3 boons in one map are balanced but Eruption is not?

so you are telling me having 3 circle of healing in a small map (which is basically the whole map ) against a ghost face or any killer that isn't nurse is fair and balanced, and let me remind you no killer has time to deal with it so its just a giant ____ to them

while Eruption a perk that requires the killer to hit the gen and down someone is broken because you can't let go before the killer downs...i mean sure that would come as a surprise the first time but once you know its there, you can easily counter it

im starting to think the only people who complain about it are the ones who are in the game just to genrush or suicide on hook

its literally the same thing as SH:PR just let go, and there you go crisis averted.....but no I MUST GEN RUSH and the killer must not be able to do anything about it

seriously its not even that hidden, if u see a gen regressing, its an obvious sign the killer was there, so just use ur brain and predict that anything could exist

i would understand it would be a little hard if u 3 gen, but again if u 3gen its your team's fault and any mistake the survivors make is a advantage for the killer..or it used to be like that i guess?

Edit : loving all the counters on how Eruption should be nerfed...and the fact that nobody talked about boons being a nightmare, im not gonna say this place is survivor sided or killer but let's just say one side is missing a lot support

Comments

  • Eruption is fine, just not for solos as SWFs can call out "I'm gonna down, let go from the gen NOW".

  • @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270642#Comment_3270642

    I'd really like to see gameplay videos, not an end game result. Let's see how 'high MMR' you actually are

    my dude seriously?

    a SWF that almost sent me to the worst map and with 3 prove thyselfs and u want GAMEPLAY, what gameplay do u want ?

    me getting destroyed and not being able to do anything about it because im being called out left and right?

    and trying to not play with 9 gen regression perks ?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270359#Comment_3270359

    I feel like that's the problem with these discussions. People refuse to think about the low tiers. They literally only think about top tiers or top of mid tiers running the strongest stuff.

    exactly, everyone just thinks about nurse | blight

    forgetting that people do enjoy playing piggy or ghosty which make eruption look so weak since they can't down instantly

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270839#Comment_3270839

    Really? you've been around here long enough to know that's not true. I've seen countless posts complaining about boons, especially COH. Sure, it died down a little after the nerf but they still pop up now and then.

    the main problem with boons is the fact that they are endless and the killers cannot do anything about them, since they don't have time to find them

    CoH shouldn't exists to begin with , free healing in a area that stacks with other healing items is not ok

    and don't even get me started that you can have more than one as if they are hexes

  • to be fair:

    how often do you HAVE 3 boons at once vs how often do you have eruption?

  • @MeltingPenguins said:

    to be fair:

    how often do you HAVE 3 boons at once vs how often do you have eruption?

    i barely with eruption lol

    the one time i played with it was on ghostie in eyrie of crows which didn't do much lol

    and boons are every damn game.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270328#Comment_3270328

    Point being you'll see endless posts about Eruption being OP, but nobody will agree that boons are a bad idea even though they are. "Boons" and "problem" don't get used in the same sentence.

    People constantly complain about boons, hell, one of them was complained about so much that not only did it get nerfed, it got nerfed twice (rightfully so).

    Though really it's just COH that gets called problematic the most.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270337#Comment_3270337

    What aura reading perk consistently shows when a teammate is about to be put into the dying state?

    From time to time when I open my stream, seeing someone adding friend me.

    I believe those are people tried to adding friend me, wait for me accepting friend request, so they can chat to me that "drop your Gen, Im going down in 2sec"

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270839#Comment_3270839

    Really? you've been around here long enough to know that's not true. I've seen countless posts complaining about boons, especially COH. Sure, it died down a little after the nerf but they still pop up now and then.

    i mean i have seen 1 maybe 2 about COH. And im here since june while eruption gets litteraly bombarded right now.

  • @MeltingPenguins said:

    to be fair:

    how often do you HAVE 3 boons at once vs how often do you have eruption?

    how often do you have 1 eruption vs 1 boon?

