of jail free
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dead hard takes away the ONE killers objective. Eruption hits a couple survivors maybe. But I VERY rarely see it stop every survivor from doing the objective. Plus the killer has to kick multiple gens, then injure twice in chase, and still hope someone is even on the gen that got kicked. Eruption requires a huge amount of time invested from the killer (hence the complaints about it making the game drag on too long), killer has to track all the survivors plus the gens and juggle that information, and even then after that skill is used (assuming they even WIN the chase quick enough before gens pop) the survivors can still just you know- let go of the stupid gen. Especially with tracking perks/swf comms to let them know how the chase is going.
Deadhard=press one button
every survivor who complains about eruption point blank is bad at the game and complaining because they want a bully simulator. You people just want to make the killer players all quit so you can laugh then when the game is dead you'll go do it somewhere else.
Get better at looping so you don't go down. Make some friends for comms. My team faced a ton of killers with eruption AND pain res/deadmans switch several days in a row. Not a single game did we lose to those perks because we just called out when to let go of the gen to avoid the incapacitation/gen block from the down/hook for eruption/deadmans.
How about we discuss you survivor players with toolboxes and provethyself finishing 2-3 gens before 1-2 hooks even if the chases end almost immediately. Even FINDING someone and downing them INSTANTLY means nothing at high mmr when gens pop barely a minute into the match. Yet you people find that fair somehow.
"oh no we are running mega meta perks and so is the killer now we dont get an easy bully win"
you are literally the problem with the game. Both sides need to calm down and just get better. SO sick of playing both sides even if I mainly play killer, and seeing issues on both sides. and hearing you people just destroying the community. You survivors don't play the other side to understand it. You don't know the math behind any of the game play or mechanics. It's just crying because you refuse to learn to play around something.
Did you know eruption wont proc if you just let go ? Did you know you can do a different gen that hasn't been kicked yet? Did you know you can just loop well enough that gens pop before eruption has a chance to proc?
We did FOUR gens in my last match where a doctor was running deadmans,painres,and eruption. FOUR gens before he got me. He chased me for THREE of those gens. Man ate a lot of pallets. Chased my teammate for the other two. We had another match where the killer had two hooks all game. Felt like we were bullying him so I tried to let him kill me in end game but this trickester has honor and had us leave.
Just. Get. Better. Survivor is so much easier and less stressful than killer. idc if I win the majority of my matches on both sides. I get to laugh and do silly plays as survivor. You goof off one moment in a high mmr killer game and make one mistake and you lose. Survivor mistake I run away and heal heehee no big deal. Make a mistake as killer and lose all that time and a gen pops and you lose.
Killers get punished for playing badly meanwhile survivors get second chances over and over.
tl;dr you're flat out wrong and don't understand the macro gameplay or any counterplay to this perk you seem so upset about. eruption MIGHT hit a couple gens but SOMEONE is still going to be doing a gen. The killer can't chase you all at once just go do another gen oh wow hard to figure out. Killer can only chase ONE survivor. Dead hard is much more powerful. Eruption doesn't actually stop survivors it only stops bad ones and even then not always. A well timed dead hard ALWAYS stops the killer and you can have EVERY player run it and it can be used ENDLESSLY per match once the exhaustion ends.
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They're not the same current dh is more like pain res you can somewhat counter it. Eruption is worser there is no counter play for solos it's more like old dh or even worse.
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yknow I never understood this. Just because some one doesn't agree with you, doesn't mean they're a one trick Survivor main. In fact you've got it the wrong way. I was a Survivor main up until 2018/2019 where I basically switched to playing killer the majority of the time. Now that one of your main points of me being an evil survivor main falls down the shitter, lets dissect this shall we?
