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Let's talk about Eruption, Prove Thyself and other perks

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Comments

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013

    "I don't think they deserve to win if they can coordinate. I think they should win if they win"

    Idk what you mean by this. Survs don't deserve to be rewarded for good play and coordination? What do you think should constitute a winning team?

    As for the eruption counter play, you are describing a team on comms. Solo q doesn't have comms. Only a 4 player swf can reliably counter eruption IF they are good. Majority of swf players don't even run a full team. Statistically the most common are apparently 2 man swfs. A 2 man swf can't help a team counter eruption. Because they have no way to let the other survs know when a surv will go down or even let them know killer is using eruption.

    Plus it takes a bad killer to commit to extremely long chases. If I identify a surv who can loop me for a long time and I lose a gen to them. Then i only go for plays on them where they can't control the chase. E.g. ambushing/hook trading. Playing to eruption is extremely easy, and the few times I have used it, I have dominated the game. With CoB it'd be even more insane because I could identify which gens survs are preventing regression on to target them for eruption.

    Eruption on it's own can carry a game solo q, 2 man swf or iffy 3/4 man swfs. Which is a very large portion of the playerbase. Eruption CoB is insane if you know which gens survs are trying to focus. Wastes so much progress for them.

  • NewPlayer100102
    NewPlayer100102 Member Posts: 515

    I mean the game has a lot going on at once. No single thing makes a match. Winning or losing is determined by the sum of those things.

    I play on a SWF 2. I described that. We have ways to figure out what is happening in the match.

    Killers will commit. You can't make them commit. They decide to commit. The factors that make them commit may be partial under your control. I personally commit if I don't feel like defending generators.

    The final thing you said, requires a more open explanation sadly.

    Using all the generator speed manipulation tools, which may or may not include Prove Thy Self, I believe a player can do a generator in 30 seconds. A coordinated group near instantly.

    Eruption requires a down to do the thing it does that upsets people. You can get a generator done in those 30 seconds. You can bypass Eruption this way. There are other ways.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,013
    edited January 2023

    That last bit is my point. Gen rush perks can beat eruption, if you optimise and 3 stack survs on gens. And that is the meta. The vast majority of surv groups cannot get gens done that fast so eruption will hamstring them. Likewise killers not running hardcore regression builds will find the odd game where they get genrushed in minutes.

    Example i had a game last night as wesker. I've never seen gens pop so fast. I had 3 gens finished by the time I ended first chase, and it wasn't a terribly long chase. By 2 hooks I had another gen gone. Unfortunately for the team in question they'd gone straight from gen to gen and left me with an insanely tight 3 gen. On a nowhere to hide, overcharge+pop build. I got a 4k. Because with that build there was no way they'd get gens finished. They still made a good effort. They got one gen up to 50% twice.

    I've never seen gens pop so fast. When i saw the loadouts after I was surprised to see 2 prove thyself and thats it. They'd gone 3 people per gen and just leapfrogged straight to the closest one.

    The meta of the game needs to change. By changing the perks that are the issue. Prove and eruption are both big culprits. Closely followed by pain res+dms combo, BNPs and maybe hyperfocus.

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    I honestly would never run it if the BP gain for doing gens wasn't so bad.

  • jesterkind
    jesterkind Member Posts: 7,965

    I'm not sure why some folks seem to think the devs are gearing up for another 6.1.0 with their statement, doesn't it make more sense that they're just going to put a few perk changes in the midchapters again going forward...?

    Anyway, a bunch of people have already gone over why PT is definitively not a problem, but I do agree that Eruption is overtuned and needs a change. Other than that perk, though, I'd personally want them to take a look at Hyperfocus and maybe some small tweaks to Nowhere To Hide and Call of Brine. Neither of those perks are OP on their own or anything, but they might be a touch stronger than they really ought to be.

    Beyond that, I'm really hoping for perk buffs more than anything else. Except for Eruption and the Hyperfocus full build, none of the issues the game currently has are really caused by any individual perks- they'd need to like, retune generator speeds from both ends in their entirety rather than change any specific perk to fix that issue, for instance. Hex perks are weak, but that'd require more than buffing specific hex perks, and so on and so forth.