The way eruption is carrying killers in solo q is actually insane

I would consider myself high mmr survivor based on the type of killers I face and sweaty teamates I get (sometimes of course this won't be the case and I will get your average self care Claudette and Bill who will run from the opposite side of the map to farm me) and the amount of times this perk straight up changed the outcome of the match is actually unbelievable and those were matches where everyone was doing good so the killer was not some noob and my teamates had a brain

it's basically at the most tense point of the match 1/2 gens left some people are on death hook, we have someone running the killer with limited pallets left and the rest of us are being smart by staying injured and just pushing those last 1/2 gens that are at 80-90% and then bam - the killer gets the down and 25 seconds no one can do #########


as everyone here with experience in this game knows, every second in the match is crucial, especially near the end where everyone must play perfectly if it's a close call.


This perk needs to change, it's way too powerful, it should be either just 10% off the gen or just the status effect, but both is borderline oppressive

Comments

  • bbbbut SWF!!!??? - literally 80% of the survivor player base are solo q players

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289723#Comment_3289723

    1. dont get 3 genned
    2. check how long it approx. takes for your teammates to get down. if someone gets down in quick succession after the 1st hit hes probably a bad looper
    3. if a killer is chasing another survivor you can see if he gets injured, if youre sitting on a gen he kicked, go search for another or wait until the other surv is downed.
    4. if you get incapitated by errutpion, go search for other gens, check where exit gates are, search hexes, make way to the hook, check which tiles are still up on pallets, check where basement is, get freakin information! If you decide to stand at the gen for 20 sec and look at it, crying about how unfair erruption is, thats your choice...
    5. maybe get the killer to chase you next? so others can do gens, bcs you are actually a good survivor and youre not going down so fast right? bcs you had time, to check for active tiles, you are able to loop the killer so good, that your teammates can finish the errupted gens :)

    Surv Mains crying for every effective killer perk to get nerfed bcs they still cannot win with all the handholding the devs give them.

    Do you even want to play the game? Or do you wanna `watch the "I Win every match" Simulator?

    1- like getting 3 gen did not depend on map and killer. If you get a map where 3/4/5 gens spawn together, good luck with not getting 3 genned

    2- what? How can you even predict that? I had games where i could loop the killer for 30 sec, and then for 1min or 2 min after. The chase duration can vary by map, pallets, killer and surv perks, looping experience. The amount of factors and possibilities you have to consider is enormous.

    3-And that is the problem with eruption, you either lose time getting hit by something you cant predict, or you lose time abandoning your half repaired gen so that you can avoid being hit. And as the match progresses, you are exponentialy losing the chance to "go for another gen" as by endgame it is common that the 3 gens remaining are kicked.

    4- That is the same as going 'spectator mode' as you cant do anything anyway.

    5- and? This game is balanced about survivor getting downed eventually. And you dont need every survivor to be a god looper because of one overtuned perk.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290143#Comment_3290143

    2- If I get down in 20sec in chase, means my teammate should stop doing Gen after 19sec because Im bad at loops. But for some luck Im able to make a 60sec chase. Which mean my teammates should wait for 41sec to not get 25sec Incap?

    3- If my Gen A is 60%, I should go for another 0% Gen B, after I do Gen B 60%, killer passes by and kick Gen B, so I should go to Gen C 0%?

    4- I realized I should not making explaination after reading this.

    4- Correct, you shoudlnt have replied. You dont want solutions, you want excuses!

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290143#Comment_3290143

    "Dont Get 3-Genned"

    https://us.v-cdn.net/6030815/uploads/ESU3D0T0Y51I/screenshot-28182-29.png

    Killer spawned right by a 4-gen and never left it the entire match (generator at the loop I am hooked at, generator by the rock to the right, generator in a loop further to me left, and a generator by mini shack). How is it my fault when they refuse to leave the area since the start of the match?

    Worst part is, this happens so often. Ive been having A LOT of matches that play like this. Trying to break the 3-gen does nothing since either way you are still 3-genned. But again, dont sit here and say that is it always the survivor's fault, because guess what, sometimes it actually isnt, I know, a hard concept to understand.

    (Also no, the Spirit was not phasing either, I was being camped on hook since all the generators were visible from her location.)

    Ask Killers how often they play hex builds and survs spawn immediately near their hexes, without ANY chance of the killer to defend them.

    Is that fair or fun? certainly not! Is your situation fun? ofc not. But its RNG sometimes its in your favour, sometimes its not.

    Most of the time it is in Favour of survs. Simply by the fact most bad RNG doesnt even affect survs that much.

    Multiple generators spawning to close is literally the only one that is really affecting.

    Use the new energy perk of vittorio. Pump it up at the second to last gen and release it in the 3gen, it really isnt that difficult.

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290150#Comment_3290150

    4- Correct, you shoudlnt have replied. You dont want solutions, you want excuses!

    image.png

    I will just sitting here watching killers making excuses to defend this perk.

  • @Sally_S_gay_son said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290137#Comment_3290137

    please stop quoting me with your deflections, I am not here to talk about dead hard, SWF or differences between sides

    I am talking about solo q, the mode me and most of the other players base plays, SWF has been broken against most killers since the game started and it's a completely different topic that I really do not care to discuss in this thread

    This is a pure fact = you cannot tell when your teammate will go down in solo q because there's no way to, bond/empathy will not tell you this

    This is the opinion that most of us share - because of the mentioned fact eruption makes the game for solo q players unfair and oppressive because the punishment it gives in close matches is way too big and titles the side way too much in killer favor when otherwise it would not without anything that can be done against it

    (once again before you deflect I am not talking about bad teammates that will go down even if the killer is perkless)

    your clear PTSD of losing 1 match a month against a good swf and projecting this on refusing to understand why solo q survivor role sucks while probably stomping on those same solo q players all the time really does not interest me

    all of this while I mentioned pages ago that Eruption against SWF is useless so SWF was not even taken into consideration when this perk was changed obviously lmao

    I quote you as often as I want. And as often as you write that BS that you do!

