Eruption is as or even more unhealthy for the game as old Ruin was
First of all, I love the perk as killer but its just unfair, i always use it with call of brine because its the meta and carry games even when u play terribly, but its extremely oppressive for solo q players
Old ruin had a counter, you could get better at hitting skillchecks and if you sucked at it you could tap gens (good old days)... but even then it had a big risk related to it, a totem hex perk so it could be yeeted out of the game...
Meanwhile Eruption not only is a normal perk non totem related wich implies extreme high reward 0 risk since there is little to none requirement to make it work just kick the gen and of course 0 downside, survivors can not remove it or call it wich makes it UNCOUNTERABLE FOR SOLO Q, the consecuence is getting in the "useless status effect" as i like to call it, because literally you get useless for 30 seconds, nothing you can do to help or progress the game in any shape or form, the perk is that strong that can carry bad games and turn them into victorys even when missplayed massively.
the perk needs a change in the same way Ruin was changed and pain resonance even when i didnt even had much problems with this combo since the counter was CLEAR and SIMPLE no counter is found with eruption unless you have a cristal ball OR play with microphones wich of course solo q dont have.
Comments
That is the counterplay. People also said old Pop and Pain Res/DMS had "no counterplay", whilst they gave killers downs left and right. You don't go down constantly, you don't get hit by these perks. It's not that hard to understand. There are more than enough strong loops in maps to where you can easily run the killer for 40+ seconds each time. We can't keep balancing off bad survivors.
Eruption is like the only perk that rewards killers for getting downs. You want to take that away, you once again will be taking away killers' incentive to go for multiple chases.
I mean the only really skillful thing a survivor can do is loop well with what they are given, comp player's are really good at playing efficiently but was it really that hard for them to not go in the direction of other survivors when on comms? Every comp team I have played against which tbf is not more than 4 in the last 5 months that flaunted it openly, had one good chaser and the rest just pre-throw, hold w and split on gens. They are good team's but survivor's most expressive skill is by far looping.
lol he is a delusional streamer catering for a special-minded type of players. I don't blame him, it's his job after all.
However, i would never take him seriously for any balance changes or even advice.
Damn that is not even killer biased that is like not cabable understanding the other side at all. His counter basically only works agains't new killer who can be looped very long time. But if the skill level is more equal survivor will get downed eventually. And in 3 gen scenario even bad killer can easily get eruption value without much effort.
Tru3 had a game today on demo. He was using barbed glasses+lepros lichen on midwich elementary school. Remember that Demo has base-kit pallet break and he is using an add-on that makes you break pallet faster, so in theory, its suppose punish survivor for pre-dropping pallets. The summary of the game was that the survivor team(SWF) just pre-drop every single pallet, the survivor did not loop a single pallet. Tru3 lost with 1 kill, 3 escape. In his opinion, He thinks that skillful play on survivor side is pre-drop pallets and m1 generators. He does not think that killer is skillful role because of the gen speed vs chase hook ratio and pallet design in the game in which Tru3 attributes to SWF being imbalanced.
I am not interested in going into the details. your opinion is closer to mine but my explanation would be different.