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Would Blast Mine Be Better If It Could Be Detonated Manually?

jesterkind
jesterkind Member Posts: 9,571
edited April 2025 in Feedback and Suggestions

Title, but a couple extra details/questions:

  • This would be an activation with the Active Ability Button, but some details could be tweaked. Should you need to be standing, or would activating it while running be healthier? Should you have to be looking at the generator, or not?
  • The perk could keep its current passive stun/blind when kicked, or the survivor could need to detonate it manually there, too. Would one be more fair/healthy than the other?
  • If activated manually, the blind would register either way, if the killer's looking at the generator. Should the stun register too, or would that be too strong?
  • Would its current numbers for charging and how long it stays on a generator need to be tweaked, if this change were to be made?

I've been rotating this idea in my mind for a few days and I'm not sure where I land on it myself, just wanted to make sure everyone was caught up before weighing in. The goal of this change, hypothetically, would be to elevate Blast Mine from a perk you bring because it's funny to a perk you'd bring because it's funny amd might actually do something for you.

Currently, the only practical value Blast Mine could give is a last-second denial of one specific perk (Pop Goes The Weasel), and potentially finishing a gen in the killer's face if it's 99'd and you're nearby when it's kicked. Neither of those are reliable. With manual activation, it could be used mid-chase and could even potentially be used to get saves on picked up survivors, hypothetically.

What do we think?

Post edited by Rizzo on

Comments

  • zarr
    zarr Member Posts: 1,088

    That's a cool idea to turn what is indeed more of a comedic perk into an actually beneficial one. Blast Mine isn't without use cases where it gets value (apart from the ones you lined out there's also the fact that you can make a lot more distance during the stun time than you would otherwise be able to during the gen kick, which is beneficial at least against mobility and ranged killers where more distance is always good, as well as against Nowhere To Hide (particularly alongside Residual Manifest)), but it's definitely not reliable or reliably impactful enough.

    If we make the perk a manual detonation, it would obviously need an effective range within which it afflicts its effects on the killer. The stun time then could scale with this range, with the full stun time applying if right next to the gen (or indeed kicking it), and every meter reducing it by a second. Perhaps then with the base stun time being increased to 5 seconds, thus obviously making for an effective 5-meter range around the gen within which it will cause the stun, but only for 1 second at the outermost reach. Although perhaps the current 4 seconds (with a then 4-meter effect radius) would be adequate already.

    I think looking at the gen/its aura to proc the perk would be an appropriate activation condition, which are necessary because otherwise multiple "active ability" perks can be in conflict. But other than that I don't think it needs any limiting conditions. Maybe a certain range though that the survivor has to be within to be able to proc the perk, like 24m? Just so that SWFs can't easily chain stuns on the killer by having multiple gens across the map trapped and being able to detonate them from anywhere.

    I think it could also keep the automatic detonation upon kicking with this. It makes sense and there's no real reason not to have it - between the activation requirement, the effectively limited times of use and the limited areas of use where the chase then also has to be taken (and taking chases to gens generally not being beneficial), I don't think it would become problematic anyway. And then there's counterplay opportunities for the killer of pathing around gens.

    The charges required and active duration could also remain the same.

  • crogers271
    crogers271 Member Posts: 3,262

    Currently, the only practical value Blast Mine could give is a last-second denial of one specific perk (Pop Goes The Weasel)

    While I don't think its an S tier perk or anything, I do think Blast Mine is underrated if this is all the value people think it gets.

    Stunning the killer is always nice.

    If you are confident the killer doesn't have nowhere to hide, the stun time gives you a chance to hide nearby and get back on the gen right away. Or if you are injured, get a lot of distance.

    Pair it with wiretap, and you can either loop the killer around the gen, or you can get cross map distance if the killer kicks.

    -

    I feel like a manual detonation would be more of its own perk and layering it on top of current blast mine to be too cumbersome. I do worry though about how well an area type blast could be coded, given how many issues flashbangs have caused.

  • ChrissyG88
    ChrissyG88 Member Posts: 79

    I like the concept, but think this should be a new perk. Maybe call the perk "C4" or something similar. Works similar to flashbang where to have to do some progress on a gen, jump in a locker, and then you can set the C4 anywhere on the map. When the killer is near the C4, then you can manually detonate it, and if the killer is within 10 metres of the C4 at the time of detonation, then it stuns/blinds the killer. This would be vaguely useful but not at all OP as the survivor using it would almost need to constantly have line of sight on the area where they placed the C4 to know when to detonate it.