    This is exactly the point. YOU are talking about your PoV, viewing it out of YOUR angry surv main angle and nothing else.

    As long as you dont take 2-3 steps back and view the bigger picture, you wont even be able to scrath the surface of a balance discussion. You got tunnel vision, thats it...


    The opinion that "most of us" share? I doubt that. Just bcs you and the other surv mains that barely play any Killer games at all got the time to cry over reddit and forums, that doesnt make you a mojority. Just bcs your voices are loud doesnt mean you are a majority in numbers. As long as there is no statistical evidence of that matter its just your subjective view of things. nothing more nothing less!


    You obv didnt even understand what I wrote. I know that soloq is frustrating at times. But the solution is not nerfing EVERY usable Killer Perk into the ground. (like ruin/pop/etc) And its not only SWFs, like I said already, even competent SoloQ Survs are almost undefeatable if not matched with an S-Tier Killer.

    So how is my "PTSD of losing 1 match a month against a good SWF" less worth than your "PTSD" of being incapacitated for 20 secs bcs you clearly fcked up ingame? Again, Hypocrisy!

    Your putting your fun and your enjoyment over the others while expecting THEM to care for you!

  • When hags swamp creature outfit was on the tome I played wraith and just made a 3 gen. Didn't even use the meta perks cause I didn't have them unlocked. Was a easy win. And those dudes knew how to use flashbangs my lord. I probably have one hour as killer.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290188#Comment_3290188

    And I would absolutely say that there are many survivors who have escaped even though they probably didn't deserve to just because they queued up in a group. I'd rather those extreme advantages be lessened for both sides. I don't want to have to face a strong SWF using the Crow map just as much as I don't want to face Eruption. Both give undeserved advantages and wins.

    Obviously there are some things the devs can do to weaken SWF without weakening the already super weak solo queue, like making items and perks not stackable, or even restricting the number of perks a 4-man can use. I hope they do.

    The thing is, I don't see any pushback when people say SWF is too strong. It is fact. It should be fixed. But in these eruption threads, and in nurse threads there is a fair amount of pushback which doesn't make much sense. Both sides have broken things. The sooner people accept that and try to alert the devs the better for game health.

    But this is the point. You will never get out of the circle of "This is to strong and that is to strong" if you dont balance SoloQ and SWF.

    As Butchering SWF to a point where it feels like SoloQ is not an option, the way to go should be Giving SoloQ enough information and abilities to communicate to alleviate the difference between SWF and Solo.

    From there it is WAY easier to balance Killer and Surv perks/addons/abilities as you dont have to think about the fact that one have a ton of information and the other doesnt.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290143#Comment_3290143

    1- like getting 3 gen did not depend on map and killer. If you get a map where 3/4/5 gens spawn together, good luck with not getting 3 genned

    2- what? How can you even predict that? I had games where i could loop the killer for 30 sec, and then for 1min or 2 min after. The chase duration can vary by map, pallets, killer and surv perks, looping experience. The amount of factors and possibilities you have to consider is enormous.

    3-And that is the problem with eruption, you either lose time getting hit by something you cant predict, or you lose time abandoning your half repaired gen so that you can avoid being hit. And as the match progresses, you are exponentialy losing the chance to "go for another gen" as by endgame it is common that the 3 gens remaining are kicked.

    4- That is the same as going 'spectator mode' as you cant do anything anyway.

    5- and? This game is balanced about survivor getting downed eventually. And you dont need every survivor to be a god looper because of one overtuned perk.

    1- Like I said earlier, thats RNG. Its not always in your favour. But if you play surv most of the time, its more often in your favour than not!

    2- So youre telling me that you could estimate the playstyle of your teammates better over time and with experience and therefore get out of the way of erruption if you have game knowledge? Oh no what a bad thing!

    3- You lose time, exactly. Thats the point. And why is that bad? There are tons of perks that make you lose time on both sides. You just have to know how to use that "lost" time the best you can. If you dont have a 3 gen and there are more than 2 survs remaining it is practically impossible for the killer to keep all 3 gens kicked while chasing a survivor without one of the gens getting popped.

    4- You say so. Under 2 you complained about the information you need to counter erruption, but here you prefer to not get information at all bcs why exactly? You dont want to get out of your way to win. You want to hold m1 for 90 sec and thats it....

    5- Right, eventually. In the current state of the game, looping a killer for 3-4 gens is not a "rarity" its the freakin standart. With the amount of good loops/pallets and 2nd Chance perks you are really bragging over one good killer perk that requires time and effort to play around?

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290155#Comment_3290155

    Ask Killers how often they play hex builds and survs spawn immediately near their hexes, without ANY chance of the killer to defend them.

    Is that fair or fun? certainly not! Is your situation fun? ofc not. But its RNG sometimes its in your favour, sometimes its not.

    Most of the time it is in Favour of survs. Simply by the fact most bad RNG doesnt even affect survs that much.

    Multiple generators spawning to close is literally the only one that is really affecting.

    Use the new energy perk of vittorio. Pump it up at the second to last gen and release it in the 3gen, it really isnt that difficult.

    I literally have no problems with any other killer perk even as a solo q player, my frustration only lies with Eruption because it is way overturned and the game does not give you any help to deal with it, I am literally talking about Eruption only, I am not really sure how many times I have to explain this. I also literally wrote that even if Eruption is not changed solo q players need something to deal with it then, coms / ping system anything - the only point of my thread is for the devs to realize that the weakest role in the game needs help and not to get kicked while down whit this perk (highest picked killer perk atm)


    What bigger picture are you referring to? That lack of solo q help is miserable and made even more miserable because of lack of coms by this perk or the fact that SWF are not touched by this perk at all? Like I do not understand why you constantly bring this entire attitude of survivor mains = bad when my point is to discuss this one perk and nothing else, like the devs changed stuff, escape rates are now in killer's favour when counting swf as well, is it maybe time now to look at solo q and make sure opressive perks like these do not go live now that we helped killers?