  • I don't even think Coh is really a problem anymore

    Especially in the way you discribed

    I would be overjoyed the survivors spend 42 seconds gen time setup and then 24 second gentime for each heal as a killer who's power is a oneshot

    You would have probably lost that match without CoH too, only faster

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270823#Comment_3270823

    my dude seriously?

    a SWF that almost sent me to the worst map and with 3 prove thyselfs and u want GAMEPLAY, what gameplay do u want ?

    me getting destroyed and not being able to do anything about it because im being called out left and right?

    and trying to not play with 9 gen regression perks ?

    If this is a high MMR SWF and we are taking your picture as evidence of what a normal game is like, the game is highly killer sided.

    You got a kill with Sadako, generally regarded as one of the weaker killers. If a high MMR SWF, against a weak killer, still loses a survivor, and that's the norm, then yeah, huge problems on the killer balance. It's absurd to say this is an example of you getting "destroyed"

    -

    As for the main topic: as others have covered, eruption is a problem because against comms it is a minor inconvenience, and against SoloQ its devastating. Even if we aren't discussing balance, that is a poorly designed perk.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270917#Comment_3270917

    i barely with eruption lol

    the one time i played with it was on ghostie in eyrie of crows which didn't do much lol

    and boons are every damn game.

    Than this has to be a regional issue. I'm seeing the polar opposite much more commonly:

    No boons (unless I bring them), but eruption galore

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270337#Comment_3270337

    What aura reading perk consistently shows when a teammate is about to be put into the dying state?

    Technically empathy is your best bet

  • @sizzlingmario4 said:

    They're both problems.

    And no, you can't "just let go" to avoid Eruption. With Pain Resonance you can see the aura of the survivor that's about be hooked right before it happens. Eruption has no such tell unless you're in a SWF.

    That's why I've favored there being a similar window for Eruption. A delay between the moment the Survivor is downed and the gen exploding. Enough to allow an alert Survivor to let go, but not do long that everyone can do so with ease. Maybe 0.5-1 sec.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270336#Comment_3270336

    That's why I've favored there being a similar window for Eruption. A delay between the moment the Survivor is downed and the gen exploding. Enough to allow an alert Survivor to let go, but not do long that everyone can do so with ease. Maybe 0.5-1 sec.

    There should be a similar window for Dead Hard. Enough to allow an alert Killer to know when it’s safe to attack. Maybe 0.5-1 sec.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271068#Comment_3271068

    There should be a similar window for Dead Hard. Enough to allow an alert Killer to know when it’s safe to attack. Maybe 0.5-1 sec.

    I'm assuming this is meant as a joke, since Dead Hard isn't relevant to the discussion at hand and the Dab provides exactly that window anyway, but my suggestion is serious.

    After all, it's not hard to know when a teammate goes down. Even if you don't hear the scream or see the aura, you'll see the change in HUD. It also provides a means for soloQ to respond to the perk while, at worst, having no impact on SWFs' ability to do so

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271073#Comment_3271073

    I'm assuming this is meant as a joke, since Dead Hard isn't relevant to the discussion at hand and the Dab provides exactly that window anyway, but my suggestion is serious.

    After all, it's not hard to know when a teammate goes down. Even if you don't hear the scream or see the aura, you'll see the change in HUD. It also provides a means for soloQ to respond to the perk while, at worst, having no impact on SWFs' ability to do so

    It’s not a joke. Eruption and DH are the exact same situation, where the other side doesn’t have a reliable personal way to bypass it. The DH visual q happens 0.0 seconds before the parry window is active, which means the killer doesn’t have a reliable way of knowing when it’s safe to attack if DH hasn’t been used yet, and doesn’t have a reliable way of responding to the visual q of DH, if the visual q happens after they make an attack.

    And the suggested nerf to eruption wasn’t relevant to the discussion either. The point of this forum thread was to show a double standard between CoH and Eruption. Suggesting nerfs to Eruption are completely irrelevant.

  • You see injured survivors, where's the indicator they're about to go down?

    it's still up to lucky guesswork

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271106#Comment_3271106

    It’s not a joke. Eruption and DH are the exact same situation, where the other side doesn’t have a reliable personal way to bypass it. The DH visual q happens 0.0 seconds before the parry window is active, which means the killer doesn’t have a reliable way of knowing when it’s safe to attack if DH hasn’t been used yet, and doesn’t have a reliable way of responding to the visual q of DH, if the visual q happens after they make an attack.

