Eruption is overtuned

This perk is the bane of solo-q survivors you are incapacitated for 25secs and the perk itself has a 30 second cooldown. Also you can proc it by downing someone by any means. The cool down is so short that by the time you down someone hook them and get to a gen it’s ready for to go.

i feel the cooldown needs to be longer or the incapacitated needs to be shorter

And even as killer this perk has won me games that I should not have because I held a 3 gen with eruption and SH:Pain Res as my only slow downs

and those games can go on for long time especially if the survivors have Boon:Circle Of Healing

Comments

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264348#Comment_3264348

    If people want to complain about eruption, then that’s fine. But arguing that eruption should be nerfed because it affects solo q more than SWF, isn’t a valid argument.

    For starters, it just means the solution is to make eruption give an AoE incapacitate, or make it incapacitate anyone that repaired an affected generator in the last X seconds, so that it affects solo q and SWFs a lot more equally.

    Everything is easier in a SWF, because voice communication breaks core game mechanics. But we shouldn’t be nerfing perks just because SWFs are playing in easy mode.

    The devs can’t just forget about soloq it’s what makes majority of their player base and remember when the game first came out this game was supposed to be a stealth/hide and seek game so the “core game mechanics” are outdated that’s why they are giving QOL improvements and buffs for soloq

  • @Jackal7879 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264420#Comment_3264420

    The devs can’t just forget about soloq it’s what makes majority of their player base and remember when the game first came out this game was supposed to be a stealth/hide and seek game so the “core game mechanics” are outdated that’s why they are giving QOL improvements and buffs for soloq

    It doesn’t matter if you think the core game mechanics are outdated. They are still in the game, and SWFs are still bypassing them.

    And eruption existing doesn’t mean BHVR “forgot about solo q”. It just means the perk was designed to be a surprise, and SWFs are bypassing the intention of the perk.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264504#Comment_3264504

    It doesn’t matter if you think the core game mechanics are outdated. They are still in the game, and SWFs are still bypassing them.

    And eruption existing doesn’t mean BHVR “forgot about solo q”. It just means the perk was designed to be a surprise, and SWFs are bypassing the intention of the perk.

    So then by that logic boon:COH (100%) wasn’t busted because it was supposed to make you heal faster

    MOM that wasn’t op it was supposed to give you a free health state

    DH it was supposed to make you avoid damage and give a dash for distance that was the point of the perk

    So why were killers complaining about all this perks they did what they were supposed to do so why did get nerfed

  • @Jackal7879 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264511#Comment_3264511

    So then by that logic boon:COH (100%) wasn’t busted because it was supposed to make you heal faster

    MOM that wasn’t op it was supposed to give you a free health state

    DH it was supposed to make you avoid damage and give a dash for distance that was the point of the perk

    So why were killers complaining about all this perks they did what they were supposed to do so why did get nerfed

    Let’s recap…

    ”A perk shouldn’t get buffed just because it’s easier for SWFs to deal with it”

    Perks getting nerfed have nothing to do with the above statement.

  • I was thinking that maybe a solution could be that every time someone gets down, the people working on the generator gets a hard skill check and if they fail, they get incapacitated for 15 seconds, but only the person who fail, if you don’t fail you get nothing, but the regression still there

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264521#Comment_3264521

    Let’s recap…

    ”A perk shouldn’t get buffed just because it’s easier for SWFs to deal with it”

    Perks getting nerfed have nothing to do with the above statement.

    They point off that post was if you’re up against something that you feel has no counter play that match just leaves a boring bad taste in your mouth like for example old DH MOM COH it feels unfair and bad to go against like old DS and unbreakable for killer eruption COB SH:Pain Res because if the killer has a 3-gen with this perks the game is gonna last forever and there is nothing for the survivors can really do in a swf and most importantly soloq depending on some other variables like the killer or add-on or other perks as mentioned and whichever side had to go through that and won they can’t even be happy about because at that point it feels like a chore then playing a game for fun

  • @Jackal7879 said:

    This perk is the bane of solo-q survivors you are incapacitated for 25secs and the perk itself has a 30 second cooldown. Also you can proc it by downing someone by any means. The cool down is so short that by the time you down someone hook them and get to a gen it’s ready for to go.

    i feel the cooldown needs to be longer or the incapacitated needs to be shorter

    And even as killer this perk has won me games that I should not have because I held a 3 gen with eruption and SH:Pain Res as my only slow downs

    and those games can go on for long time especially if the survivors have Boon:Circle Of Healing

    Eruption is strong but it's not overturned, y'all just want every killer perks to be bad and every survivor perk to be overpowered, if your teammates don't go down constantly then Eruption doesn't get much value and it's easily countered by SWF.


