So Eruption and Incapacitated
with the nerf coming tomorrow what's the future hold for Incapacitated? are we just gonna delete it then because I can't really think of any other time you'd get the debuff without using Eruption which was the new status effect to come with it. People just seeth at it so id like to know if it's gonna get used in some other way? Or are we just gonna pretend it doesn't exist because of crying survivors?
There's still killers who are unplayable in the state of the game rn
Comments
-
Twins.
Doctor has a status effect all to himself- madness. Twins released before Nemesis. The status effect icon for Incapacitated is literally Victor's hands.
Bhvr may not treat them like it, but the Twins do actually still exist.
13 -
Incapacitated should not exist outside of Killer Powers (like Victor or Pinheads Chains). So I am happy if they remove it from any Perks.
And this has nothing to do with "Survivors crying", it is just really bad gamedesign to be forced to do nothing for some amount of time.
I mean, how bad would it be if the Killer can be incapacitated? Maybe not for 25 seconds, but for like 7 seconds? This would really suck and should not be a thing.
A status-effect which simply blocks almost all ways of playing the game should really be quite rare and only related to some Killer-Powers.
14 -
Eruption wasn't the only Incapacitated interaction. Twins and Pinhead use it too. In my opinion it should be restricted to powers only.
1 -
My point exactly but i'll elaborate, are we ever gonna get a PRACTICAL use from it after tomorrow? None of these happen in regular games like eruptions presence
1 -
none of these are practical uses for it, they aren't worth mentioning if you don't actively have avenues to be helpful. Naming a useless point doesn't make it good
0 -
So... You've never pounced on a healthy Survivor as Victor before? You've never interrupted a survivor via a Chain Hunt as Pinhead?
That sounds like a you problem, tbh.
They won't have a presence like eruption? GOOD. Anything that has that level of presence (obligatory "on both sides" comment even though that isn't the debate here) should be dealt with.
8 -
Yeah, Incapacitated simply should not be a thing in every match. Simple as that.
9 -
since you're such a dbd genius you'd know viktor having that ability does very little for you and even survivors just keep him on their back
theres a reason why Twins aren't played.
0 -
my point still stands. are we just gonna pretend it doesnt exist because of crying survivors? or are we gonna get to use it in a different practical fair form?
0 -
Because they're a buggy clunky mess who breaks every 3 seconds and there's a 75% chance of getting a gamebreaking glitch that locks you out of playing the game?
That's one of the major reasons, imo. Also that there's a high skill floor, there's often a lot of required M1 gameplay, they highly encourage a boring gameplay style, and making mistakes is really punishing. Their relative strength level actually ranks fairly low.
Tunneling is strong because it forces the match into a 3v1 instead of a 4v1. You mean to tell me that doing that without the extra commitment of going through BT, Bodyblocking, and the entire first chase where most resources are up on the map doesn't give you value?
(maybe it doesn't when COH is around but tbh that perk singlehandedly nullifies over half of the roster so maybe that's not a Twins issue).
Also, again, Pinhead Chain Hunt gives so much value that there's builds and playstyle dedicated to forcing as many Chain Hunts as possible while tunneling to make an easy 3v1. Bring chained, even if Pinhead is nowhere near, applies Incapacitated. This makes doing anything challenging, and makes healing with Sloppy Butcher equipped genuinely impossible.
4 -
Killer powers are practical and fair, end of story.
Madness is exclusive to a killer power. It's practical and fair. Incapacitated can be too.
6 -
Incapacitated is just a status that should be rare and it really just shouldn't be used on perks at all. It's fine for Twins' and Pinhead's powers, but that's it.
That Huntress addon that inflicts it should be reworked too. It's a weak addon, but it can't really be buffed either without creating the same problem Eruption had. So they should just replace it with something else.
1 -
Others have pointed out that Incapacitated is part of killers' powers, but I think it warrants highlighting that it specifically wasn't the "new effect to come with" Eruption. It started with the Twins, it's Victor's status effect first and foremost and it's only been expanded to include other killers and Eruption after their release.
As for what the future holds, I imagine it's not going to be on any perks after now. It shouldn't be, as far as I can see, I struggle to see a perk use for it that wouldn't have the same issues as Eruption. Given that the Huntress addon is kind of bad and should be reworked too, I'd imagine the future is that it'll be something Twins use a lot, Pinhead uses a little, and maybe future killers have cause to use in their power.