    And the suggested nerf to eruption wasn’t relevant to the discussion either. The point of this forum thread was to show a double standard between CoH and Eruption. Suggesting nerfs to Eruption are completely irrelevant.

    Fair enough on the relevance. CoH has already been nerfed multiple times and nerfing it without affecting the other Boon totms which, by and large, don't have this issue is a trick into itself.

    That makes me think, of the two, Eruption is the bigger and/or more easily solved issue, since it's a single perk, unconnected to any others, and you have the option to either nerf its incapacitare effect or offer some sort of counterplay response to possibly dodge it entirely.

    My feeling is there should be, if not a hard counter (like Shattered Hope) them some option for move/countermove, like Dead Hard currently has to bring it back to your example. Pre-rework they're was Jack-all you could do against a Dead Hard for Distance. Now if the Survivor manages to pull off a Dead Hard against a hit (or pulls a situation that provokes you into hitting them) then you've got move (Killer attack) and Countermove (Dead Hard) or Move (Survivor tried to trick you into hitting Dead Hard) Countermove (you don't take the bait and they waste DH) and, either way, once you know DH is there you can respond accordingly (bait it out, hit anyway, etc)

    Boons, meanwhile, have the option to snuff the Boon or not and/or hunt the boon down. If you're legitimately running into teams with 3 or more frequently, you can toss the harder counters into your build.

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271120#Comment_3271120

    Fair enough on the relevance. CoH has already been nerfed multiple times and nerfing it without affecting the other Boon totms which, by and large, don't have this issue is a trick into itself.

    That makes me think, of the two, Eruption is the bigger and/or more easily solved issue, since it's a single perk, unconnected to any others, and you have the option to either nerf its incapacitare effect or offer some sort of counterplay response to possibly dodge it entirely.

    My feeling is there should be, if not a hard counter (like Shattered Hope) them some option for move/countermove, like Dead Hard currently has to bring it back to your example. Pre-rework they're was Jack-all you could do against a Dead Hard for Distance. Now if the Survivor manages to pull off a Dead Hard against a hit (or pulls a situation that provokes you into hitting them) then you've got move (Killer attack) and Countermove (Dead Hard) or Move (Survivor tried to trick you into hitting Dead Hard) Countermove (you don't take the bait and they waste DH) and, either way, once you know DH is there you can respond accordingly (bait it out, hit anyway, etc)

    Boons, meanwhile, have the option to snuff the Boon or not and/or hunt the boon down. If you're legitimately running into teams with 3 or more frequently, you can toss the harder counters into your build.

    No. That’s not how DH works at all. We are told the counterplay to DH is “just don’t lunge” and “just don’t use certain killer powers”, and that feels terrible. There isn’t an interactive “fun for both sides” counterplay for DH. Some killers are supposed to just stop using their power, and just walk walk walk until they are in point blank range, and that feels terrible.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270554#Comment_3270554

    As a survivor, I’d love to try to adapt where possible. But there isn’t really a way to just adapt to Eruption. Pain Res has a counter you can adapt to. This doesn’t. It’s way too strong of an effect against solos to not have better counterplay. But at the same time it’s far weaker against survivors on comms who can just call out and let go of gens at the right time. That is terrible perk design.

    I would agree with you when it comes to a nerf suggestion like “just put a 5 second delay on Eruption after a down”. Then the perk would be bad because you just let go during the 5 seconds every time and it’d just be the 10% regression and that’s it.

    The way you fix Eruption imo is reducing its duration and replacing the incapacitated with a gen block on all affected gens. Then buff the regression 2 or 3% if needed. Less oppressive against solo players and offers survivors more counterplay as they can still do other actions besides working on that gen, but better against SWFs who can’t let go of the gens to avoid the perk, making its effects more consistent across the board.

    Yeah the perk doesnt have a direct counter but because of its setup and requirement it doesnt massively need an easy counter just a small tweak.

    I personally dont mind versing the perk, the games where i feel it most are games I probably shouldn't win because my team is bad at chases and efficiency on gens.

    I guess I'm an out liar as I dont really hate anything versing any killer stuff. I just wish I could see slingers, Billy etc.

