Do YOU think Eruption needs a nerf?

It doesn't really impact my own Survivor games, but anecdotal experience aside, I think knocking the Incapacitated tiers down to 8/10/12s would be fair.

What do YOU think?

>:3

Comments

  • Yes, I want call of brine and overcharge to be nerfed too, so I can watch what is the new perk that is uncounterable and needs to be nerfed, honestly eruption is kinda bs, but from the experience we had with deadmans+ pain res, i'm convinced people do not care if a combo/perk has counterplay or not, they just don't like effective regression/delay, altho for the record i'm not delusional out of that bunch eruption does not have a counter.

  • @Omans said:

    Eruption will one hundred percent, absolutely, be nerfed. As it should be. Quote me on that. And it is as clear as day why it needs to be nerfed.

    Anyone who tells you Eruption is fine for game health is either lying or is completely oblivious to what is good for game balance.

    It is as simple as that.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312881#Comment_3312881

    So incredibly wrong.

    illNicola: Isn't a problem at all, doesn't need a nerf....

    also illNicola: ... can potentially be lethal.


    We're supposed to take that seriously?

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312963#Comment_3312963

    I'd also like to point out that Eruption locking the gen for 25 seconds can guarantee a loss of anywhere between 25% and 50% if coupled with optimal perks - e.g.

    Eruption - 10% instantly, Pain Res - 15% instantly (on one gen only), Call of Brine + Overcharge combined contributes guaranteed -25% at least (the time it take incapacitated to wear off) and 30% at worst (when the combination loses this level of efficiency and if the gen hasn't been tapped).

    So in 25 seconds it takes for Eruption to deactivate this provides a guaranteed loss, with this build, of 50%. If you try to tap the gen and miss the Overcharge skill check that's an additional instant 5% loss - so 55% total.

    The CoB+Overcharge combination will then continue to regress whatever is left at 275% for another thirty seconds. Whilst by this time the direct effect of Eruption has worn off the survivors working on it may have found a new gen, be downed, be unhooking/healing, be in chase or the killer may have had time to come back and kick it to ready the whole process again.

    Like I've said above, it isn't Eruption alone that's the issue - Just as Dead Man's Switch isn't an issue and does a very similar job, for longer, but the snowball effect the incapacitated effect can and does cause at the moment.

    Uh...so wait.

    Killer applies Eruption and let's say CoB and Overcharge.

    You work on the gen, it gets Erupted. You're incapacitated...but how are CoB and Overcharge still active on that gen?

    Are you sure you're not playing against a hacker in this case, because I think that's impossible.

    Also - hasn't Overcharge been bugged since forever, and that 5% does not actually apply? AFAIK they've never managed/bothered to fix it, but I could be mistaken.

    @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312600#Comment_3312600

    Twenty Five Seconds.

    Even if you assume a 1-4 time conversion for killer (which is only situationally true) nothing incapacitates a killer for 7 whole seconds. Every hyperbolic example you gave is less than 5 seconds, some of them as little as 2 seconds.

    Ultimately the main issues are:

    1. It always triggers against soloq and rarely triggers against SWF. This makes is unfairly disproportionate against a certain class of survivor, and in a way that killers should have a problem with. Why would you want your best perks to be ineffective against SWF??
    2. It inflicts 40 seconds of equivalent regression, on a 30 second cooldown. Which means when used efficiently, it makes it impossible for survivors to gain any ground against it.

    This sort of comparison is always apples and oranges. But there are indeed situations where a killer can be essentially useless for lengths of time, especially - for example - someone keeps putting a megaboon in certain spots where it covers huge swathes of the map and is a huge time commitment to snuff. It's not a perfect comparison, sure.

