Dead Hard / Eruption
After confirming that the eruption will be changed, will there be any changes to Dead Hard? Just like survivors aren't interested in being useless for 25 seconds/eternity, assassins aren't exactly happy to have 3-4 Dead Hard every game. Will there be something with this perk? As well as the inability to use within a meter radius from pallets or windows.
By the way, is it possible for a knight to reduce the zone of "impossibility" to use the ability next to walls, etc.? Often, on hole cards, a lot of time is spent simply trying to use an ability.
I know there will be a Meta shakeup. I want a little bit of hope
Comments
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Don't think that DH, as well as other perks previously reworked in last July's massive patch, will be touched again
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They need to change DH again not because it's overpowered at this point I think it's mostly fine but more to create a more interesting experience.
If they don't change it playing killer will always be about baiting and waiting out Dead Hard which is just incredibly stale.
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Just because a perk is used a lot does not mean it needs to be nerfed. See self care. By that logic pain res and call of brine should be nerfed because I see them in nearly all my games as survivor.
I think dead hare is mostly fine maybe a small nerf to make it more balanced but nothing major. Let's not make a survivor perk completely useless and bad (like calm Spirit and pharmacy)
If you really want a meta shake up buff terrible perks instead of nerfing strong ones.
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DH is interactive perk. Good design and high skill floor
Eruption - non-interactive perk. Bad design and low skill floor
They aren't comparable
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"good design and high skill floor" Man I really love going against m1's and having to 50/50 or just getting a free dh because im near a pallet or window they have to lunge to hit. I also love the fact that its stronger against m2's because I can just take the shred, pig dash, whip or wesker dash for even more distance than I would have had from old DH and not having to waste a pallet. I surely had to think a lot to hit E at the right time against those. Both perks are brainless just one is slightly less brainless which still doesn't remove the fact that its brainless.
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Haven't you heard? DH is fine. It is so enjoyable waiting for every survivor to use it in every chase. Just wait it out. Every. Single. Time.
Also because it's hard to use it doesn't matter how strong it is. Just like Nurse, right? Ohhh.
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Killers: Dead Hard is annoying to deal with
Survs: Just do nothing and wait for it
Killers: Ok
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Survs: Eruption is annoying to deal with
Killers: Just do nothing and wait for it
Survs: Wait that's illegal
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I don't think that's an apt comparison really, considering that waiting out Dead Hard takes like 5 seconds at most to wait out and Eruption takes you out of the game for 25 seconds.
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You always wait it out. Every match, every chase. Its a lot of wait time when additioned.
Adding is rough, especially with variables. BUT. I think its usually over 25. No way am I doing the division to get an average across the average of a ton of games.
Get that spreadsheet nerd from the other thread for that crap!
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I refuse to believe you genuinely think waiting out Dead Hard and waiting out Eruption are remotely the same thing.
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Why are people comparing these two perks this much. And why do people thing that if one side retrieves a nerf the other side needs a nerf as well for compensation? Eruption is far more unhealthy for the game than DH. It's not even close. Atleast with DH you are allowed to play the game for the next 25 seconds.
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Dead hard is fine in its current state, skill issue.
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The issue with DH is that it creates this baiting out dh until you see another exhaustion perk bit that gets stale like Xendritch said.
I come from league so things getting gutted for the sake of not being useable or meta is a thing and it has kept the game going and growing for a decade. I really don't mind dh that much but I really think is should just be gutted for the sake of it.
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i am also very confused by this.
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Pretty sure eruption was changed in that patch
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Dh is counterable. Eruption is not for solo q. We all know which is unhealthy for the game right now.
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The above was well said :
After the shake-up, there was a variety of perks, which was interesting. And now every match is like this, the same tricks at the windows and pallets and in the open. Like in the clip
https://youtu.be/5AyvX6mgnVM Otz speaks true
And after the last update there is no solo q anymore, now all are SWF. I feel bad for Michael Myers with a mirror for the first stage. Now you can not be afraid if you can see that he is chasing someone
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LMAO that was a good one.
