is blast mine too strong ?

after being hit with this perk one day 7 times in a match i had to wonder is it too strong, its understandable to be blinded or stunned but why both ? even that's not bad what's terrible is you stay stunned basically the same as being hit with ds or head on , but the gen doesn't even break so you have to waste more time kicking it again. my suggestion is making it activate after the kick so you break the gen get blinded and stunned, but then can be on your way. i think its a perfectly fair and balanced trade that way

Tagged: Trusted

Comments

  • @Purgatorian said:

    I wouldn't say too strong as a perk but it should show the killer it is there, like they can see the mine on it. Survivors gets lots of warnings about killers perks, oh there is a warning sign for a hex, lullaby for instance, even though no one has been hooked yet or that gen is yellow, let's tap it so the killer is not undetectable anymore etc. Why are killers totally blind to most survivor perks?

    The generator starts smoking when they activate Blast Mine

  • What is with these forums and calling the new perks op of whatever I've seen counterforce blast mine and flashbang be called op lol

  • 7 times during a match, that's a total of 49 seconds of the killers time wasted just in the action of kicking a generator. That's a combined total of 196 seconds given to the survivors as a team.

    It's a pretty significant amount of time. That's actually enough time to do 2 gens if they double team and enough time to get 4 separate gens to like 60%.

    Something does feel off about the amount of time blast mine takes from you every time. It shouldn't affect killers that are already strong like Blight, Nurse or Spirit, but it feels like it makes matches a nightmare for killers without mobility or just regular M1 killers.

    At the same time, it doesn't really feel like Blast Mine needs a nerf... it's a useful perk and that's a good thing. At least it requires survivors to do something for it to activate.

  • Its a proper bully perk with is what swf is all about.

  • @Unifall said:

    I think its pretty strong. Should only be used once tbf. And getting back your perk to full after the killer not kicking it is ready unfair. This perk also has no counter play. You dont know what gen has it, you can't wait it out, and you can't stop the stun. I had a team with 4 blast mines the killer couldn't do anything but just take it to the face.

    Surge and ruin exist

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314565#Comment_2314565

    Blast mine counts as both a stun and a blind and will grant 2 progress for the stun or blind killer challenge.

    Sweet....thanks!

  • @traviszenryo said:

    after being hit with this perk one day 7 times in a match i had to wonder is it too strong, its understandable to be blinded or stunned but why both ? even that's not bad what's terrible is you stay stunned basically the same as being hit with ds or head on , but the gen doesn't even break so you have to waste more time kicking it again. my suggestion is making it activate after the kick so you break the gen get blinded and stunned, but then can be on your way. i think its a perfectly fair and balanced trade that way

    Not a strong perk, just one to ######### with killers and piss them off

  • Surge has a cooldown and you need to be close to gens when you down someone and ruin can be cleansed. Those aren't counters.

  • Just let me finish all of my stun/blind challenges before everyone complains about how toxic it is and gets it reworked.

  • I'm yet to get hit by it as killer but a it's a strong perk from a survivor perspective :

    • infinite range and use "Better Together" perk
    • Can be use to finish a gen in the killer face (did it twice and got tunneled out of the game which i fully understood why ^^)
  • @AetherBytes said:

    Heads up, trapped generators have a flashbang sitting on top of them

    Are you joking or being serious?

  • pretty sure its a thing, either that or someone was being funny and dropped one on a trapped gen on me.

  • Nah, I personally think it's situational at best.

  • tbf It doesn't do much. Killer gets stunned for 2 seconds, they are just going to kick the gen right after. It's fun to run though, and serotonin when you see the notification the Killer kicked your trapped gen.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315780#Comment_2315780

    pretty sure its a thing, either that or someone was being funny and dropped one on a trapped gen on me.

    Oh lmfao, I was gonna say, I have never seen a flashbang on a gen

  • Can you be re-blinded while still stunned?