    @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270573#Comment_3270573

    The flashlight change is really because of the flashlight nerf. Flashlights were nerfed because killers complained about “tOxIc cLiCkY” and such, even though the public statement claims accessibility. So because survivors can’t immediately readjust the already precise timing required to obtain a blind or save, the devs had to do something to rectify the problem they created by listening to killers complain.

    That's just a stupid reason. Things shouldn't get buffed because a toxic/BM act which could also cause harm to people with certain conditions gets removed.

    Maybe people should learn the timing and not mess up in the first place OR just keep the flashlight on and swing down then back up to adjust the timing.

    The point is they changed the only skillful thing to be easier and then even buffed it further before we could even test...

  • @crogers271 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270909#Comment_3270909

    If this is a high MMR SWF and we are taking your picture as evidence of what a normal game is like, the game is highly killer sided.

    You got a kill with Sadako, generally regarded as one of the weaker killers. If a high MMR SWF, against a weak killer, still loses a survivor, and that's the norm, then yeah, huge problems on the killer balance. It's absurd to say this is an example of you getting "destroyed"

    -

    As for the main topic: as others have covered, eruption is a problem because against comms it is a minor inconvenience, and against SoloQ its devastating. Even if we aren't discussing balance, that is a poorly designed perk.

    gets one kill with sadako thanks to noed against full on SWF sweaty team

    *killed sided* and its no absurd to say i got destroyed since i felt helpless most of the time

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270839#Comment_3270839

    Really? you've been around here long enough to know that's not true. I've seen countless posts complaining about boons, especially COH. Sure, it died down a little after the nerf but they still pop up now and then.

    At one time that was true, even though it's always been highly contested, but now that CoH has been rightfully nerfed twice, people think nerfing it anymore would be "overkill", or they say the perk's useless. I keep saying, "I notice in matches with boons, it's twice as difficult." I get told to snuff the boon or run Shattered Hope. I have, and guess what? Did not help at all.

    Let's just agree that boons were a bad idea. A single perk that benefits the whole team on a big chunk of the map, and there can be multiple of them, is too strong. Killers can't even keep their hexes; they get destroyed permanently. Infinite hexes for the survivor side never should have been a thing.

  • @Solomonkane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270839#Comment_3270839

    People constantly complain about boons, hell, one of them was complained about so much that not only did it get nerfed, it got nerfed twice (rightfully so).

    Though really it's just COH that gets called problematic the most.

    Haven't really seen any threads complaining about boons in the last 6 months. It's far from constant. Maybe in private conversation they talk about boons that way. But it's not a visible organized effort like it is to get Eruption or Call Of Brine or Overcharge nerfed.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270615#Comment_3270615

    Yeah the perk doesnt have a direct counter but because of its setup and requirement it doesnt massively need an easy counter just a small tweak.

    I personally dont mind versing the perk, the games where i feel it most are games I probably shouldn't win because my team is bad at chases and efficiency on gens.

    I guess I'm an out liar as I dont really hate anything versing any killer stuff. I just wish I could see slingers, Billy etc.

    https://forum.deadbydaylight.com/en/discussion/comment/3270620#Comment_3270620

    That's just a stupid reason. Things shouldn't get buffed because a toxic/BM act which could also cause harm to people with certain conditions gets removed.

    Maybe people should learn the timing and not mess up in the first place OR just keep the flashlight on and swing down then back up to adjust the timing.

    The point is they changed the only skillful thing to be easier and then even buffed it further before we could even test...

    Exactly. Eruption forces survivors to actually play good if they want to win. All these people complaining about Eruption should really be complaining about teammates not being good in chase or efficient on gens. Because guess what? If you give long chases or are efficient on gens, Eruption doesn't do anything. The killer will get to use it maybe 3 times that match. Really confuses me how people consistently go down in like 20 seconds, or take 10 minutes to do gens, with how bad maps still are. The slowdown granted by perks like Eruption gives killers more time to chase, but it in no way helps them chase better, so I don't know what the big issue is.