    I meant most of in this thread - it's a fact.

    What other killer perks I asked to be nerfed ? lmao

    Because you losing one match against a good swf is literally one time thing that clearly does not help your judgment when it comes to the actual situation of the game - where the majority of solo q players are frustrated and think this perk is bs because of lack of counterplay

  • @Sally_S_gay_son said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290184#Comment_3290184

    why are you even talking about those perks omg, sure it's a good combo but literally irrelevant to the discussion

    Also sure 3 gen can be controlled in solo if you say so, the problem is not even 3 gen the problem is this perk and its lack fo counter for solo q players (please let me remind you that in the gen kicking meta chances are killer will at that point of the match kick all the gens regardless when there are since there are few left to kick)

    Also, lets remember that we are in solo, you are at 90% of the gen, someone is running the killer straight to you because they do not know you are there and then killer stops kicks it and what then? Just leave the gen forever? Don't you understand how stupid that is, even if we take other gen kicking perks out of the equation

    the struggle and defecltion to admit solo q players are literally getting ######### on because of this perk and only them and that it's change / nerf would truly help the weakest role in the game that is also the majority is truly sad

    these people are not even satisfied with their 95% win against solo q players they want their 100% win rate 😂

    Your Title literally complains about a Killer perk that "carries" them through games.

    You cannot complain about ONE Killer Perk that carries while the other Side has COUNTLESS Perks carrying them, for years!


    You want easier games! Just admit it at this point...

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290361#Comment_3290361

    Your Title literally complains about a Killer perk that "carries" them through games.

    You cannot complain about ONE Killer Perk that carries while the other Side has COUNTLESS Perks carrying them, for years!

    You want easier games! Just admit it at this point...

    exactly one killer perk should not be able to have this much impact on the match, just like how one survivor perk should not be able to (so old dead hard, old ds etc)

    I do think Eruption carries the match and changes the outcome way too many times, hence the need to make this thread and discuss it with other people.

    As far as I am aware all crutch perks have been nerfed and changed on the survivor end, people only got better with using new DH I guess, the survivor meta does not exist anymore that is consistent and reliable like the combo of ds/dh/unbreakable/iron will was

    SWF being able to abuse the game and rig it in their favour is a problem but I am not really sure how does nerfing them exactly solves the solo q problem I am discussing here so your constant mention of swf is really confusing me


    I do not want easier games, I actually have no problem facing Blights and Nurses (literally made a thread about it), my only problem is this oppressive perk making games super frustrating and feeling like I am constantly being robbed of my time with nothing I can do about it aside from playing with other people on coms

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290376#Comment_3290376

    1- Like I said earlier, thats RNG. Its not always in your favour. But if you play surv most of the time, its more often in your favour than not!

    2- So youre telling me that you could estimate the playstyle of your teammates better over time and with experience and therefore get out of the way of erruption if you have game knowledge? Oh no what a bad thing!

    3- You lose time, exactly. Thats the point. And why is that bad? There are tons of perks that make you lose time on both sides. You just have to know how to use that "lost" time the best you can. If you dont have a 3 gen and there are more than 2 survs remaining it is practically impossible for the killer to keep all 3 gens kicked while chasing a survivor without one of the gens getting popped.

    4- You say so. Under 2 you complained about the information you need to counter erruption, but here you prefer to not get information at all bcs why exactly? You dont want to get out of your way to win. You want to hold m1 for 90 sec and thats it....

    5- Right, eventually. In the current state of the game, looping a killer for 3-4 gens is not a "rarity" its the freakin standart. With the amount of good loops/pallets and 2nd Chance perks you are really bragging over one good killer perk that requires time and effort to play around?

    First of all, we are talking about counters to eruption. Now

    1- if you depend on gen RNG or be matched against a certain killer, then it is not a counter. So saying "dont get 3 genned" is meaningless when you have good chances to be 3 genned without the survivors' fault.

    2- What i am tell you is that, especially in soloQ, is impossible to know how long can a random teammate last in a chase because it is required for you to know an excessive amount of factors that you cannot realisticaly measure. As i said before, chases depends on map, how many pallets, looping skills, killer perks, survivor perks, luck, items, killer addons. It is nonsense to say that you can see all this and correctly measure the length of a chase while repairing on other side of the map.

    3- But the problem is not simply "losing time". It's the amount of time you lose for a single activation. Other popular perks like pain res makes you lose 10-15sec per hook but eruption punishes you for a whopping 40sec, and leaving a half repaired gen to find a new one can set you back even more.

    4- what use can i do with the information i get AFTER eruption activates?

    The point in 2 is getting info BEFORE you are hit so you can prevent the hit.

    5- Looping the killer for 3-4 gens is the standard? Really? that is just delusional. If survivors could pull that off as frequent as you make it sound, kill rates would plummet. We would be talking less than 30% killrate

  • I'd like easier games please and thank you. Nowadays everyone's sweating.

  • You know, this recent trend of discussing how overpowered Eruption is has been surprising to me. At first, during the RE release, I thought that this perk was cool in concept but very hard in practice ESPECIALLY for Killers that have a hard time with traversal.

  • @Sally_S_gay_son said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290460#Comment_3290460

    exactly one killer perk should not be able to have this much impact on the match, just like how one survivor perk should not be able to (so old dead hard, old ds etc)

    I do think Eruption carries the match and changes the outcome way too many times, hence the need to make this thread and discuss it with other people.

    As far as I am aware all crutch perks have been nerfed and changed on the survivor end, people only got better with using new DH I guess, the survivor meta does not exist anymore that is consistent and reliable like the combo of ds/dh/unbreakable/iron will was

    SWF being able to abuse the game and rig it in their favour is a problem but I am not really sure how does nerfing them exactly solves the solo q problem I am discussing here so your constant mention of swf is really confusing me

    I do not want easier games, I actually have no problem facing Blights and Nurses (literally made a thread about it), my only problem is this oppressive perk making games super frustrating and feeling like I am constantly being robbed of my time with nothing I can do about it aside from playing with other people on coms

    Oh really? you wanna talk about hook sabos that make ppl not hookable if executed right bcs their wiggle status is not regressing anymore? Basically making them Immune?