    But okay:

    • The perk isn't useless against SWF, it's actually decent. There's play and counterplay. The issue is that any nerfs to this perk for the sake of solo queue would be essentially buffing SWF, or at least further reducing the number of viable killer perks against SWF. And that's not good either.
    • Survivors can choose to play in a SWF or play solo. Killers cannot choose whether they face SWFs or not - so it does feel more than a little unfair to constantly gut killer perks for the sake of solo.
    • Under perfect conditions, where every Eruption is hitting all 3 other survivors? Sure...but in reality I don't think I've ever seen that happen. Even in solos, what'll more commonly happen is someone else rotates onto the gen after it hits.

    @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312894#Comment_3312894

    Oh absolutely, I am fully ready to admit that my main gripe with eruption is that it's annoying - or rather, it can be a touch too oppressive is how I really feel.

    But, I do think that can be considered as a valid reason for change - the perk can still be made effective for killers whilst not being an absolute annoyance too.

    The problem is, many here who favour the killer experience take issue with things having counter play. But, to be fair to both sides i think it needs it - all other strong perks do; Pain Res - let go of the gen as soon as you see the red silhouette start to be hooked, Call of Brine/Overcharge - tap the gen. Sometimes these things cannot happen because the killer is so effectively controlling the environment but that's just how it goes. But providing an element of counterplay is key to finding balance imo.

    Perhaps if Eruption wasn't so prevalent, then it would be less of an issue. But unfortunately, it's extremely prevalent and being used with perks that exacerbate it's negative perception.

    The ironic thing is - Call of Brine and Overcharge are way more effective than Eruption is at making gens more difficult to do - but no one seems to be bothered about those with Eruption taking the flack and I think it being a strong intensifier to an already strong situation is definitively the reason.

    A lot of this comes down to how BHVR treats killer perks as opposed to survivor perks.

    I mean, about the only perk that I can think of offhand that is still even useable after a nerf is PR. Thana? Completely junked. Overcharge? Pretty much junked, Overcharge on it's own is generally worse than an empty slot. Ruin? Almost useless.

    On the other hand, Dead Hard saw 70-80% usage rates at the higher MMRs (Eruption is hovering around 20%) and that was allowed to remain as is for years - and even nerfed, it's still incredibly good. The only time a survivor perk gets the 'to the ground' treatment is when that perk is literally impossible to balance and just breaks the game (see: Boil Over).

    If BHVR were a little more even handed with how they handle overperforming killer perks versus survivor perks, I think killers would be less resistant to changes. But as things stand, what will almost certainly happen is Eruption being nerfed to uselessness, and the QQ train shifting over to whatever becomes the meta next (probably PR+DMS). And once that gets nerfed...CoB? STBFL?


  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312977#Comment_3312977

    Uh...so wait.

    Killer applies Eruption and let's say CoB and Overcharge.

    You work on the gen, it gets Erupted. You're incapacitated...but how are CoB and Overcharge still active on that gen?

    Are you sure you're not playing against a hacker in this case, because I think that's impossible.

    Also - hasn't Overcharge been bugged since forever, and that 5% does not actually apply? AFAIK they've never managed/bothered to fix it, but I could be mistaken.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312963#Comment_3312963

    This sort of comparison is always apples and oranges. But there are indeed situations where a killer can be essentially useless for lengths of time, especially - for example - someone keeps putting a megaboon in certain spots where it covers huge swathes of the map and is a huge time commitment to snuff. It's not a perfect comparison, sure.

    But okay:

    • The perk isn't useless against SWF, it's actually decent. There's play and counterplay. The issue is that any nerfs to this perk for the sake of solo queue would be essentially buffing SWF, or at least further reducing the number of viable killer perks against SWF. And that's not good either.
    • Survivors can choose to play in a SWF or play solo. Killers cannot choose whether they face SWFs or not - so it does feel more than a little unfair to constantly gut killer perks for the sake of solo.
    • Under perfect conditions, where every Eruption is hitting all 3 other survivors? Sure...but in reality I don't think I've ever seen that happen. Even in solos, what'll more commonly happen is someone else rotates onto the gen after it hits.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312952#Comment_3312952

    A lot of this comes down to how BHVR treats killer perks as opposed to survivor perks.

