Some details that show how hard Eruption has been gutted
Remember the original, old Eruption? It was pretty much a joke, really weak, outshined by every other gen-slowdown and regression perk in the game, since it required you to kick gens early only for a way too small value later, and even with the incapacitated effect, the gen was still completed before you could return to it. It regressed the gen by only 4,8 seconds, beside making the survivor working on it incapacitaded for 16 seconds. But 21 seconds was the best case scenario for a single gen, considering someone could come over and continue the barely regressed gen, possibly completing it, and that the status effect often faded while you were still carrying the survivor to a hook.
But wait, now the best case scenario for a single gen is 8,9 seconds total (supposing the gen is one second away from being done), only regression , no incapacitated delay at all, and the requirement to kick gens is still there, which means the value as a slowdown perk is WORSE than that. The perk simply doesn't do anymore what it was originally designed to do. It has some aura reading, but the survivors will often stay on the gen since they won't be incapacitated and there is a pretty good chance you will be far away after downing a survivor... which makes the aura's value really situational, useless for most killers most of the time. To make it worse, survivors will know you have Eruption due to the gen explosion, so they will know you'll be seeing them and will be able to counter it.
And don't forget, if the gen was on 50% or less, new Eruption will regress it by even less than old Eruption did.
Sometimes you can take pretty long to down someone, right? Well, Call of Brine doesn't have that requirement, it will save you 9 seconds if the gen remains untouched for 36 seconds. What if the gen get's touched before that? Well, you'll probably get a warning soon so you can return to it earlier, and at least it had some value, because the ammount of charges the gen lost will almost be twice the ammount it would have lost if you didn't have CoB. If it got touched after 32 seconds, it lost 16 charges instead of 8. You have 8 extra seconds to come back to it. Even if they complete the gen, it took longer than it would without the perk.
In best case scenario, Call of Brine alone can give you 15 seconds worth of regression after kicking a single gen (beside the normal 15 seconds of normal regression).
In Eruption's case, the sound and visual cue comes only after the same "down a survivor" requirement, and there is a chance they complete the gen before you can trigger the perk. Even if it triggers, it will have a much smaller value than 8,9 seconds most of the time.
What about Overcharge? If a survivor misses a skillcheck, you gain 13,5 seconds worth of regression (so, not counting the 3 seconds where the gen doesn't progress). Yeah, Overcharge's SKILLCHECK alone regresses the gen better than nerfed Eruption at its BEST value, it also gives you information and it comes with a regression speed up too.
Why would you use Eruption instead of another regression perk? It's value is smaller, it requires a setup and has a risk of not triggering each time. Would you use it for information then? Because both Overcharge and Call of Brine give you info of their own. Survivor auras? There are better aura reading perks out there. Nowhere to Hide and BBQ can both give you survivor auras at better times, as you control when they trigger instead of depending on the moment you catch up to that survivor you need to down as fast as possible, not to mention you'll probably want to hook after the aura reading triggers instead of pressuring. If survivors are close, Infectios Fright is far better for locating them while Eruption is way too limited.
So let me tell you what it means if an almost completed gen gets regressed by Eruption: it means the gen will be completed while you carry the survivor instead of when you're wiping your weapon, as sometimes you need to carry survivors for over than 10 seconds, not to mention the time taken to wipe the weapon and pick up the survivor. Not the most useful amount of time, is it?
That's what one of the best killer perks is about to become in a single patch.
Comments
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Good.
I know it sounds harsh, but there are plenty of other alternatives for slowdown if players feel like they need it. Pain res, DMS, jolt, overcharge, COB, deadlock, pop, merciless, gift of pain, plaything+pentimento, thana+dying light, even ruin is still pretty underrated when mixed with surveillance or undying. The Devs seem to finally be taking the game towards a place where gen slowdown doesn't need to rule the meta anymore, and that should be celebrated.
Maybe we can consider tweaking E-crutch-on back to being strong in the future, but I don't blame the Devs for taking the nuclear option to ensure eruption was out of the meta, kinda like old Legion. In its place, I'd be happy if Pop was buffed a bit. For the most part, Pop was healthy, it rewarded quick hooks and not camping. Eruption rewarded camping a 3-gen and slowly whittling away at the survivors until the servers shut down.
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Well I'm glad that it lost the core reason of it's oppressiveness, however you should never do something with current progression but flat progression. That's what I don't understand. Nobody said to the devs that they should nerf the regression part as well.
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Only because of the Hindered effect that it rewarded the 3-Gen. The nuke option should never be the case because that's not balancing the game that's we don't know how to fix it so we will destroy it as a usable perk
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We have a regression perk that at it's best can delete 8.9s of gen progress.
We have a perk that regresses almost 10% gen progress when a generator is a second away from finishing.
I'm expecting nerfs to Jolt for it suddenly being no.1 in any loadout.
@Malkhrim Eruption wouldn't have been used even with it's buff if BHVR hadnt nerfed Pop & Ruin specifically to make a licensed killer's perk more worthy.
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Bad part is Jolt is very situational because you may not be around a Gen with progress for it to be used on....
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That's more of a map issue and a "not working on M2" issue.
I wonder how a 36m Jolt would be on some of the maps survivors attempt to send me to.