    You wanna talk about OtR which gives you undetectability from EVERY aura reading perk/addon in the game, makes you non hearable in close proximity AND gives you endurance for 80 FKN SECONDS? and all that for LOSING a chase? Thats not even an achievement...

    You want to talkt about one of the strongest perks in Surv Meta, Borrowed Time, which got Enhanced AND gave to all Survivors for free?

    Shall we continue down the list of perks that can Change the outcome of the game in survivors favour by simply having them? no skill involved?

    At this point, Its really hard for me to take you serious...


    Again, for the third time, I NEVER said to nerf SWF... NEVER... are you even reading and understanding what Im typing?


    There are several ways of outplaying Erruption in Solos as I mentioned. But you dont aknowledge that as it is not easy enough. It takes practice and game knowledge but you dont want to get better...

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290361#Comment_3290361

    Your Title literally complains about a Killer perk that "carries" them through games.

    You cannot complain about ONE Killer Perk that carries while the other Side has COUNTLESS Perks carrying them, for years!

    You want easier games! Just admit it at this point...

    Considering my solo escape rate hovers between 20-25%, with killers averaging close to 3 kills, yes I'd like some easier games please.

    73hhgs.jpg


  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290464#Comment_3290464

    Oh really? you wanna talk about hook sabos that make ppl not hookable if executed right bcs their wiggle status is not regressing anymore? Basically making them Immune?

    You wanna talk about OtR which gives you undetectability from EVERY aura reading perk/addon in the game, makes you non hearable in close proximity AND gives you endurance for 80 FKN SECONDS? and all that for LOSING a chase? Thats not even an achievement...

    You want to talkt about one of the strongest perks in Surv Meta, Borrowed Time, which got Enhanced AND gave to all Survivors for free?

    Shall we continue down the list of perks that can Change the outcome of the game in survivors favour by simply having them? no skill involved?

    At this point, Its really hard for me to take you serious...

    Again, for the third time, I NEVER said to nerf SWF... NEVER... are you even reading and understanding what Im typing?

    There are several ways of outplaying Erruption in Solos as I mentioned. But you dont aknowledge that as it is not easy enough. It takes practice and game knowledge but you dont want to get better...

    Hook sabos? Who is doing hook sabois in solo q? Like it happens once in 100 matches, it's mostly for throwing game and for it to work it requires COORDINATION

    OTR - the perk that was nerfed to not work end game (when you actually need it the most and the perk that does not stack with BT / endurance so if the killer wants to tunnel you OTR won't do ######### lmao - this is actually clear indicator you have no idea what you are talking about when it comes to survivor side of things

    BT is not even used anymore and if the killer wants to tunnel you they will, DS nerf made sure of that, yes it was step in the right direction to not get downed when unhooked, but if you think it helped people not to get camp and tunneled at 5 gens it did not ( I am not even saying this as a negative or a positive, the killer can play how they want but this is a fact)


    And once again none of this has anything to do with what this thread is about, you are purposely throwing us vs them arguments about how ''OP Survivors are'' and listing some other things in the game which have nothing to with the thread

    What are the ways to outplay Eruption without comms?

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290456#Comment_3290456

    First of all, we are talking about counters to eruption. Now

    1- if you depend on gen RNG or be matched against a certain killer, then it is not a counter. So saying "dont get 3 genned" is meaningless when you have good chances to be 3 genned without the survivors' fault.

    2- What i am tell you is that, especially in soloQ, is impossible to know how long can a random teammate last in a chase because it is required for you to know an excessive amount of factors that you cannot realisticaly measure. As i said before, chases depends on map, how many pallets, looping skills, killer perks, survivor perks, luck, items, killer addons. It is nonsense to say that you can see all this and correctly measure the length of a chase while repairing on other side of the map.

    3- But the problem is not simply "losing time". It's the amount of time you lose for a single activation. Other popular perks like pain res makes you lose 10-15sec per hook but eruption punishes you for a whopping 40sec, and leaving a half repaired gen to find a new one can set you back even more.

    4- what use can i do with the information i get AFTER eruption activates?

    The point in 2 is getting info BEFORE you are hit so you can prevent the hit.

    5- Looping the killer for 3-4 gens is the standard? Really? that is just delusional. If survivors could pull that off as frequent as you make it sound, kill rates would plummet. We would be talking less than 30% killrate

    1- This is the Point I make throughout this argument. You have to take a view of the bigger picture of the game. Erruption is not the Problem. The whole imbalance of the game is. RNG in this case is a huge part of it. Complaining that, sometimes, you get harder games bcs of bad Gen RNG is hilarious compared to the other side, that gets ripped of many Perks/Playstyles (namely hexes) bcs bad RNG will completely strip them of their Perks without any chance of counterplay. And thats just one example...

    2- It is impossible to pinpoint exactly. I get that and that is the point. You get an estimate. You get to read Players. Killers do this all the time within split seconds (e.g. range killers aiming and reading survs dodge paths). Takes time, takes practice but rewards.

    3- Exactly and that is the point of the perk. Just like BNPs and Prove Thyself can finish a gen without the killer even finding the first survivor. If you know the Killer has erruption and you get on a gen that is regressing you basically know what you have to expect so you either got the chance to wait till your Teammate is down OR you gamble and repair and hope hes good at looping. Its not like you dont have the choice. And like I said, there are a million things you can do while youre incapacitated. But most survs prefere to stand infront of the gen and wait. This is YOU adding way more value to the perk than it has. You all complain about missing information you dont have. Yet if you have the time to gather this information you refuse to...