Eruption IS a interactive perk, even more than dead hard because you have 2 things to do in order to make it works: kicking generators and successfully end chases, dead hard is just a press e while injured in order to get an extra health state plus a burst of speed when timed right... both are annoying to face, but if they'll take a look at eruption (which i don't use btw because i think that this perk is overestimated) then they should DEFINITELY change dead hard into something completely different
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That's your opinion, not an absolute fact. IMO dead hard is by a long shot much more worse than Eruption (high mmr matches where both sides have more or less the same skill dead hard is EXTREMELY obnoxious and powerful to have aganist, while Eruption is situational). One of the problems of that perk is that will utterly empowered good survivors, making the match miserable when aganist good loopers (you can't punish their eventual mistakes because of it) while the bad ones won't gain much from using that perk (for instance it's more easier wasting the killer's time with a sprint burst or lithe for those people than trying to pull off a timed right dead hard). Eruption has a similar problem but inverse: it won't do absolutely nothing aganist strong survivors but it will be overkill aganist the bad ones (both perks should be changed for those reasons)
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SoloQ can counter Eruption.
I got yelled at last night for countering Eruption.
You have to let go of the generator when you think the person being chased will go down.
This works, sometimes(especially if the person the killer is chasing is ********, you will need to let go of the generator a lot.)
This will sometimes, especially with the new icons make your soloQ buddies very angry with you.
This doesn't mean you're going to win, it means you will successful counter Eruption, and likely get yelled at by a ******.
😍
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You failed at your own comparison. On one side you talk about a successful counter, on the other about a full on hit by said ability. "This apple here is bright red, while this orange here is just a pale orange. How sad."
Waiting out a DH in theory only takes abot 5s, letting go of a gen at the right moment also adds a max of 5s. Failing on countering Eruption takes you out of the game for 25s, failing at using DH takes you out of the game for about an equal amount and puts you on the hook (even though get some thrilling wriggle gameplay options). Failing to anticipate DH as he killer adds easily 25s to a chase in the 7frames prior to winning it, which is probably more frustrating then having to find a Bush to hide in for 25s.
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I doubt it, but we'll see.
I can't really think of any ideas on how they could nerf it without entirely redesigning the perk.
Here's my hot take though - DH shouldn't be an exhaustion perk and should become a one-time-use perk like Decisive. The fact that survivors can repeatedly get a free, third-health state every time their exhaustion meter goes down always has, and always will be, horribly unfair. Rather than it being a constant 'get out of jail free' card for survivors to extend every single chase with the killer, it would require more strategy and they'd have to be more selective about when they choose to use it.
It was a horrible perk pre 'nerf' and one could actually argue that it wasn't a nerf by any means and was more of a buff.
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Eruption and CoH are on the list for changes.
Nothing was confirmed about DH. It might or might not get something.
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DH is fine
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The people who defend the DH here and state that it is skill, while think Eruption is brainless perk.
Do you think get a survivor down is based on skill of killer and winning mindgame and such. and should killer get some reward of gens regress or not? Because it seems like you are showing biased toward killers who get a survivor down.
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People who defend one perk and blame the other are biased, period. Despite i consider myself a killer main i consider myself equal regarding the judgment of some things (mainly because i played survivor too for a good chunk of my total playtime). i still think that both perks need a COMPLETE rework for various reasons, making them completely different from the actual ones.
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The main complaint regarding DH was always the distance, which was nerfed several months ago. I can't see them nerfing it again so soon.
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Counterpoint though. Why in a horror simulator based game with iconic horror villians do they all have to stand behind the survivor for 5-10 seconds just waiting for them to use it or take the risk getting outplayed by the E key? Just had a game yesterday where a wesker was right behind me. And he just ran behind me for 10 seconds waiting for this schrodinger's dead hard. Didn't even have the perk. But everyones gotta think you do even if you haven't shown it yet. Is that what we really want for a game like this?
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I agree that dead hard should become a one time use perk. Survivors have gotten so much stuff lately, that BHVR should give this perk a real nerf. It’s by far the most complained about survivor perk.
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You answered your own question by stating the fact that it’s a game.
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My thoughts exactly. Which is why DH needs to go. We tried to get used to it. We tried to rework it. We tried to counter it. But it's time that DH goes now.
Eruption can get gutted for all I care. Damn, make that thing the next Huntress Lullaby or worse, if you want. Just kill DH along with it.
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I mean if you want to take the entire match into account, then Eruption can trigger multiple times per match and can take out multiple survivors in one proc (for 25 seconds at a time), while regressing each generator it's activated on by 10%, plus up to another 6.25% from the default regression rate while a survivor recovers from incapacitated, which can only be stopped if an unaffected survivor comes and works on the generator.
The perk is massively overtuned at the moment. It needs a reduction in Incapacitated time.