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Survivors had a bunch of other options too, just like they had really absurd perks like old DS and Dead Hard. Both were nerfed in ways that made so they stayed useful. If a perk is too strong, you don't need to nerf it into nothingness, specially not WEAKER than his original already bad version.
They didn't nuke Dead Hard, DS or CoH. Eruption is already the second killer perk in less than a year to get gutted in a single patch after a certain time of complaints that was still much shorter than for how long this 3 still strong survivor perks have been compained about.
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Jolt was and still is a mediocre perk.
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cool story bro
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Pain Res and DMS? You mean, the combo that everyone complained about despite it having the "healthy counterplay" (AKA easy and consistent way to invalidate) everyone loves?
Also, jolt and overcharge as alternatives to Eruption? Haha, that's a good joke.
Eruption just needed it's 3 gen power and anti-solo queue stuff changed. Perk helped M1 Killers with no mobility with gen defense, it was perfectly fine otherwise.
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They could’ve just capped it at two gens with a 15 second entity block. Give it a 60 second cooldown and suddenly I just fixed a perk.
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The people that are happy about the nerf will still lose and cry about PR+DMS next. Eruption did nothing against swfs and soloqs, that were better than the killer. You need to kick a gen, you need to down a surviver and in order to get the full effect survivers needed to repair that generator.
I dont care about the nerf as I prefere to use DMS+PR and deadlock over eruption. What makes me reallly angry is the fact, how they nerfed it and that people cheer this nonsense up. You will have a reality check after the patch, you will still go down in chase, you will maybe encounter a surveillance+PR combo and wonder how the KIller found you, despite your godlike map awarness, you will be angry that deadlock or DMS kicked in at 99% progress ,wasting 30s of your lifetime. Everything you hated about eruption is still in the game. But BHRV needs you to sell cosmetics, so they will hit everything with a hammer, that you dont like.
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Or lower the amount of gens that can be erupted, or just remove it's ability to work with 1 gen left instead. 15 second entity block + 60 second cooldown is as bad as we have it now btw, you didn't "fix" it.
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BECAUSE SLOWDOWN IS THE EASIEST WAY TO PLAY KILLER. YOU DONT NEED TO BE GOOD IF YOU CAN MAKE MATCHES LAST 20 MINUTES.
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The exact same can be said of gen progression perks and Survivors.
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I also Said only effects two gens. Also entity blockers aren’t as harsh as incapacitated or as dumb as aura reading on downs. The cool down is so it can’t be abused constantly, but gives killers 45 seconds to focus on a chase or check on the third gen. It also gives survivors time to work on the gens without the fear of eruption.
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Thing is, I don't like the thought of it affecting only two gens.
And it can't be "ABUSED" constantly if you have to WORK for it. You have to get downs AKA win chases.
Are you thinking this is a 1v1 game, and not a 4v1? Because people who use the word "abused" seem to think that they should have consistent, reliable, easy counterplay and subconsciously think things should be a 1v1, balance-wise.
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Problem with Pop was, that to many survivors complain about it.
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And DH, Insta Heals, BNP, Prove, CoH... Is this not easy
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I'll be crab dancing on Eruption's grave. Sorry, not sorry.
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Honestly, nothing in DBD really needs Skill. It is an easy game.
I mean, there are not really many Gen Progression-Perks and when it comes to their strength, they are way weaker than Gen Regression-Perks. Which is fine.
Like, Prove Thyself shaves off like 7 seconds, this is way less than any viable Gen Regression-Perk (let alone that PTS is mainly used for the BP-Bonus anyway). The new Perk which will come with this Chapter is also really weak.
And, a little counterpoint - from what I see in my games, being efficient on Gens seems to be pretty hard when I see how much time Survivors waste with other things like Chests and Totems...
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Most of the “slowdown” perks you list have been nerfed in the recent or distant past and are now either very weak ,poorly designed or a combination of the two.
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I love how people keep pushing this "it did nothing against SWFs" narrative when there is video evidence of high level comp teams struggling to deal with it.
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This pretty much sums it up.
Eruption was good when you play Killer but I have no hard feeling letting it go because as a survivor it was just infuriating. We did not notice it because it was sleeping for the most part because Ruin and Pop were just everywhere and people had no desire to try other things.
You think so?
For me at least PainRes, Jolt, Call of Brine and Deadlock are quit serious slowdown perks with PainRes/DMS still being one of the best combos to run when you have no other idea.
Only Thana, Dying Light and Ruin are in a bad spot when you use them alone. Pop, Merciless and Gift of Pain are okay when they fit into the build (Merciless is quit strong on Doctor) and Overcharge demolishes the medium-good survivor.
There is enough slowdown in the game that is playable for me.
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I agree with some of what you say,but on an higher tier swf squad most are worse than useless to chose and forsake other more worthwhile perks,guess it’s down to value and feel of your build and killer,this was on my part a sweeping statement and not a panacea to these perks but,the denigration of in particular ruin and pop are probably the best examples,the only slowdown with ruin is the 25 seconds it takes someone to be off a gen doing bones then it’s gone,think that compared with boon circle of healing which can be used ad nauseam after being snuffed shows the balance of this game.
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DMS is useless unless you can actually interrupt thr survivor on the gen, you can just let go before pain res procs and you do not have to worry about it.
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