    4- If I have to tell you, what to do with information like remaining pallets, gen spawns, totem spawns, tile spawns, exit gates, basement spawn, etc. I suggest you do some research...

    5- I dont know how often you watch streams or spectate other players, but literally every game without corrupt or deadlock means literally 2 gens down before your first hook at bare minimum. As survivors throwing millions of map offerings like eyrie, giddeon or garden of joy with infinites and recently fat shaming spots that turn good loops into god loops, 3-4 gens before your first down becomes more and more common. Which makes Erruption even more important. Bcs these 40 seconds may make the difference between lose or draw or even a win...

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290488#Comment_3290488

    1- This is the Point I make throughout this argument. You have to take a view of the bigger picture of the game. Erruption is not the Problem. The whole imbalance of the game is. RNG in this case is a huge part of it. Complaining that, sometimes, you get harder games bcs of bad Gen RNG is hilarious compared to the other side, that gets ripped of many Perks/Playstyles (namely hexes) bcs bad RNG will completely strip them of their Perks without any chance of counterplay. And thats just one example...

    2- It is impossible to pinpoint exactly. I get that and that is the point. You get an estimate. You get to read Players. Killers do this all the time within split seconds (e.g. range killers aiming and reading survs dodge paths). Takes time, takes practice but rewards.

    3- Exactly and that is the point of the perk. Just like BNPs and Prove Thyself can finish a gen without the killer even finding the first survivor. If you know the Killer has erruption and you get on a gen that is regressing you basically know what you have to expect so you either got the chance to wait till your Teammate is down OR you gamble and repair and hope hes good at looping. Its not like you dont have the choice. And like I said, there are a million things you can do while youre incapacitated. But most survs prefere to stand infront of the gen and wait. This is YOU adding way more value to the perk than it has. You all complain about missing information you dont have. Yet if you have the time to gather this information you refuse to...

    4- If I have to tell you, what to do with information like remaining pallets, gen spawns, totem spawns, tile spawns, exit gates, basement spawn, etc. I suggest you do some research...

    5- I dont know how often you watch streams or spectate other players, but literally every game without corrupt or deadlock means literally 2 gens down before your first hook at bare minimum. As survivors throwing millions of map offerings like eyrie, giddeon or garden of joy with infinites and recently fat shaming spots that turn good loops into god loops, 3-4 gens before your first down becomes more and more common. Which makes Erruption even more important. Bcs these 40 seconds may make the difference between lose or draw or even a win...

    The point is you are supposed to be giving 'counters' to eruption to somehow prove irs 'balance' as you were telling the other user yet none of the things you mentioned actually counters this perk.

    In 1, you rely in luck and gen RNG. And being matched against a killer who does not try to defend a 3-4 gen area the moment he spawns. So not a counter.

    In 2, you proposed an impossible method to know when a teammate is down and then said one should take a guess. Not a counter.

    In 3, you proposed a method equally as bad as being hit by eruption, to leave the gen. And then you said you should get hit and take the time to do something else, which is still bad as incapacitation does not let do anything.

    In 4, you are not even proposing a counterplay, just saying 'get hit and do something else' while incapacitated. More of nothing.

    In 5, you are proposing every survivor to massively overperform in chases so that eruption never go off. Saying something like "survivors looping 3-4 gens is standard" when that situations are the extremes ones, and fully reserved to SWF which are not the ones suffering from eruption.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290594#Comment_3290594

    The point is you are supposed to be giving 'counters' to eruption to somehow prove irs 'balance' as you were telling the other user yet none of the things you mentioned actually counters this perk.

    In 1, you rely in luck and gen RNG. And being matched against a killer who does not try to defend a 3-4 gen area the moment he spawns. So not a counter.

    In 2, you proposed an impossible method to know when a teammate is down and then said one should take a guess. Not a counter.

    In 3, you proposed a method equally as bad as being hit by eruption, to leave the gen. And then you said you should get hit and take the time to do something else, which is still bad as incapacitation does not let do anything.

    In 4, you are not even proposing a counterplay, just saying 'get hit and do something else' while incapacitated. More of nothing.

    In 5, you are proposing every survivor to massively overperform in chases so that eruption never go off. Saying something like "survivors looping 3-4 gens is standard" when that situations are the extremes ones, and fully reserved to SWF which are not the ones suffering from eruption.

    Why do I have to give you counters? I gave you opportunities to play with the cards youve been given. If you want to walk that way, whats the counter of Dead Hard? Whats the counter of OtR? Waiting? Chasing someone else? In both cases the Killer is losing time. So its not a direct counter. If you argue around that, nearly every Perk has to get reworked bcs there are no "direct counters" to them...

    1- if you have bad RNG you complain. Yet, if RNG is on your side, e.g scourge hooks are very miserable placed, hexes spawn near survivor objectives and get immediately cleansed, you take that and call it a day. how come so? Even tile spawns are RNG and 99% in favour of survivors. Havent seen anyone complain about that? its RNG thats the whole point of it... You cannot complain about a mechanic if it is not in your favour, yet if its in your favour its fine. Either you complain about RNG as a whole or not at all. Just "bad Gen RNG" is completely onesided!

    2- If it is Impossible, how is it that me and a lot of other players do it regularly? I dont have a problem with erruption as survivor. And I exclusively play soloQ. Tell me how this works?

    3- that is the point. If you dont want to get hit by erruption, method A. If you get hit, Method B. Its called adapting. But according to the mass DCing after DH Nerf, I get that most Surv mains cant adapt to the simplest situational changes. Everything outside of holding m1 and Shift+W seems to be to much to ask for...

    4- I told you about 10 things you can do while being incapacitated. You dont want to do that. Its your problem but stop complaining then. If you dont have any use for information I suggest you got a lot to learn in playing survivor...

    5- Overperform? By running in circles through spots survivors fit through and killers dont? by running infinites that technically are not possible for the killer to win if run correctly? ######### are you talking about? do you even have more than 100hrs played as a killer?