So your main arguments for countering Eruption: Play in a SWF, use tracking perks... how original! And completely and utterly false! Sure SWF does help counter Eruption but not everyone plays in a SWF. As for tracking perks, none of them are consistent. You can't tell when some one is about to go down with their aura alone. The only time is if you can see both the Survivor being chased and the killer, and then you need to have really fast reaction times to react to a killers lunge or power. And if they don't do either or if you don't see them you're ######### out of luck. Compare this to Dead Hard where once you see a Survivor use it once, its only your fault if you get hit by it multiple times by the same person. The only time where its actually unfair is if the Survivor is running at a pallet, and even then its a 50/50. Since the Survivor can't do any actions for the duration of the animation. And even if you do get hit by it, you can still find some one else and pressure them knowing that the Survivor you just chased will at least waste time mending.
"How about we discuss you survivor players with toolboxes and provethyself finishing 2-3 gens before 1-2 hooks even if the chases end almost immediately. Even FINDING someone and downing them INSTANTLY means nothing at high mmr when gens pop barely a minute into the match. Yet you people find that fair somehow."
Toolboxes could use a nerf, in some instances they can be pretty busted. Prove Thyself on the other hand is as much of a trap for killers thinking that its an OP perk as new Survivor players thinking Self Care is godlike. Survivors are much better off splitting up on gens, especially in the early game. Its only good in one instance, and thats endgame. 2 Survivors sitting on a gen from start to finish takes roughly 52 seconds, Prove Thyself brings that down to 45 seconds. Do what you want with that information.
"Did you know eruption wont proc if you just let go ? Did you know you can do a different gen that hasn't been kicked yet? Did you know you can just loop well enough that gens pop before eruption has a chance to proc?"
How do I let go if I don't know some ones about to go down? Running to a different gen might as well waste just as much time as eating the Eruption, considering one pop of Eruption alone prevents 41.25% of progression. Also looping and wasting time will only get some one so far. We both know you can't just run some one infinitely unless the killer is brand new or is just bad.
"We did FOUR gens in my last match where a doctor was running deadmans,painres,and eruption. FOUR gens before he got me. He chased me for THREE of those gens. Man ate a lot of pallets. Chased my teammate for the other two." Cool, you won against an inexperienced Doctor using those perks, (incorrectly mind you, considering he was over committing) want a medal?
"Just. Get. Better. Survivor is so much easier and less stressful than killer. idc if I win the majority of my matches on both sides. I get to laugh and do silly plays as survivor. You goof off one moment in a high mmr killer game and make one mistake and you lose. Survivor mistake I run away and heal heehee no big deal. Make a mistake as killer and lose all that time and a gen pops and you lose."
Yeah, you can do silly plays and goof of, because you're playing in a SWF which obviously releases a lot of tension. When ever I play in a SWF, we don't care about the outcome of a match because were too busy doing stupid #########. Also you mentioning "high mmr killer games" really just sells this whole thing and explains everything about what you just wrote. High MMR might as well not even exist, it has just as much credibility as saying you were red ranks.
But hey, what do I know? I'm just some evil survivor main wanting to bully the killer all day every day 24/7!!!!!!!!!!!!!111!!
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I hate both and use neither.
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DH is not high risk. If you fail a DH play you are in exactly the same spot as if you didn't use DH at all. You didn't lose anything extra.
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This might be true is dead hard was never used offensively. But it is, quite frequently.
People go out of their way to use it to body block where otherwise they would just run away injured. Hiding while injured is the safe play. Running at the killer injured in the hope of timing your button press correctly is the risk.
And using the perk offensively is part of why this perk is and will always be despised by killers.
Edit: accidentally a whole word
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Well... sure, you can use lots of perks to make risky plays. But the perk is not inherently high-risk. You can find stupid high-risk ways to use it, sure. But those uses aren't the problem.
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Just a question, what about people that dont run meta? I just want to have some fun in my matches and it can feel really daunting to deal with meta perks, but the same goes for both sides, Killer and Survivor.