  • I thought it was weak as piss, it is a funny BM perk though.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314931#Comment_2314931

    How is it a nerf? Either the killer decides to kick and take the stun or leave it and risk it gaining more progress or even completed. It's not a nerf at all.

    It is?? The only thing that makes this perk even somewhat useful is the fact that the killer can't see it. If the killer can see it the perk is literally useless and a worse repressed alliance, a perk that nobody uses.

    I'm still genuinely in shock that people are complaining about ######### blast mine of all things lmao. Then again I've seen several complaints about spine chill, Wraith, smash hit, any means necessary, basically everything so I guess I shouldn't be surprised at this point

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2314931#Comment_2314931

    How is it a nerf? Either the killer decides to kick and take the stun or leave it and risk it gaining more progress or even completed. It's not a nerf at all.

    Would it be a nerf if a survivor had a big flag on their head when they've been downed and ds is active? Yes.


    Giving the killer information about whether the perk is being used is in and of itself a nerf, but that's obvious, you're just being purposely difficult.

  • @jester20k said:

    https://forum.deadbydaylight.com/en/discussion/comment/2315020#Comment_2315020

    Would it be a nerf if a survivor had a big flag on their head when they've been downed and ds is active? Yes.

    Giving the killer information about whether the perk is being used is in and of itself a nerf, but that's obvious, you're just being purposely difficult.

    OK, I bow down to you oh lord of the realm. Everything you say is correct and how I wish I had your intelligence. No one is allowed opinions without you being there to say how wrong they are, how worthy it is to worship you.

  • I dont like the idea of killers being notified Blast Mines on a gen, just takes away the surprise element of the perk. It'd be like a notification saying someones in this locker ready to Head On you. Need some surprises and i dont know, is it a jumpscare for killers? Ive never had it done to me yet.

    Ive been running it, its ok its fun sometimes like when you get hooked next to the gen then the killer kicks it after hooking you, you have a wee giggle to yourself.

    Its ok but wont be in my regular rotation of perks.

  • That would make the perk completely useless.

  • @traviszenryo said:

    after being hit with this perk one day 7 times in a match i had to wonder is it too strong, its understandable to be blinded or stunned but why both ? even that's not bad what's terrible is you stay stunned basically the same as being hit with ds or head on , but the gen doesn't even break so you have to waste more time kicking it again. my suggestion is making it activate after the kick so you break the gen get blinded and stunned, but then can be on your way. i think its a perfectly fair and balanced trade that way

    no.

  • The perk is quite fine as it is really. The blind and stun are fairly short and buy maybe 10 seconds at most. Really I think it's utility lies in the fact that you can highlight the gen and tell everyone else to stay the hell away from you and not lead the killer over there.

  • Idk, when it works it's good stuff.

    When it works is the issue, dunno how many times i've had to activate and run, they ignore the 90% gen anyways, and finally get to it when it's deactivated.

  • The strongest part of the perk feels like revealing the aura of the gen you're working on to the other survivors imo. When you're in a clutch 3 gen with only 3 survivors left, being able to signal the gen you're rushing on is invaluable to either the spare survivor who is clueless or preventing the one in chase coming near.

    You could honestly remove the blast-mine part of the perk and I'd still consider it a decent perk.

  • My only problem is how fast the flash is. The perk is fine outside of that.

  • @Purgatorian said:

    I wouldn't say too strong as a perk but it should show the killer it is there, like they can see the mine on it. Survivors gets lots of warnings about killers perks, oh there is a warning sign for a hex, lullaby for instance, even though no one has been hooked yet or that gen is yellow, let's tap it so the killer is not undetectable anymore etc. Why are killers totally blind to most survivor perks?

    It actually already does tell you whether Blast Mine is active on the gen or not

  • Not really, just because someone blinded/stunned you doesn't mean its a strong perk, I consider it weak tbh because it still requires a lot of progress to reach, and there's no real use in it, but is it fun? Hell yea it is.

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