  • Eruption is being more annoying and overpowered than old DH, it needs to be toned down asap

  • @Sally_S_gay_son said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290575#Comment_3290575

    Hook sabos? Who is doing hook sabois in solo q? Like it happens once in 100 matches, it's mostly for throwing game and for it to work it requires COORDINATION

    OTR - the perk that was nerfed to not work end game (when you actually need it the most and the perk that does not stack with BT / endurance so if the killer wants to tunnel you OTR won't do ######### lmao - this is actually clear indicator you have no idea what you are talking about when it comes to survivor side of things

    BT is not even used anymore and if the killer wants to tunnel you they will, DS nerf made sure of that, yes it was step in the right direction to not get downed when unhooked, but if you think it helped people not to get camp and tunneled at 5 gens it did not ( I am not even saying this as a negative or a positive, the killer can play how they want but this is a fact)

    And once again none of this has anything to do with what this thread is about, you are purposely throwing us vs them arguments about how ''OP Survivors are'' and listing some other things in the game which have nothing to with the thread

    What are the ways to outplay Eruption without comms?

    In 10 Games i get around 2-3 Hook Sabo plays.

    Coordination? Alexis Toolbox gives you a guaranteed sabo even if the killer hits you. no Counterplay possible. What kind of coordination is required here?

    Even Flashlight saves have been made so incredibly easy that there is no Coordination required...

    OtR: Oh well the perk, that doesnt require any active doing from survivors besides equipping it (which is hard, i get it...) is terminated in endgame? Oh how ######### unfair if it carried you through the fkn game bcs otherwise you wouldnt have reached endgame... Oh and you dont get the speedbuff of BT when OtR is equipped? really? Check your facts! What the heck do you want? Endurance stacking like on PTB? Where survs could have 4-5 Health States? Are you really trying to justify that? Just open up a forum post requesting an AutoWin Button bcs the killer dared to look at you... Thats just a joke rn...

    BT-Still gives you distance. For what? A skillcheck. You complain about a perk, that takes effort to consecutively apply on all gens, yet all the perks you mention as "nerfed" still work and require little to no effort and still provide massive value... Double Standard!

    Survivors are not "OP". I never said that.

    I said, the Game is heavily survivor sided. That is a HUGE difference! The more stuff you write, the more I understand that you dont get this difference, which makes any Balance discussion with you obsolete...

    Your thread is crying about a perk that is carrying killers, while the other side has tons of perks carrying. It is about balance. You cannot strip one side of all their possibilities to play efficiently while the other side gets handhold and pampered all the time. Its about balance. But again, following your argumentation, you lack the game knowledge to understand.

    I wrote a post about that. Again, you dont read, you dont understand. This is going nowhere...

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/357362/the-way-eruption-is-carrying-killers-in-solo-q-is-actually-insane

    You can basically copy & paste this text onto almost every meta Surv Perk or Red Addon.

    Adrenaline/Unbreakable/Syringes/BNPs/Dead Hard/etc./etc.

    Like how often do those perks/items carry the most average survivors through matches they shouldnt have won?

    You cannot glue yourself to that one strong perk that killers have until it gets butchered (like corruption/ruin/noed/etc) while merely every surv meta perk is carrying their mistakes.

    Devs have to lift soloQ communication until it is en par with swf.

    Otherwise there will never be balance in this game.

    Right now the game is so disgustingly surv sided and SWF is utterly broken. And still, survs get upset about one perk they cannot counter by just brain afking...

    (small tip, dont 3 gen yourself and dont do a kicked gen if someone is in chase if the killer has erruption :) )

    Mate, DBD hasn't been truly Survivor sided in a VERY long time, no matter how hard this pill is to swallow.

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290647#Comment_3290647

    Why do I have to give you counters? I gave you opportunities to play with the cards youve been given. If you want to walk that way, whats the counter of Dead Hard? Whats the counter of OtR? Waiting? Chasing someone else? In both cases the Killer is losing time. So its not a direct counter. If you argue around that, nearly every Perk has to get reworked bcs there are no "direct counters" to them...

    1- if you have bad RNG you complain. Yet, if RNG is on your side, e.g scourge hooks are very miserable placed, hexes spawn near survivor objectives and get immediately cleansed, you take that and call it a day. how come so? Even tile spawns are RNG and 99% in favour of survivors. Havent seen anyone complain about that? its RNG thats the whole point of it... You cannot complain about a mechanic if it is not in your favour, yet if its in your favour its fine. Either you complain about RNG as a whole or not at all. Just "bad Gen RNG" is completely onesided!

    2- If it is Impossible, how is it that me and a lot of other players do it regularly? I dont have a problem with erruption as survivor. And I exclusively play soloQ. Tell me how this works?

    3- that is the point. If you dont want to get hit by erruption, method A. If you get hit, Method B. Its called adapting. But according to the mass DCing after DH Nerf, I get that most Surv mains cant adapt to the simplest situational changes. Everything outside of holding m1 and Shift+W seems to be to much to ask for...

    4- I told you about 10 things you can do while being incapacitated. You dont want to do that. Its your problem but stop complaining then. If you dont have any use for information I suggest you got a lot to learn in playing survivor...

    5- Overperform? By running in circles through spots survivors fit through and killers dont? by running infinites that technically are not possible for the killer to win if run correctly? ######### are you talking about? do you even have more than 100hrs played as a killer?

    @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289723#Comment_3289723

    1. dont get 3 genned
    2. check how long it approx. takes for your teammates to get down. if someone gets down in quick succession after the 1st hit hes probably a bad looper
    3. if a killer is chasing another survivor you can see if he gets injured, if youre sitting on a gen he kicked, go search for another or wait until the other surv is downed.
    4. if you get incapitated by errutpion, go search for other gens, check where exit gates are, search hexes, make way to the hook, check which tiles are still up on pallets, check where basement is, get freakin information! If you decide to stand at the gen for 20 sec and look at it, crying about how unfair erruption is, thats your choice...
    5. maybe get the killer to chase you next? so others can do gens, bcs you are actually a good survivor and youre not going down so fast right? bcs you had time, to check for active tiles, you are able to loop the killer so good, that your teammates can finish the errupted gens :)

    Surv Mains crying for every effective killer perk to get nerfed bcs they still cannot win with all the handholding the devs give them.