If you don't personally think those are useful instances of it, then that just means Incapacitated isn't useful in your eyes. It can't be put on perks like it was with Eruption, because we saw how badly that went.
3 -
Oh the irony of this post and its patronizing tone.
2 -
Then how do you think the developers should give killers a way to slow down survivors working on generators? Because that's the only objective survivors have and stopping them from doing it is one of five objectives the killer has. So killers have to have a way to slow it down and since everyone cries about gen slow down perks too what other options are there?
There has to be a way for the killer to stop survivors from doing gens outside of hooks and chases because you've got 3 other people working on gens while you're doing that.
If anything they need more incapacitating effects along the lines of pre-buffed Eruption. There need to be more ways to keep survivors off generators to move away from the killer meta we have.
0 -
Honestly, while it made Eruption unique, it really should just remain exclusive to killer powers and not perks as its been shown that there’s no middle ground with the status effect where it can be good without being broken. If it’s too short, then it’s not worth using (Weighted Hatchet, pre-buff Eruption) and if it’s any longer then it’s completely unfair (post-buff Eruption).
1 -
You're describing 'pressure'. The killer has injuring, downing, and hooking survivors as base kit. On top of that, killers have their power for free which usually involves some secondary objective or task for the survivors to do, even if that is just 'healing'. Powers are also unlimited use, unlike survivor items.
You also only have '3 survivors on gens' at the very start of the match. Once you get a down or even an injury, survivors naturally have other things they want or need to be doing.
I don't know where this mentality comes from that the killer's win condition only counts if 0 gens are ever completed. The gens are not the killer's primary objective, the survivors are. Gens are just a killer resource, and yes, you're likely going to lose a couple gens early as the game is getting started.
Having even 3 gens completed doesn't mean the game is '60%' over. Survivor objectives get harder as the game progresses because fewer gens tightens the play field, and people are hooked, injured, and in chase. Unless the killer is literally AFK there should never be 3 survivors 'free' to do gens after the first down. Killer objectives btw, get easier as the game progresses.
There already is a secondary objective in the game that revolves around totems. Both blessing and breaking totems are secondary objectives that the devs provided. People don't like that as an answer because it's beneficial for the survivors to do them. They're incentivised to do those with either buffs/boons or by removing hexes/debuffs.
What people usually mean when they say 'survivors need a second objective' is for them to be forced to do something that provides no benefit and doesn't progress the game. That's just 'being AFK'.
6 -
Killers Primary Objective is to Kill Survivors
Secondary Objective is Protect Gens From Being Repaired.
Survivors only have one objective...Repair Gens to escape. Totems would be at most considered a optional objective since they are not required to be done to complete the Main objective.
On most maps losing 3 gens in quick succession does usually mean the Killer will lose that match because the Gens would be so far apart trying to apply pressure would be very difficult unless the Killer goes for a 3-Gen Def or Survivors 3-Gen themselves.
0 -
What a post...
Well, first of all, the best Slowdown has always been - force Survivors into altruistic actions. If you hook one Survivor, you suddenly reduce the speed of Generators by a lot, even without any Perks. Because at this point, you dont have 4 Survivors doing Gens, you have 2 Survivors doing Gens (one on the Hook, one going for the rescue). And ideally you are in another chase (you know, information perks also exist..) so that only one person is doing Gens.
This is called Map Pressure. Something which many Killer players dont really know anymore how to achieve.
And you basically win the game if you turn the game into a 3v1 with 2 or more Gens remaining. At this point, the odds of Survival are really lowered for the Survivors.
Second, there is a huge difference between Gen-Slowdown and forcing the Survivor to be idle for almost half a minute. You can have Gen-Slowdown without problems, getting hit by Pain Resonance also removes a good chunk of progress, but it does not feel that bad. Even getting hit by Pain Resonance AND Dead Mans Switch blocks the Gen and removes progress, but at the very least the Survivor can do other things.
Incapacitated is different from this - you cannot do anything (except for Unhooks). And this should just not be a thing. You should not be hindered to play the game multiple times in a Trial without any real counterplay (and I dont call "playing in an SWF" counterplay).
6 -
Incapacitated and to an extend Killer instinct are tools that should just be linked to killer powers.
It makes sense for the twins that they can stop a survivor from doing gens if they choose to keep victor on their back. Or else what would be the point.