    If you just want to gen-rush then open the gate to escape after a 5 minutes match you can just say that, killers need good gen slow-down perks because killer players cannot rush hook states, maybe you should get better at gen-rushing or bring toolboxes, stop crying because it isn't a cakewalk for you.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264348#Comment_3264348

    If people want to complain about eruption, then that’s fine. But arguing that eruption should be nerfed because it affects solo q more than SWF, isn’t a valid argument.

    For starters, it just means the solution is to make eruption give an AoE incapacitate, or make it incapacitate anyone that repaired an affected generator in the last X seconds, so that it affects solo q and SWFs a lot more equally.

    Everything is easier in a SWF, because voice communication breaks core game mechanics. But we shouldn’t be nerfing perks just because SWFs are playing in easy mode.

    The argument shouldn't be

    "Nerf it because it affects solo Q more than swf"

    The argument should be

    "It should be changed because the main way of avoiding it mostly comes from being in a SWF".


    Like I understand the rationalte some people have put forward about not going down, but that's an unrealistic expectation. Nobody plays perfectly. Ever.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264420#Comment_3264420

    The argument shouldn't be

    "Nerf it because it affects solo Q more than swf"

    The argument should be

    "It should be changed because the main way of avoiding it mostly comes from being in a SWF".

    Like I understand the rationalte some people have put forward about not going down, but that's an unrealistic expectation. Nobody plays perfectly. Ever.

    It still means the solution is to buff eruption so it affects SWFs as much as solos.

    The main way of avoiding eruption involves third party software that bypasses core game mechanics. That should never be used as an excuse to nerf a killer perk.

  • I'm a killer main with 90/10 time on killer/survivor. I'm just dropping my opinion in here: yes, Eruption is absolutely overtuned. I believe that quad slowdown in general is a particularly aggravating build to go up against on most killers, and can carry even some terrible killers to victory if they camp a 3 gen against an uncoordinated solo Q, but I also believe that individually, a lot of the gen regression/slowdown perks are entirely fine. To include COB, Overcharge, Pain Res, Jolt, Ruin (this one is actually underpowered imo), Pop, and Oppression. However, Eruption is far too powerful, even on its own, but becomes ridiculously oppressive when combined with some of the above.

    The current optimal gen regression meta has evolved from having passive regression to active regression in the form of kicking gens with Call of Brine/Overcharge and topping it off with Pain Res. This playstyle is fine enough to go up against: Call of Brine/Overcharge can be pressured by tapping the gen, and Pain Res requires a hook. Eruption, however, synergizes far too well with these perks, on top of being very powerful on its own. 25 seconds of slowdown per person hit by the explosion, on top of the 9 seconds per generator kicked, is simply far, far, far too punishing. The cooldown is essentially meaningless as well; by the time you pick up, walk to a hook, hook the person, and get back into position to kick a gen, you're likely at 10-15 seconds left and can afford to wait it out. It's a perk that is far too oppressive on its own, and becomes absolutely busted when combined with other gen reg perks.

    The solution, in my opinion, is to slightly crank up the gen regression portion (12-15%) and either drop the Incapacitated down to something very small (5 seconds at most) or remove it entirely.

  • @Jackal7879 said:

    This perk is the bane of solo-q survivors you are incapacitated for 25secs and the perk itself has a 30 second cooldown. Also you can proc it by downing someone by any means. The cool down is so short that by the time you down someone hook them and get to a gen it’s ready for to go.

    i feel the cooldown needs to be longer or the incapacitated needs to be shorter

    And even as killer this perk has won me games that I should not have because I held a 3 gen with eruption and SH:Pain Res as my only slow downs

    and those games can go on for long time especially if the survivors have Boon:Circle Of Healing

    This perk is not the problem. The problem is that solo q needs a buff and swf needs a nerf. I almost always play on solo q and the difference between this and swf is as big as a whale. I have no idea of how to do it though, except for the in-game voice chat.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266007#Comment_3266007

    It still means the solution is to buff eruption so it affects SWFs as much as solos.

    The main way of avoiding eruption involves third party software that bypasses core game mechanics. That should never be used as an excuse to nerf a killer perk.

    Playing a game with your friends does not bypass core game mechanics

    And It's not an excuse to nerf a perk, the perk itself is just badly designed; the only way you can reliably avoid a crippling penalty is by either sitting around doing nothing until a teammate goes down or playing the game with friends who also happen to be on voice comms

    That's hilariously bad design imo

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266034#Comment_3266034

    Playing a game with your friends does not bypass core game mechanics

    And It's not an excuse to nerf a perk, the perk itself is just badly designed; the only way you can reliably avoid a crippling penalty is by either sitting around doing nothing until a teammate goes down or playing the game with friends who also happen to be on voice comms

    That's hilariously bad design imo

    Playing a game with your friends does not bypass core game mechanics. Using voice communications to relay game information to your teammates is bypassing core game mechanics.

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