    I mean, about the only perk that I can think of offhand that is still even useable after a nerf is PR. Thana? Completely junked. Overcharge? Pretty much junked, Overcharge on it's own is generally worse than an empty slot. Ruin? Almost useless.

    On the other hand, Dead Hard saw 70-80% usage rates at the higher MMRs (Eruption is hovering around 20%) and that was allowed to remain as is for years - and even nerfed, it's still incredibly good. The only time a survivor perk gets the 'to the ground' treatment is when that perk is literally impossible to balance and just breaks the game (see: Boil Over).

    If BHVR were a little more even handed with how they handle overperforming killer perks versus survivor perks, I think killers would be less resistant to changes. But as things stand, what will almost certainly happen is Eruption being nerfed to uselessness, and the QQ train shifting over to whatever becomes the meta next (probably PR+DMS). And once that gets nerfed...CoB? STBFL?

    "The perk isn't useless against SWF, it's actually decent. There's play and counterplay. The issue is that any nerfs to this perk for the sake of solo queue would be essentially buffing SWF, or at least further reducing the number of viable killer perks against SWF. And that's not good either."

    Simply changing Incapacitated to blocking the gen would level the playing field between SWF and solo, without being a nerf.

    If that's not good enough, I posted a suggestion earlier in this very topic that would actually be a buff to Eruption, but would affect SWF more than soloq.


    "Survivors can choose to play in a SWF or play solo. Killers cannot choose whether they face SWFs or not - so it does feel more than a little unfair to constantly gut killer perks for the sake of solo."

    Someone who obviously doesn't play survivor. I cant choose when my friends, who rarely play these days, decide to come online. I'm also not going out of my way to hunt down comp teams and apply for a slot on their SWF. I can't just jump into discord with randoms I meet. So no, SWF isn't an option for me. If I want to play survivor, it has to be solo.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313011#Comment_3313011

    "The perk isn't useless against SWF, it's actually decent. There's play and counterplay. The issue is that any nerfs to this perk for the sake of solo queue would be essentially buffing SWF, or at least further reducing the number of viable killer perks against SWF. And that's not good either."

    Simply changing Incapacitated to blocking the gen would level the playing field between SWF and solo, without being a nerf.

    If that's not good enough, I posted a suggestion earlier in this very topic that would actually be a buff to Eruption, but would affect SWF more than soloq.

    Yes, I've suggested the blocking thing too - but you know and I know that this won't be anywhere near enough for people, and this is not how BHVR ever goes about handling killer perks.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360395/do-you-think-eruption-needs-a-nerf

    It doesn't need a nerf at all. Never got problems with eruption, and for everyone who complain about it: get ######### good. It's a skill issue. It's like pain resonance: oh I know the killer has pain resonance, I don't want my gen to be blocked with dms, so I stop doing the gen, wait for the hook, let the gen pop and continue with it. Eruption is a little different, because in solo q can possibly be lethal but because the communications is absent. I play only with my swf, and we say "I die" like 2 seconds before the killer can hit us and bring us to dying state. So we prevent eruption.

    Get good instead of crying for nerfs where aren't needed. And for soloq, I'm sorry, but this game can't be balanced around you all, and you can't cry for a nerf where isn't needed.

    Nothing about using eruption and countering it is skillful.

  • @Raccoon said:

    It doesn't really impact my own Survivor games, but anecdotal experience aside, I think knocking the Incapacitated tiers down to 8/10/12s would be fair.

    What do YOU think?

    >:3

    Good shout. The incapacitation is the teal problem with it. As it stands it's way too long. Dropping it to 10 secs max seems fair.

  • @Raccoon said:

    It doesn't really impact my own Survivor games, but anecdotal experience aside, I think knocking the Incapacitated tiers down to 8/10/12s would be fair.

    What do YOU think?

    >:3

    weird , either probably you are one of those guys that do not touch any gen during the entire game or u are getting lucky that the killer isnt kicking the gen you are working on...idk ... but at the moment eruption is busted as hell on some killers with high mobility and good 1 vs 1 powers + on solo Q as survivor you will always get affected by it since people cant really know when someone is going down at that moment unlike a SWF that is playing on discord.

    final thought--- Eruption by itself destroys any solo Q team and its a mediocre perk against SWF.