    Do you even want to play the game? Or do you wanna `watch the "I Win every match" Simulator?

    Because you were answering to someone who told you how would you counter Eruption, and then everything you said did not counter this perk in the slightest. You are just ranting about survivors perks/addons without presenting any evidence that actually support that eruption is not overpowered against soloQ, which is the main topic of this post.

    1- If you rely on RNG then it is not a counter, no matter how much whataboutism you want to use.

    2- that is anecdotic, if i told you that i lost 3000 consecutive matches against trapper would this convince you to nerf him?

    3- the point is that 40sec of time advantage for the killer should not be left uncountered. and you are still comparing it to DH when it has nothing to do eruption.

    4- but this is not a counter. You are supposed to be giving counters as you previous answer to the other user. What kind of counter is "get hit and watch your surroundings"?

    5- infinites are gone, the running spots were fixed, telling me that it is standard for every survivor to loop every killer for 3-4 gens makes me believe you barely play dbd and just come to the forums to rant.

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290589#Comment_3290589

    In 10 Games i get around 2-3 Hook Sabo plays.

    Coordination? Alexis Toolbox gives you a guaranteed sabo even if the killer hits you. no Counterplay possible. What kind of coordination is required here?

    Even Flashlight saves have been made so incredibly easy that there is no Coordination required...

    OtR: Oh well the perk, that doesnt require any active doing from survivors besides equipping it (which is hard, i get it...) is terminated in endgame? Oh how ######### unfair if it carried you through the fkn game bcs otherwise you wouldnt have reached endgame... Oh and you dont get the speedbuff of BT when OtR is equipped? really? Check your facts! What the heck do you want? Endurance stacking like on PTB? Where survs could have 4-5 Health States? Are you really trying to justify that? Just open up a forum post requesting an AutoWin Button bcs the killer dared to look at you... Thats just a joke rn...

    BT-Still gives you distance. For what? A skillcheck. You complain about a perk, that takes effort to consecutively apply on all gens, yet all the perks you mention as "nerfed" still work and require little to no effort and still provide massive value... Double Standard!

    Survivors are not "OP". I never said that.

    I said, the Game is heavily survivor sided. That is a HUGE difference! The more stuff you write, the more I understand that you dont get this difference, which makes any Balance discussion with you obsolete...

    Your thread is crying about a perk that is carrying killers, while the other side has tons of perks carrying. It is about balance. You cannot strip one side of all their possibilities to play efficiently while the other side gets handhold and pampered all the time. Its about balance. But again, following your argumentation, you lack the game knowledge to understand.

    I wrote a post about that. Again, you dont read, you dont understand. This is going nowhere...

    OtR: (...) Oh and you dont get the speedbuff of BT when OtR is equipped? really? Check your facts! What the heck do you want? Endurance stacking like on PTB? Where survs could have 4-5 Health States? Are you really trying to justify that? Just open up a forum post requesting an AutoWin Button bcs the killer dared to look at you... Thats just a joke rn...

    Where did you get this idea of the speedbuff being gone? OTR does not stack with basekit BT, simple as. OTR doesn't negate the basekit BT, but basekit BT negates OTR, if the killer tunnels hard enough. That's the entire problem with OTR. No one's asking for Endurance stacking from PTR back, but the swap from DS to OTR was a ginormous buff to tunnelling, and some of the dumbest design BHVR has ever done.

    BT-Still gives you distance. For what? A skillcheck. You complain about a perk, that takes effort to consecutively apply on all gens, yet all the perks you mention as "nerfed" still work and require little to no effort and still provide massive value... Double Standard!

    Skillcheck? BT does not involve any skillchecks. Do you know what BT does?

    Your thread is crying about a perk that is carrying killers, while the other side has tons of perks carrying. It is about balance. You cannot strip one side of all their possibilities to play efficiently while the other side gets handhold and pampered all the time. Its about balance. But again, following your argumentation, you lack the game knowledge to understand.

    The only 'carry' perk I can think of for survivors is Hyperfocus. I'm pretty sure none of the others can actually qualify, since they either offer very inconsistent value, or very little value. Maaaaaybe CoH, but I doubt that, too. I don't know what perks you are thinking of, but most of the big survivor perks have generally been perks that are necessary for a more balanced gameplay, the so called 'band-aids'. BT, OTR and formerly DS are examples of this.

    And I'm honestly starting to think the Exhaustion perks collection are, too, at this point.

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290589#Comment_3290589

    In 10 Games i get around 2-3 Hook Sabo plays.

    Coordination? Alexis Toolbox gives you a guaranteed sabo even if the killer hits you. no Counterplay possible. What kind of coordination is required here?

    Even Flashlight saves have been made so incredibly easy that there is no Coordination required...

    OtR: Oh well the perk, that doesnt require any active doing from survivors besides equipping it (which is hard, i get it...) is terminated in endgame? Oh how ######### unfair if it carried you through the fkn game bcs otherwise you wouldnt have reached endgame... Oh and you dont get the speedbuff of BT when OtR is equipped? really? Check your facts! What the heck do you want? Endurance stacking like on PTB? Where survs could have 4-5 Health States? Are you really trying to justify that? Just open up a forum post requesting an AutoWin Button bcs the killer dared to look at you... Thats just a joke rn...

    BT-Still gives you distance. For what? A skillcheck. You complain about a perk, that takes effort to consecutively apply on all gens, yet all the perks you mention as "nerfed" still work and require little to no effort and still provide massive value... Double Standard!

    Survivors are not "OP". I never said that.

    I said, the Game is heavily survivor sided. That is a HUGE difference! The more stuff you write, the more I understand that you dont get this difference, which makes any Balance discussion with you obsolete...