Giving something so powerfull to the entire cast is just a recipe for disaster
Deep wound is another one of those statuses. There should never be a killer perk that allows the killer to inflict deep wound on survivors
1 -
There can be healthy forms of game delay without literally locking players out of playing the game for 25 seconds without any reasonable counterplay except for "Do not play solo queue".
5 -
Survivors have one objective until the killer acts. The survivors' primary goals are *surviving* and doing gens to escape.
As soon as someone is hooked, that is a secondary objective that needs to be completed with some urgency. You can't just let someone die on first hook and expect to survive the match.
Similar with healing. It's more situational than a hook, because you can function while injured and there's no timer, but there are situations where you really should be fully healed (such as unhooking or against a stealth/surprise killer).
And yes, I consider totems a secondary objective, just like gens are for killer. It's completely possible to play a game and win without ever interacting with a totem. And it's also possible to win as killer with an end game build that requires all of the gens to be finished.
But you're just kind of proving my point, that what people want is a *required* secondary objective that doesn't progress the survivors escaping... Which is wanting them to just voluntarily AFK.
3 -
Well, totems can be looked at like that now since hands are held if NOED is used. Totems very much were a second objective before the hand holding if you didn't want to possibly encounter NOED. Maps and amount of perks that help find totems make any argument against totems being 'hard to find' invalid. But now, yeah, no need to do totems and there's zero pressure if NOED is being used unless the killer manages to get a hook right next to it. And even then, it's not always a guarantee as someone with hooks could easily go for unhook and get downed while someone else cleanses it, thereby removing any pressure it was creating.
I only used NOED on endgame builds, so it's not like I frequently used it. But I've only used it since the change if it's come up on a perk roulette game. Terminus replaced it, which works just as well as long as exit gates aren't open. But if they are, that means a Blood Warden play can now happen. So basically nothing really changed outside of a perk that forces survivors to open the gate so they can heal. All because people couldn't be bothered to cleanse a totem when they saw it and killer wasn't near. And the whole gen time argument is silly as well with the amount of repair speed perks, so again, hands being held for no reason. Just saying.
0 -
My favourite part about the noed changes is that it did absolutely nothing to change the major issues with the perk and instead just was like "Oh nah yk what we'll just add a beacon to find it after it's activated that'll do" like there wasn't a bunch of other, far more creative nerfs, changes, and reworks that could've happened.
2 -
This is a bit of a misrepresentation of objectives. Both sides have complementary objectives.
Killers primary objective is to down, hook and ultimately eliminate survivors.
Survivors primary objective is to repair gens and escape the trial.
Each of these primary objectives serve as the secondary objective for the other side.
Killers secondary objective is to prevent gens being repaired in order to prevent the exit gates opening.
Survivors secondary objective is to evade the killer and maintain their health and the health of their team mates to prevent being eliminated.
It is a give and take mechanism for both sides. You either play defence and prevent repairs/prevent hooks, or you play offence and score hooks/gen. Getting the balance right is what wins you/loses the game.
The killer does have basekit tools to play both ways, injuring, downing, slugging, hooking and chasing generates pressure and slows down gen repairs. But it is an asymmetrical game, so this is supplemented by other objectives that slow down survivors, such as totems, and dealing with killer powers that either aid in offence as chase powers, or inflict slowdown. But this does not mean that killers ability to defend their secondary objective has to come solely from perks, they are supplementary. The core mechanism of applying pressure with basekit tools still exists.
3 -
It should be relegated to interactions whete the survivor has agency on whether to remove the effect or not, like Victor and chains.
1 -
Good riddance!
3 -
Should stay where it belongs, in killer power interactions and I guess add-ons that apply it on hit or something for a short amount of time is fine too (even though they're just plain bad a lot of the time and I'd rather see them turned into something more appealing)
It should only ever be dished out by direct killer-survivor interaction like getting Vic on your back or being hit by Pinhead chains. Not because someone else went down on the other side of the map while you're on a gen. It would be silly if survivors could ignore Victor to the point where they could just go on a gen with him, just like it'd be silly if survivors could solve the pinhead box with chains sticking into them. That's why it makes sense there, it's a way to accomplish what the killer powers are trying to do.
6 -
Karu you speak as though others don't actively test things and play like you before making a post. I don't agree with you at all, you saying the killers powers are practical and fair is bunch of bull #########. Doesn't make it true and if you can maybe provide more context instead of a blank statement to these things it would help me understand. It feels like you've never played killers against skilled survivors? If you did you'd know a good handful need quality of life, especially twins as you mentioned.