  • The survivor not knowoing when to let go is part od the design, without eruption is trash, agree

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271138#Comment_3271138

    Exactly. Eruption forces survivors to actually play good if they want to win. All these people complaining about Eruption should really be complaining about teammates not being good in chase or efficient on gens. Because guess what? If you give long chases or are efficient on gens, Eruption doesn't do anything. The killer will get to use it maybe 3 times that match. Really confuses me how people consistently go down in like 20 seconds, or take 10 minutes to do gens, with how bad maps still are. The slowdown granted by perks like Eruption gives killers more time to chase, but it in no way helps them chase better, so I don't know what the big issue is.

    As sad as it is people want to win without trying or playing well... I dont personally get how that's even a thing but in DBDs case its seems the popular opinion.

    Like everyone wanted pain/deadmans needed when they can physically let go of the gen for a second etc.

    Not much I can say tbh, feel like I'm an outcast either way I go lol. I'm a survivor main so killers dont like me, but survivors dont like me because I dont want easy games...

    I'm getting pretty bored of easy win because people can actually play or instant loss because some instant rages or people are just hiding avoiding gens and cant loop even safe tile...

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271064#Comment_3271064

    You see injured survivors, where's the indicator they're about to go down?

    it's still up to lucky guesswork

    That's why I said technically, you can't really get any good info, maybe if you see the aura throw a pallet and how there's always a chance that killer can sneak in the hit because hit registration is a thing, or you can just get off and wait and see 10 seconds, I'm not really sure

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270337#Comment_3270337

    What aura reading perk consistently shows when a teammate is about to be put into the dying state?

    there used to be a perk like that. It used to be calling object of obsession.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270340#Comment_3270340

    Well that's kind of the point. If something is too strong and it's carrying players (in the case of Eruption), it should be nerfed. You try to break the 3 gen early, and those gens get kicked/Eruption'd. You try to work on the gens that aren't kicked after that, and you 3 gen yourself. Trying to play around the perk forces survivors into a terrible position, and it's next to impossible to brute force through the perk because of the massive amount of stall and lack of counterplay around the Incapacitated effect. The whole point is that it's too strong.

    how is 10% regression and 25 second incapacitated carrying killer players? If i am losing to eruption, its because my team has consistently bad chases and is consistently bad at optimizing the objective.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271041#Comment_3271041

    gets one kill with sadako thanks to noed against full on SWF sweaty team

    *killed sided* and its no absurd to say i got destroyed since i felt helpless most of the time

    skill issue

  • This isn't really akin to Eruption. The issue with Eruption is that stops survivors doing core things. There is nothing that stops killers in the same way.

    Having multiple boons in a match is a massive inconvenience... but it's only like killers running a combo of slowdown perks that grand 400% regression, exposed status effects, block gens, expose location and induce great only skill checks. I'd happily reduce the amount of boon type per match to one only, if we are going to get rid of regression stacking too.

  • @[Deleted User] said:

    Let go when? As a solo player, when do you let go of a gen to avoid Eruption? I have yet to see anyone give a reasonable counterplay for solo players. Explain how a solo player will know when to let go of a gen when a teammate is in chase across the map?

    If survivors try to attack a 3 gen early in the game, do killers not kick those gens with Eruption? That's a disingenuous suggestion at best.

    One example I can think of is the obsession. If the little entity marks are moving around them and they are injured, stay off the gen for a bit or as the OP said, go find one that isn't regressing or has been worked on. It's called Game Sense and a LOT of people don't seem to want to use it. It's like doctor's AOE. It has a counter, just be mindful of the passage of time and hide properly.

    I'm not saying eruption isn't wonky as it's designed but there are ways to mitigate it. Also, sometimes the killer needs you off that gen for 25 seconds. It's like DMS. Let both sides have some toys.

  • your opinion has been recorded and will be ignored thank you for submitting it

    also nice name xd

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270338#Comment_3270338

    there used to be a perk like that. It used to be calling object of obsession.

    https://forum.deadbydaylight.com/en/discussion/comment/3270343#Comment_3270343

    how is 10% regression and 25 second incapacitated carrying killer players? If i am losing to eruption, its because my team has consistently bad chases and is consistently bad at optimizing the objective.

