Devs are doubling down on Blast Mine change
-Blast Mine: Requires 50% of a generator to activate (was 66%); trap stays active for 40/45/50 seconds (was 35/40/45)
- Dev note: Blast Mine no longer returns to you if the Killer does not kick the generator. Now that this has been fixed, we've given it some small buffs to compensate
For comparison:
-Wiretap activates at 33% progression and persists for 80 seconds.
-Repressed Alliance activates at 45 seconds and lasts for 30 seconds.
Just doesn't seem appealing anymore. Wiretap gives better info for a longer duration and less work while Repressed offers better defense. Maybe if it gave survivors a ton of points or if you could set it off with Red Herring I could justify running some meme builds with it. As the perk is now it's totally outclassed.
Comments
It should last 60 seconds now imo.
While the perk definitely wasn't overpowered the way it was before, I actually like it better this way because it makes it more strategic. Before it wasn't usually super impactful, but it was a 4 second stun with very little counterplay other than not kicking the gen. But I do think it should've been buffed a bit more than it was in today's update.
Also, Repressed Alliance does offer better defense, but it has a huge downside in that it also prevents your teammates from working on that gen for 30 seconds which can end up backfiring. There's often not much point in using it to prevent the killer from kicking the gen if it means that my teammate won't be able to continue repairs while the killer chases me. So I wouldn't say it's necessarily always better.
did you know that the blast mine change was actually a GLITCH?!
That's right it was never supposed to return to you, after it popped
after it's been in circulation the devs noticed that it's actually a great feature... but still a bug regardless
i'd love to see it changed back someday, but for now I feel the buff needs to be better
33% gen progression not 50 like what? if someone else is working with you, you literally won't get it
Yea, the amount of gen progress needed to get the ability to activate the perk is still way too high.
CAUTION: MATH AHEAD
Think of it this way: since the amount of time Blast Mine stuns the killer for is 4 seconds after completing half of the kick animation, and nearly every time the killer gets blast mined, they kick the gen afterwards anyway, the total time the killer invests into the kick is 0.9s + 4s + 1.8s = 6.7 seconds. 6.7s is equivalent to about 7.5% of gen time. Now we must take into account that since there is 1 killer and 4 survivors, a killer's time is (at least) worth quadruple the amount of a survivor's time. So if we take that into account, the 6.7s times 4 is 26.8s, or about 30% worth of gen time.
So, considering that the mine is not returned on expiration if not used, it really seems like at the very least Blast Mine should be brought down to 33% gen progress to be fair for both sides from purely a time investment perspective, regardless of the fact that even when Blast Mine's effect does activate it barely meaningfully changes the direction of the game.
So please, please, please. Bring Blast Mine's required charge percentage to 33% if you are unwilling to revert the nerf/bug fix that made Blast Mine unusable again even if the killer never kicked the gen.
I absolutely can't stand this when they decide to make bugs a feature.
I've always a bit despite blastmine. Seeing people upset it was changed just kind of makes me happy I guess.
Hey, it's one less bug to fix...