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DH is the easiest perk to bait out
I can't believe people are this bad to not be able to deal with
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I mean, you can't really consistently counter Eruption. Unless you're on a 4 stack with good communication, there's no way to communicate when everyone is going to go down.
Plus, even if you happen to not be on an affected generator, it still regresses by 10%. This can happen on multiple generators, and it's pretty common to have it set up like this.
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If they are serious about the meta shifting they have to nerf DH since it's the strongest survivor perk and everyone is using it. They have no choice as I see it.
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I was going to answer him but i think you did it a lot better. Thanks!
Let's be honest here. Wiating is NOT fun for anyone. Waiting for Dead Hard until the survivor uses it is not fun. Waiting for Eruption to go off (and i mean, before the survivor is put down, so you don't get the incapacitated effect) is not fun.
You don't know when the other survivor is going to be down (unless you are in comms or see him directly). You don't know when the other survivor is going to E you. Funny is, the base is the same for both perks.
Eruption needs a solid nerf (and it got it, it left it in the trash can tho, but that's another story) and so DH. "Waiting while doing nothing" should never be the counterplay to a perk.
The thing that you are probably thinking: "I cannot juist wait until a surv is put down because what if the survivor just takes like 60 seconds to be put down!? Should i do nothing for 60 seconds?!"
Do you think kilers like to wait 3-5 seconds on every survivor on every wounded health state? In total time that can be a solid 50-60 seconds of "doing nothing", and that's counting the killer did successfully hooked every survivor on every first chase. Not counting the times where the killer has to stop chasing after getting E'd becasue the chase was getting so long, the times where survivors dont get hooked and just heal, etc.
Many factors can be said for both perks, but both of them share the same basics: "They get countered by doing nothing until they pop off. And that's not fun for anyone."
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It's also more than 3-5 seconds on certain M2 killers, because the survivor can dead hard their killer powers on reaction, so those killers no longer get to save lots of time with their powers.
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That's another story i just forgot! True, there are some killers with M2 powers that are really easy to E in reaction and they are left with high cooldowns.
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A lot of people complain about CoB and pain res, most of them asking for a nerf tho.
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Trust me Pain res + DMS will being nerfed next now they be the num one perks for killers. The devs love killing killers perks bc the overused. Look at Pop/Ruin, those perks was never op or unfair but they got gutted.
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Guys, if I say I don't have a problem with a perk everyone hates, does that make people think I'm a super skilled player?
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As unpopular as it is to say, Eruption is a counterable perk. I also don't waste my Eruption time, when I'm hit with it, I'm off and on my way to the unhook, or stepping back and trying to mentally organize the field. The perk was like Noed with less of a "W" to find it and break it counter and more of a pay attention, and make reasonable choices solution.
The time wasted vs time wasted compared to Dead Hard across a match is I think, comparable.
In actually use(I used Eruption exclusively across all killers I played for like 3 months) it was unlikely it would hit 2+ survivors on a single generator. In practice I would get use of Eruption on the first gen I kicked, and wouldn't notice it until mid game because I would always be in a chase at that time. I would get late game value when gens wound down to 3-4, and this is the usage period that always generated after game hate.
Compared to Dead Hard, which regardless of what I take or do, I can swing at and wait, or wait and swing at. Neither one of us can produce numbers to settle the issue. We can only estimate based on our experience with the tools and the rolls they benefit. Eruption has clear potential to waste far more time, I seldom saw it do so. The relatively small amount of time wasted by dead hard per survivor is generally constantly present across the entire match.
The goal of my earlier post was to remind people that Dead Hard does indeed waste time. It waste time if you use it. It waste time if you assume it is present. It waste time in games its not even present in because its the most selected perk. Eruption doesn't have this magic, in practice.
I'm being as objective as possible, with both of these, to be blunt, my hidden agenda is I would rather neither perk was changed. Both seemed fine to me.
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False, seeing as how Eruption was changed in last July's massive patch.
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They will never do anything about it. The devs are survivor-sided and incompetent while at it. I mean, this game is 7 years old and it still crashes regularly and lets not even talk about balance because the only balance there is, is survivors buying cosmetics balance and as such they will cater to their every whim. The only recourse killers have is letting the game die. Just don't play because we will never see anything good being added to the game. Survivors will cry and mommy BHVR will step in to nerf the ever living crap out of whatever it is. Eruption wasnt even that good and yet here we are. Last of the mediocre at best perks got nerfed... What a surprise...
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