But I feel like complaining about Eruption is still perfectly fine regardless of what you run, because it highlights an issue with the developers being unable to recognize how a perks design only widens the gap between SoloQ and SWF. Eruption is entirely useless against a SWF, but destroys SoloQ lobbies; which makes it a poorly designed perk since it does not have an effective middle ground for both groups. BHVR needs to recognize this.
Not saying that DH isnt problematic, nor that it is, since people can have their own opinion on it, Ill keep my opinion to myself because it is beyond the point I am trying to make. But I think "you cant complain about this because of that existing" further fuels the community divide and doesnt progress this game in any way, shape, or form; there are better ways to go about things.
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Those uses are exactly the reasons killers hate dead hard. One of the biggest complaints on this forum about the perk is this situation here:
I could throw this pallet now and gain distance, but I'm going to loop one more time and hope I time DH correctly.
Foregoing the safe play for a riskier move that may or may not work out. It entirely depends on the player's ability to assess the situation and the killer and wether or not they can actually time the play correctly.
Anyone can pre drop a pallet injured, greeding the pallet to force the killer to hit your .5 second dead hard is always a risk.
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If played correctly, it is exactly not a risk at all. DH at a pallet is one of the least risky plays one can make with DH because the killer loses no matter which play they make. It's only "risky" if the survivor misjudges the distance, which is not the fault of DH.
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Tell me your dbd hours without telling me. 2021 killers watching popular gen build YT videos without even know how to chase.
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You lost a perk spot.
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You could say the same thing about any other perk that you don't get value from for any number of reasons. That doesn't make them "high risk."
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It is higher risk than most Exhaustion-Perks.
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You're clearly admitting that the success of dead hard is dependent on things like skill, latency, etc.
So, then, if the survivor fails to do those things we'll call it their 'penalty' for failure. But if they can pull it off, let's say they 'win a prize'.
So dead hard is a 'penalty' vs 'prize' perk.
That sounds awkward. There must be some other, alliterative mnemonic phrasing we could use to describe this phenomenon.
Hmmm.
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No kidding. I had a game today where four survivors were running DH as an SWF (P100 flashlight switch at the last second, of course), and the only thing they were good at was using DH at pallets.
They were terrible at mindgames, blinding at every pallet,. barely knew how to loop, but I lost five minutes to them in total because of that perk.
And then they complained about my using Eruption in the EGC.
Yeah, okay.
Which is equivalent to 100 seconds of survivor delay.
OTR and basekit BT aren't OP, and you can keep them. You can have Eruption, too. We just want DH to get run into the ground like they did to Ruin.
If you want the basekit killer buffs gone, then we need Circle of Healing reworked (not nerfed, REWORKED). Circle of Healing's base premise is OP, but the basekit killer buffs just barely boost killers at all.
(I'm not really complaining about CoH all that much here, though. It's nowhere near as awful as DH.)
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We'll just have to disagree on that.
I think taking a perk I'll have 70% chances (pulled the numbers out of nowhere, for some people it'll be closer to 0 and for others closer to 100) to get 0 value from is more of a risk than taking a perk I know I can get more consistent value from whether that's because they're passive or because they're easier to time.
I think in this way, DH is higher risk than Eruption, since if you're playing Eruption, you will be kicking gens, and if you're kicking gens, you will get the bonus regression when you're downing someone, regardless of if you get anyone incapacitated. And if you aren't downing anyone, then the perk being inconsistent is probably not the primary issue, maybe more a matchmaking blooper.
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3.3k hours, 80/20 between killer and survivor. Your turn.
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Then they need to make other perks worth using. DH remaining the most used perk in the game isn't just because it can be strong. It's also because survivors have had no incentive whatsoever to play any other exhaustion perk. DH is probably about the only useful exhaustion perk against nurse and blight or any other high mobility killer.
Sprint burst is OK but even bubba can outrun it with his chainsaw and it's painful to try and 99 it for when you actually need it throughout the game consistently.