  • @Tsulan said:

    Looking at the comments i´m probably alone with this opinion. But no, i don´t think that it needs a nerf.

    First of all, killer has to continuously kick generators. Giving survivors a head start in chases or even breaks the chase before it begun.

    Second, the 25 second stun is probably just an annoyance and more or less the same time the killer needs to clean his weapon, pick the survivor up, walk to a hook and hook. All in which only the survivors that were working on gens he previously kicked are bound to do basically the same: walk to the hook.

    Third, most of the time the effect only affects 1 or 2 survivors at once with a total of effects that combined usually won´t pass the 2 minute mark during the whole match.

    Fourth, this just reminds me about the Undying Ruin nerf discussion. Where everyone claimed that they have to cleanse 5 hex totems alone and that no gens get done during a passive effect that only works when no one does. Erruption took the place of Undying Ruin. A different perk (combo) will take the place of Erruption if it would get nerfed. Are we ready for something that could be much, much worse? Because as far as Undying Ruin goes, most people seem to agree that it was a lesser nuisance than Erruption.

    We have so many counters to totems now that bringing back old undying I think would be 100% okay. Granted I never thought Undying should of been nerfed in the first place considering survivors had been asking for a new objective since forever ago they were given one and then complained about it lmao.

    Eruption is a serious problem though and it's pretty much all because of incapacitation. I'm thinking about it and keep all the numbers what they are right now but switch incapacitation to either exhaustion or oblivious and I think the perk is fine because I agree with whoever said incapacitation should be restricted to killer powers. You still get the regression and a strong status effect but the survivors can still play the video game.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312799#Comment_3312799

    It is infinite, by virtue of being tied to a simple cooldown, instead of a post-hook system, or something like Deadlock where it procs 4 times a game.

    Why should it be tied to a post-hook sytem? Are survivor gen perks tied to something?

    You realize that pre buff, the perk was basically considered useless by everyone.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312769#Comment_3312769

    No, I agree with you. It doesn't need to change for any real reason, other than people crying a lot about it.

    Why don't they just make it lock every gen with it active for 30 seconds or so and remove the incapacitation effect, so survivors can do whatever. It doesn't work well against SWF and coms, It looks like it was meant to help with the near infinite loops near generators that happen on certain maps and it usually doesn't. I find it pointless, usually, but I do find the problem described above an issue I want resolved partially via perk( cause its cheaper than map reworks.).

    Blocking every gen would be to much. We already have other perks doing that. Its a unique status effect and instead of adapting, people just throw a tantrum how its not fair for solos.

    The perk itself isn´t the problem. The problem is, that people got used to much to mindlessly hug gens without paying attention to their surroundings. Maybe a subtle indicator (like the blast mine on top of gens) could help survivors identify gens that got kicked.

    • A single dead hard can counter eruption and break a 3-gen hold.
    • Deja Vu shows you the exact gens you need to prioritize asap.
    • 20% instant progress hits from potential energy.
    • And don't even get me started on hyperfocus/stakeout and the cartoonish completion speeds possible through it.

    All the tools necessary to beat eruption are available.

    This whole thing is just dumb though; a lot like old ruin/undying, people just hate that eruption stops the game from being a cakewalk. If the 25 second incapacitation on eruption gets nerfed then it's likely we'll see more slugging since killers won't be able to count on having the time to chase somebody out of a 3-gen, down, hook, then finally get back to the important area to re-kick everything before 1 of the gens is double or triple teamed to completion, and all that is only if they don't eat a dead hard and get the eruption trigger completely nullified.

  • I would nerf the five strongest killer perks, and this is one of them. And do the same with five strongest survivor perks and don't touch the other perks. Now the meta on both sides is not as strong, less complains etc..nice!

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312844#Comment_3312844

    Here's the thing though.