"That's one of the major reasons, imo. Also that there's a high skill floor, there's often a lot of required M1 gameplay, they highly encourage a boring gameplay style, and making mistakes is really punishing. Their relative strength level actually ranks fairly low". --theres no skill floor after you've played the same mode for years and years just alter it with slightly different powers, that's a lot of players right now.
"Also, again, Pinhead Chain Hunt gives so much value that there's builds and playstyle dedicated to forcing as many Chain Hunts as possible while tunneling to make an easy 3v1. Bring chained, even if Pinhead is nowhere near, applies Incapacitated. This makes doing anything challenging, and makes healing with Sloppy Butcher equipped genuinely impossible."
-you're talking about a specific killer and a specific build in a specific instance. When I said practical and fair use I meant have incapacitated be able to be used in a fair way by most other killers. not have to pay for a dlc. Idk what survivors you go against but I think that's def an issue on your end. instead of implying i must suck ,maybe there's others and not just you who has a lot of hours on this game. The fact you defend such mediocre stale powers' at this point and do not want the game to evolve makes me cringe and not take you seriously lol
0 -
Nah it needs to be able to be accessed via a perk in a fair manor, you should not have to BUY to use a status debuff that's ridiculous.
0 -
"I meant have incapacitated be able to be used in a fair way by most other killers"
But why?
Most status effects on powers come from addons. Every killer would therefore have like a green rarity addon that's "Whenever hit by the power, apply Incapacitated for 10 seconds", just like Huntress does. And it'd be useless.
There's simply no way to make a status effect like Incapacitated fair on every killer when you have differences in power level between Trapper, Sadako, Pig, Blight, Nurse, and Spirit.
I want the game to evolve in a fun, meaningful way. Giving every killer the ability to lock certain players out of the game just wouldn't be fun, imho, or it'd be absolutely useless and wouldn't be used. There's almost no middle ground because of exactly how Incapacitated actually functions.
Doctor has a Status Effect exclusive to him- madness. I don't see why we can't have Incapacitated- one of the strongest Status Effects in DBD- also relegated to powers exclusively to ensure it remains balanced and fair.
Also, please don't call me Karu. Thanks.
1 -
"Also, please don't call me Karu. Thanks."
Okay..? but that's your name and I am not calling you "good boy". So ,confused on that
"But why?
Most status effects on powers come from addons. Every killer would therefore have like a green rarity addon that's "Whenever hit by the power, apply Incapacitated for 10 seconds", just like Huntress does. And it'd be useless.
-no. Unless you just went into a game with zero perks, add-ons and some perks coincide but that obviously doesn't happen a lot. People are gonna bring perks, like Eruption, etc and join them with the add ons, but my point is status effects do not mostly come from add ons, they come from both just as much.
-As to the usefulness? that's part of my post's reason. It's here and pushed back because of the nerf, Is this not the place to ask why we can't have it in a different set up but make it not as frustrating and powerful in theory.
".There's simply no way to make a status effect like Incapacitated fair on every killer when you have differences in power level between Trapper, Sadako, Pig, Blight, Nurse, and Spirit."
-Which is why I am asking the question here of are we just gonna forget its there or can killers actually use it in a different less frustrating form. Make it do something else instead of locking you from doing gens?, that was my point. Alter it but not get RID of it so killers just can't use it now. Or few can
"I want the game to evolve in a fun, meaningful way. Giving every killer the ability to lock certain players out of the game just wouldn't be fun, imho, or it'd be absolutely useless and wouldn't be used. There's almost no middle ground because of exactly how Incapacitated actually functions."
-Meaningful? I don't see how keeping the same mode of gameplay the same until its dead when we could be sitting here mixing the gen trials with maybe some other types of trials to escape or open the exits. More places to hide, more mori's to choose from if the killer wins so it's not working towards the same kill x4. Advocate for something great i say, not keeping this game stagnant in it's features. There's way too much room
"Doctor has a Status Effect exclusive to him- madness. I don't see why we can't have Incapacitated- one of the strongest Status Effects in DBD- also relegated to powers exclusively to ensure it remains balanced and fair."
