A Small QoL Tweak to Eruption (and Overcharge)
Generators should reset hen they hit 0% progress. As in lose effects from regression perks like Eruption and Overcharge. (But not Surveillance because its an information perk not a regression perk.)
If a generator reaches 0% progress the regression perk has done its job. These perks should not have the "cherry on top" effect. For Eruption its cherry on top effect is a frustratingly painful hemorrhoid.
If a survivor knows the killer has Eruption and happens on a generator that is near zero percent progress they should be able to wait for the gen to actually hit zero and let it reset before working on it. Even with this counterplay the killer would still be getting Eruption value. Eruption would still be an insanely strong perk with this tweak.
Pre-6.1.0 Overcharge having a skill check on a 0% progress generator was fine because back then its only function was that skill check. Post-6.1.0 the skill check has become a secondary effect with its primary effect being faster regression. It should lose the secondary effect, the skill check, if its primary effect of faster regression completes its job of regressing a gen to zero. But whatever, Overcharge is ok as it is. At least a survivor has a chance to hit the skill check which is counterplay.
Killers are stacking regression perks like Pain Resonance and Call of Brine with Eruption so generators are often hitting zero progress only to still be affected by Eruption. If the killer is doing well and and their regression perks are doing their job of keeping gens unprogressed the survivors are often already in an extremely difficult to hopeless match. Desperately trying to bang out a gen from zero to try to regain a chance of more than just a hatch escape only to get hit with Eruption results in a "F THIS GAME" moment of frustration. It just shouldn't be in the game.
Comments