Eruption's Nerf Feels A Bit Too Much
Listen, I literally never used this perk, but Ive faced it A LOT on SoloQ, and I think I have the right to speak on this. Eruption being "strong" was never really an issue directly, but moreso that it was punishing to SoloQ players and not at all effective to those in SWFs.
The perk itself was a highlight of perk design that BHVR needs to avoid, since it would only widen the gap between SWF and SoloQ. But there were many ways of nerfing/changing this perk that would not directly gut the perk.
All BHVR really had to do was removing the screaming effect, have it instantly block all generators it is affecting for 15 seconds (remove the Incapacitated), and it would have been perfectly fine. It would not longer destroy SoloQ lobbies, but still have use against SWFs.
However, the approach BHVR went for nerfing the perk, in my opinion, just really was not the direction the perk should have gone.
Comments
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Isn't a missed skillcheck going to cause more regression than 10% of current progress? That's laughable. Everybody's problem was the incapacitated status not the generator regression.
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I mean Patch 6.1.0 would heavily disagree, they dont "only nerf Killer" or "only buff Survivor".
Besides, people consider SWF to be the highest level of strength in the game, but Eruption being nerfed does not change how useless it was against top tier SWFs, nothing has really changed in that regard.
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I'd prefer the incapacitated effect for at least 5 or so seconds. Just so they aren't getting right back on it.
Kinda ruins the uniqueness and level of the perk ya know?
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Yea, there would be no reason to run it over perks like BBQ or Infectious Fright.
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I think people are focusing a bit too much on the effect on solo vs SWF. Yes, that's a factor, but BHVR could have looked at it and decided the values were too much either way. It can be problematic in both regards, which is why they likely didn't add a blocker.
We also need to keep in mind SWF isn't a blanket term for all SWF when we talk about how Eruption disproportionately affects players. Not all SWFs use comms. Not all SWFs are able to effectively comm Eruption. It's not as easy as players make it out to be. If someone thinks it's easy, they most likely haven't actually tried it. We don't communicate and react at the speed of an internal monologue in real life. The best teams in the world get hit by Eruption.
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its fine
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This is a good point, but it is nice the point out the counterplay vs no counterplay situation it has created. With comms, it can be countered to an extent (as you said, sometimes SWFs do get hit by it, by my post was hyperbolic to say the least), the same definitely cannot be said for SoloQ which is in a constant guessing game.
I have gone on record that is a SoloQ player, I do not mind the time it wastes, or how much it regresses, I mostly care about feeling useful towards the team. Eruption made me feel useless, it made the game unfun since I cannot do 95% of actions in the game for 30 seconds. And the fact that I could rarely avoid made it feel even worse to play against. If I could heal, do totems, work on Archives, I wouldnt hate the perk so much, but Incapacitated was just not the way to go for the perk imo.
Entity Blocking (and removing screaming), provides a balanced point where the perk will always provide value but let people do whatever they want while they wait. It's this right middle area where I wouldnt feel useless, and it would still be effective against people of all skill levels, SoloQ or SWF, etc.
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I get what people are saying about the entity blocker. It would certainly be more preferable than Incapacitated. But the issue with the debate around killer perks always comes down to how the scenario is framed. The community will *always* default to the scenario of a very average killer player using the perk against a high level survivor team.
Those games certainly do happen, but the devs also have to consider the flip-side of that scenario: a high level killer player with that perk. The problem that regression+lockout perks introduce is complete game stall in the hands of really good killer players who don't have issues downing players. If an entity blocker is added, it's not a meaningful nerf in any way, shape, or form in the hands of many killers. You'd still get all of your time back from the chase if you factor in the regression+block+other gen regressions.
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By this logic every killer should move at 100% speed and have no perks or powers. If the argument is bad survivors can't win against a good killer if they have x perk, I have bad news as a good killer can accomplish that on a perkless trapper.
Same holds true for survivors if we are balancing down to bad/new players. What about a brand new nurse who doesn't have any perks and doesn't know how to use their power? Shouldn't they have a chance vs a good swf? Depip squad and survivor hardcore challenge are great examples of players limiting themselves on survivor and still absolutely demolishing dozens and dozens and dozens of killer players in blowout games.
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I agree. I was annoyed by it but I didn't want it to be awful now. All I think it neede was its incapacitated status effect timer lower
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What? How is that your takeaway from what I wrote? How on earth is your conclusion that I'm arguing for balancing around new players? The first sentence of my second paragraph states the need to account for a high level player with that perk. And your takeaway is that my argument is for balancing around new players or bad players. You have to account for players of all skill levels using a perk, and the community almost never accounts for a killer who is actually good at the game using a perk. That's what I'm saying.
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Its basically a worse Gearhead now and who uses gearhead?
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Ikr. Sure, aura reading is cool and all and I'm not saying it's the worst....but ya know..the whole reason people like it was cause it stopped survivors from gens.
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It's DS all over again.
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"Hmmm, this one thing only has one slight problematic aspect about it... let's change the whole thing."
Happened with Billy.
Happened with DS.
Now it's Eruption (and dont get me wrong, I hated Eruption, and even I think this this too much).
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The perk was good before. It needed a change to just make kicked generators be unable to be touched for 30-45 seconds.
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It would've been easy to change to a blocker (universal effect) and reduce the timer.
Not decide to kill the regression part and make it another subpar aura reading perk. Which, hilariously, makes it completely useless for Nemesis if anyone decides to go for the adept after this. How's he going to capitalise on it? Lol.
BHVR seems to have a developing addiction to fundamental identity reworks that make no sense.
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DS is still good if you know how to use it (i said this because now require a bit of knowledge to be useful while before was braindead to use): if you run in a dead zone while you have this perk active nothing will change, but if you run in a zone with tools for keeping the killer busy (pallets, walls, windows) and use DS here, it's a free escape from the killer's grasp and you'll waste the killer's time even more
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Missing a skill check is a flat 10% loss of progress. Erupting a get at 20% progress will regress from 20% to 18%. Very laughable small regression. Might as well call this perk's regression stat a placeboo, because it's almost as if it regresses nothing. If a gen is at 70%, it will go from 70% to 63%. Yeah, I'm thinking it's over.
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I'm not saying the perk didn't have problems but this is too much. You took away what the perk was for. Slowing gens down. Now its like pop..who uses pop anymore?
You should have replaced the 25 seconds with something else than aura reading. In my soloQs gens are already going so fast with the new hud that i didn't even blame the killer for using eruption.
I was already taking a break from killer side but i guess i'll continue it until the next perk update.
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Yeah, the only issue I had with it was the 25 second break it forced survivors to take, since you could do basically nothing.
Doesn't change that DS did not deserve any nerf beyond the EGC change. The 40% stun nerf was one of the dumbest things BHVR's ever done, since that perk was a contributor to game health.
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that's your opinion... for me DS is still useful and the nerf was justified... i can understand when you are aganist a good blight (in that case you'll probably won't reach the tile in time), but aside that case you have enough time to gain distance with the other killers
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Okay, but there is a difference between a perk still functioning after the nerf, and the nerf being justified, isn't there?
Deliverance could get a nerf where you get deep wounds too when you get off the hook and the perk would still function, but that doesn't mean the nerf was deserved.
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It's going to be okay for Oni and that's about it i think.
What bothers me the most that it's still more effective vs solo then against swf.
Swf might not really bother with it cause the effect is so marginal now but it's still a thing.
I agree that blocking the gens for a small time regardless if survivors are on it would have been a waay better solution
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