Balanced landing is useless as you still stagger and often get hit through it unless you drop super early whilst also being highly situational and requiring a drop.
Lithe is OK, but again situational on there being a vault you can't get hit through i.e. not a short wall and makes no difference against high mobility killers.
Head on stuns for 2 seconds so you get distance at normal running pace for 2 seconds right from the killer being on top of you i.e. useless. - you'd be better off just leaving a gen early by 3 seconds and making more distance.
Smash hit, killers respect pallets so can't even be used a lot of the time.
Overcome is OK, at least it activates when you need it most, but again, against nurses, spirits, cloaked wraiths etc. Kinda pointless.
DH, you can tank a hit when you're most vulnerable choosing when to use it and you also get a sprint burst while the killer is in their cool down animation.... so much more distance.
Again, comparatively, there is barely any alternative that is very good. That being said, DH isn't that easy to time, can be baited in a lot of situations and can be countered by waiting out the 0.5 seconds.
Eruption literally only gets stronger as less gens remain- less patrol time, easier to cover distance, less resources for survivors to use near end game, less time kicking fewer gens. Has almost no counter other than trying to communicate which even as a duo we fail to do, either by trying to call out getting downed then not. Either way the killer still gets value as the survivor on the gen has let go doing nothing trying to wait for the down on false callouts. And the killer literally spends 2 seconds kicking a gen for this value.
If a killer is patient enough and protected a 3 gen, along with other gen regression perks there is almost nothing you can do unless you're an extremely strong SWF. Most SWF are just having fun chatting in games - not playing like it's a tournament like Hens and his team....
And for comparison DH... doesn't give 25 seconds of extended chase. Pulling figures out of air with no data showing it consistantly is disingenuous. Eruption when hit is a 100% 25 seconds every time. Plus all the gen regression which I think someone worked out is around 20%+ if no one else can jump on the gen before the incapacitation wears off.
If you can't see a huge disparity between DH having to be timed almost perfectly within 0.5 seconds to be used to maybe or maybe not extend a chase by anything from a few seconds to maybe 25 seconds (or longer) compared to a killer getting upto 20%+ gen regression, 1 or more survivors unable to do literally anything in game for 25 seconds, where the majority of survivors have no way of knowing if the perk will activate to counter it all for the big cost of kicking a gen fir 2 seconds... then quite frankly you don't sit within reason and logic.
I could only think of an equivalent of blast mine being activated and remaining active on any gen you do 2 seconds work on, whilst also making the unable to kick any gens for 25 seconds. Imagine that scenario and then tell me that's a fair risk reward trade. And imagine how bad that would feel playing killer.
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Ehhhh...
It does annoy me people claiming that Eruption being annoying as solos is *proof positive* that BHVR favor killers, but ignore the previous 6 years of DbD.
On the other hand - this conversation is not that conversation. One perk being a problem does not make another perk not a problem.
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You should stop arguing with people who think stop doing Gen or using Empathy as a counter to Eruption.
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We do not disagree on the term "risk."
We disagree on the qualifier "high."
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Auto DH isn't common anymore. It was before the mass ban wave and before. But as A blight main It's pretty obvious when they have auto dh as blight baits dh better than any other killer in the game.
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But you get a Warning. You can See If a survivor is in Chase With the Killer And you can See If this survivor is hurt.
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You can only see if they're in a chase if they're the obsession, and even thats not a good enough indication
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you know, blight isn't the only killer in the game. Maybe not common for you, but i found a lot of people that timed well dead hard... TOO MUCH WELL, even if i bait it (using your m2 to make a "fake hit" like the wraith or simply moving your camera to gave the impression of a lunge attack or waiting behind them for half hour)
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I said I am a Blight main only because no other killer can bait out dh as well as him. I get that auto DH is still around it's just much much less common.
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5.8k hours, 2017 player. lf you need proof let me know.
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