    How is ~34 seconds of gen stall out of a single perk that procs on multiple gens *not* carrying a killer? Chases don't happen in a vacuum. And the problem with Eruption is that survivors can run exactly to where they should run in a situation and it just doesn't matter. Unless the killer is flat out less skilled relative to the opponent or the survivors have comms, Eruption erases the killer's mistakes. Perks like that shouldn't exist on either side.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271220#Comment_3271220

    How is ~34 seconds of gen stall out of a single perk that procs on multiple gens *not* carrying a killer? Chases don't happen in a vacuum. And the problem with Eruption is that survivors can run exactly to where they should run in a situation and it just doesn't matter. Unless the killer is flat out horrible relative to the opponent or the survivors have comms, Eruption erases the killer's mistakes. Perks like that shouldn't exist on either side.

    cough dead hard, adrenaline, styptic agent, AHS, off the record and i probably missed more

    but killer has one, NOPE MUST NERF

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271220#Comment_3271220

    How is ~34 seconds of gen stall out of a single perk that procs on multiple gens *not* carrying a killer? Chases don't happen in a vacuum. And the problem with Eruption is that survivors can run exactly to where they should run in a situation and it just doesn't matter. Unless the killer is flat out horrible relative to the opponent or the survivors have comms, Eruption erases the killer's mistakes. Perks like that shouldn't exist on either side.

    what mistake is the killer making when using eruption? Downing survivors? Kicking generators? Furthermore, how is the killer less skilled then their opponent when his opponent is losing chases? The killer perks are suppose to be carrying the killer to victory when their opponent is not successful at the chases.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271348#Comment_3271348

    what mistake is the killer making when using eruption? Downing survivors? Kicking generators? Furthermore, how is the killer less skilled then their opponent when his opponent is losing chases? The killer perks are suppose to be carrying the killer to victory when their opponent is not successful at the chases.

    The benefit far, far, far outweighs the effort put in. It is troubling that so many people don't understand this.

    It would be like if Decisive Strike was given a 30 second stun, and also no deactivation timer.

    Right now Eruption is absolutely hard-carrying killers who use it (especially when paired with call of Brine, which gives the survivors such a lose-lose choice in how to play if the killer closely guards 3 gens).

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271536#Comment_3271536

    The benefit far, far, far outweighs the effort put in. It is troubling that so many people don't understand this.

    It would be like if Decisive Strike was given a 30 second stun, and also no deactivation timer.

    Right now Eruption is absolutely hard-carrying killers who use it (especially when paired with call of Brine, which gives the survivors such a lose-lose choice in how to play if the killer closely guards 3 gens).

    This is just my opinion, but i do not think that eruption is that bad by itself as a perk. I would say its strength is somewhat comparable to old pop goes weasel. it is less regression, but more repair blocking. I would say incapacitated and gen-blocking are around ~1/2 value of normal regression though I do not think I want to explain why. By itself, eruption is fine.

    I think problems where eruption starts to not become fine is overcharge and call of brine. OC and CoB are really toxic perks in the game currently because they effectively abuse map design and generator placement design. Raw regression is somewhat of toxic statistic similar to -action speed where if the numbers are big enough, it becomes too powerful but lower numbers become too inconsequential outside of 3 generator situation because of how much faster survivor can repair generator compare to how slow killer regress them in real-time of the game. When I say real-time game, I mean the general gameplay flow of the killer finding looking a survivor, kicking a gen, pursuit the chase with the survivor, chasing, them putting them on a hook. in this context, these perk are ok. When it comes to OC & CoB, these perks are really not fine. In my opinion, OC & CoB are over-tuned in 3 gens right now and I personally think that both perks need a rework. Eruption is somewhat compounding the problem but it is not the problem itself. Was old pop goes weasel good in 3 gens? Yes. Was it creating unwinnable games by itself in 3 gens? No. I have an idea for how to rework these two perks, but I am not convinced at my idea to rework these perks. I want to make a post about it at around december 15-25 in part due to their new chapter.

    Currently, their upcoming chapter is attempting to release a perk called Potencial Energy.that is supposedly trying to fix 3 gens, but just based off my gut feeling, I have feeling that nobody in soloq is going to use the perk and the 3 gen problem will still remain. SWF might use it but I guess we will just have to see. I could be wrong and the perk becomes like top meta with like 30% pick-rate but judging from my ptb experience, the perk did not impress me.

1 2 ›