    Your thread is crying about a perk that is carrying killers, while the other side has tons of perks carrying. It is about balance. You cannot strip one side of all their possibilities to play efficiently while the other side gets handhold and pampered all the time. Its about balance. But again, following your argumentation, you lack the game knowledge to understand.

    I wrote a post about that. Again, you dont read, you dont understand. This is going nowhere...

    Yeah it's going absolutely nowhere because you keep bringing up stuff that you don't know anything about when it comes to actual survivor experience in your average solo q matches and talking about some perfect scenarios that survivors have which mostly never happens with solo q plays and keep ignoring the simple fact that eruption is unfair against solo players and is way overpowered in crucial scenarios when it changes the outcome of the match (which in my games happens too many times to simply agree that this perk is balanced lmao and you yourself probably never experienced or you would actually know what I am talking about)


    You are also talking about survivor advantages as if we are not living in post survivor meta nerf patch and the game is SWF sided since they get a bunch of perks for free, but regular survivor games are not like that at all, you are the one lacking game knowledge and just want to spew your nonsense about survivor advantages and some perfect situations that are exceptions not rules,


    I mean even with skewed stats that devs are showing without dcs and with SWF included survivors escape far less than killers win which tells you all about how ''survivor-sided the game is'', your entire mentality, and the way you are talking about survivors just screams SWF op!!! just dismissing the fact that your average solo q match against a killer of the same skill is mostly a slaughter fest simply because lack of coordination and based on the current state of the game, changing eruption would improve the game at least a little for the weakest role in the game since expecting devs to help solo q after years and re-balance the game again after they just did and forced this entire new stupid meta is a stretch, but changing some numbers on one perk that is now the highest picked killer perk and has received complaints from the community about how unfair it is due to its effect and lack of counterplay really is not that far out there when it comes to complaints about the game.




    the point is I think Eruption is unfair against solo q players and carries the killer to wins that would be either impossible or much harder to achieve against solo q players who played well up until that point and that its effect is way too good in a situation where it matters the most while easily countered by comms and that perk should be changed / nerfed to something that can give the killer advantage against both swf and solos when getting a down but not in the same vein as it currently does against solos only thus not being properly balanced at all.




    If you think that something that is oppressive against the weakest role in the game and borderline minor inconvenience against the strongest role in the game is properly balanced and should not be looked into, I really do not know what to tell you anymore

  • Just had yet another match where I got hit multiple times with Eruption and the killer won entirely because of this perk as we were all solos. I even tried gen tapping like people did in the old Ruin days... it does not work of course.

    This perk seriously needs to be addressed but sadly I cant see that happening until next year now :(

    Situation is beyond ridiculous

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3290589#Comment_3290589

    In 10 Games i get around 2-3 Hook Sabo plays.

    Coordination? Alexis Toolbox gives you a guaranteed sabo even if the killer hits you. no Counterplay possible. What kind of coordination is required here?

    Even Flashlight saves have been made so incredibly easy that there is no Coordination required...

    OtR: Oh well the perk, that doesnt require any active doing from survivors besides equipping it (which is hard, i get it...) is terminated in endgame? Oh how ######### unfair if it carried you through the fkn game bcs otherwise you wouldnt have reached endgame... Oh and you dont get the speedbuff of BT when OtR is equipped? really? Check your facts! What the heck do you want? Endurance stacking like on PTB? Where survs could have 4-5 Health States? Are you really trying to justify that? Just open up a forum post requesting an AutoWin Button bcs the killer dared to look at you... Thats just a joke rn...

    BT-Still gives you distance. For what? A skillcheck. You complain about a perk, that takes effort to consecutively apply on all gens, yet all the perks you mention as "nerfed" still work and require little to no effort and still provide massive value... Double Standard!

    Survivors are not "OP". I never said that.

    I said, the Game is heavily survivor sided. That is a HUGE difference! The more stuff you write, the more I understand that you dont get this difference, which makes any Balance discussion with you obsolete...

    Your thread is crying about a perk that is carrying killers, while the other side has tons of perks carrying. It is about balance. You cannot strip one side of all their possibilities to play efficiently while the other side gets handhold and pampered all the time. Its about balance. But again, following your argumentation, you lack the game knowledge to understand.

    I wrote a post about that. Again, you dont read, you dont understand. This is going nowhere...

    After reading through your posts, I'm going to have to say its a skill issue.

    Eruption is wreaking havoc in a large percentage of games. If you are not feeling its effects you may need to play more and get your MMR a bit higher. At lower MMR a decent killer could win perkless and addonless pretty easily, so Eruption wouldn't seem like much of an issue.

    It reminds me a bit of console players saying Nurse is fine. Like, no, she isn't, but they don’t understand why.

  • Honestly I don't think it's the perk but the fact that a 4 year old can 4k a Solo Q lobby easily. I don't even remember the last time I DIDN'T get a 3 or 4k as a killer.

  • @Unam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3289768#Comment_3289768

    if you get 3genned its basically your fault.

    Why is the killer not allowed to capitalize on your mistakes? If a killer does a pickup in a bad position you capitalize on it by blinding him and denying him his objective. Same goes with 3gen and erruption.

    your argument basically says: we are playing the "team side" of an asymmetrical game. But we are not playing as a team and therefore the game must be patched that way, that even without teamwork we are able to win. Sounds pretty dumb right?

    Try this exercise: equip Corrupt Intervention and load yourself into a custom game on any number of maps. In particular Suffocation Pit, Azarovs Resting Place, Dead Dawg Saloon, RPD, Sanctum of Wrath, Torment Creek, Rancid Abattoir, Coal Tower, Gas Heaven, Thompson House. That's just off the top of my head. Load in and see how often a 3 gen is literally blocked off for the survivors at the start of the match. If you down someone within 2 minutes and hook them anywhere near those gens, you have a 3 gen for the rest of the game if you're sentient and proxy that hook.

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