-Yes, before people knew that Incapacitated was good to take, Doctor was first. I don't like him personally, i just enjoy the fact he stops survivors which no other killer does like the doctor. Regulating balance in that sense wouldn't make sense for Nemesis's case because the eruption made it easier to travel to the gens since he doesn't quite have the coverage doctor does and the same goes for other walking-non travel killers.
Arguably, if they made a perk that effects madness in someway, it just another useful status defect. We've already added the sick/poisoned effect with like 3 different killers now.
0 -
incap should stay on killer powers where it belongs
0 -
Firstly, just use GBK. It's easier to type, it doesn't make me horrifically uncomfortable, and you don't have to worry.
Secondly, I admit to being wrong that status effects mostly come from addons. However, I also don't think I explained myself particularly clearly, so I'll try and explain what I think I meant.
Incapacitated, as it currently works now, is incredibly strong or incredibly weak with essentially no middle ground. Therefore, I don't think it should be liberally applied to perks, because there's such a massive difference in skill level that it wouldn't be at all balanced or fair. There's no way to make a perk that causes Incapacitated balanced on Blight and Nurse while also balanced on Sadako and Skull Merchant. Therefore, the best course of action would be to apply it only through power useage, to ensure that it's balance can be specifically tweaked on a case by case basis to stop exactly this problem.
The only issue is this then leads to another problem. On powers, most status effects come from addons, and usually there's a brown, yellow, green, and purple addon that applies one status effect (obviously, this changes from killer to killer, but that's the general rule I've observed). Therefore, in order to give it to most killers while avoiding what I'm going to call the Perk Problem, you run into another issue: it just isn't that good on most powers.
A lot of powers are used in a chase, particularly when applying status effects. For example, Nurse, Billy, Wraith, Huntress, Legion, Twins, Pinhead, Nemesis, etc (and yes I'm aware I've listed the 2 that have Incapacitated in their kit by default)- their addons all allow them to apply status effects via hitting a survivor with their power. But when used in this way to apply a status effect, Incapacitated just isn't that good- simply look at Huntress. Applying a status effect that doesn't let you progress the trial to players who already aren't progressing the trial isn't much help, and you can't make the duration long enough to have a meaningful effect because when that happens we get the Eruption Issue™ all over again. Therefore, it'd only work on a certain few killers, who apply Status Effects via addons or their power passively. Think Doctor, Sadako, Pig.
But a lot of these killers wouldn't benefit from that, either. Sadako would gain a great benefit from applying it in a certain area around her TVs, but that would just encourage survivors to turn it off and she'd be locked out of her power. Players with a party hat against Pig already aren't progressing the game. Doctor essentially has Incapacitated via Madness 3.
Therefore, it just doesn't seem worth it. Because of the nature of the Status Effect, it doesn't make sense balance wise to put it on a perk, and on a lot of killers it'd either be broken or useless.
That's why I said that it'd make more sense to just remain attached to certain powers. It's far easier to regulate and control if it's only an effect on a few rather than if it's everywhere.
And as to changing what it does- what are you really even accomplishing there? Why not just implement another Status Effect instead?
Finally, as to why I'm not advocating for new game modes and the like, it's because this isn't the thread for it. To express my opinions on that topic, I'd go to a thread about that topic, not to one on the careful balance and integration of Eruption (back) into the game. I'm capable of having feelings on both topics simultaneously.
I hope this comment helped clear up what I meant, because lord knows I didn't make it easy for you to understand.
Anyway I'm going to sleep lmao 💃
0 -
If you're dumbing down survivors to just repairing gens, then killers only objective is to simply kill survivors
0 -
People who say this seem to not know that this is a 4v1, which is why the 1 can get stuff like Incapitated but the 4 can't do the same to the Killer. Literally, these two roles aren't comparable just because of the number difference, to start.
Not to mention that one person on a one person team being unable to do anything isn't the same as two people being unable to do anything on a four person team.
And people who cry actually do go "bad game design", along with using "balance" and "counterplay" as their favorite buzzwords... so this does indeed to have to do with "Survivors crying".
0 -
I even changed the numbers. :) Instead of 25 seconds 7 seconds. You can also say 6, does not make it better. It would be a really bad design if the Killer cannot do anything for 6 seconds. And this is indeed compareable to Eruption.
But this is honestly not worth a discussion. Killers will keep crying because they got carried by Eruption but suck at this game, yet the Perk will not come back. Because the Devs are obviously smarter than Killers who think that 25 seconds incapacitated is a good thing.
1