    Regression perks were, for the most part, nerfed across the board and 10 seconds were added on to gens.

    However, BHVR than buffed some faster gen perks out the wazoo, left some stronger ones untouched and added more perks along these lines - meaning that, in a SWF, you can do gens faster than in 6.1.0.

    Eruption may or may not get nerfed (and when it does, yay, we can go back to complaining about PR or something until that gets nerfed) but killers don't run deep regression because it's fun.

    They run deep regression because there's always a chance your next match will be a bunch of gen bunnies with a nasty map offering (and because outside of regression, killers don't have many universally useful perks that aren't info related, and info gets redundant fast).

    'Nerfed across the board' is a massive exaggeration. The meta slowdown was nerfed, specifically the meta perks ruin, pop and corrupt, and eventually Thana got a net nerf after being overtuned for a bit. I'll even be generous and say Tinkerer was a slowdown perk that was nerfed. Everything else was either buffed or unchanged for regression.

    Jolt has no cooldown now, base kit gen kick removes 2.5%, Eruption regression increased and longer incap, overcharge now speeds up to 200%, Gift of Pain penalty increased, Pain Res only lost information (not regression), and combined with DMS the combo is literally unchanged. And 10 extra seconds to base kit gen times on top of all that.


    'Buffed faster gen perks' is just laughable. The two perks that got any kind of buff at all were Deja Vu and Overzealous... these are still not worth a perk slot. Spine chill was nerfed and no longer provides even a situational repair speed boost.

    The only two new perks that affect gens are Hyperfocus and Potential energy, and PE makes overall gen progress *slower* by it's design. Hyperfocus is the only valid complaint here since it shouldn't be able to work with toolboxes, imo.

    It's not that gen speed perks were 'buffed', the most common perks weren't changed at all. So with 10 extra seconds of gen time, survivors are still taking longer to do gens than before 6.1. What happened is that more survivors are running gen speed perks now than before, with the occasional Hyperfocus/stakeout player.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312876#Comment_3312876

    'Nerfed across the board' is a massive exaggeration. The meta slowdown was nerfed, specifically the meta perks ruin, pop and corrupt, and eventually Thana got a net nerf after being overtuned for a bit. I'll even be generous and say Tinkerer was a slowdown perk that was nerfed. Everything else was either buffed or unchanged for regression.

    Jolt has no cooldown now, base kit gen kick removes 2.5%, Eruption regression increased and longer incap, overcharge now speeds up to 200%, Gift of Pain penalty increased, Pain Res only lost information (not regression), and combined with DMS the combo is literally unchanged. And 10 extra seconds to base kit gen times on top of all that.

    'Buffed faster gen perks' is just laughable. The two perks that got any kind of buff at all were Deja Vu and Overzealous... these are still not worth a perk slot. Spine chill was nerfed and no longer provides even a situational repair speed boost.

    The only two new perks that affect gens are Hyperfocus and Potential energy, and PE makes overall gen progress *slower* by it's design. Hyperfocus is the only valid complaint here since it shouldn't be able to work with toolboxes, imo.

    It's not that gen speed perks were 'buffed', the most common perks weren't changed at all. So with 10 extra seconds of gen time, survivors are still taking longer to do gens than before 6.1. What happened is that more survivors are running gen speed perks now than before, with the occasional Hyperfocus/stakeout player.

    "Nerfed across the board' is a massive exaggeration."

    Is it?

    Let's take a look.

    • Thana: Buffed, but nerfed to uselessness within...what? A week?
    • Overcharge: Buffed, but nerfed to...near uselessness in a PTB cycle. It's better than old Overcharge, but that's not hard to achieve, and is worse than an empty slot unless you pair it with other perks.
    • Ruin: Nerfed to uselessness.
    • Pop: Massively nerfed. Won't say 'useless' but really niche and situational now.
    • Tink: Still okay, but I'd hesitate to call it a regression perk.
    • Surge: A map dependent and easily countered perk is still a map dependent and easily countered perk. If you're getting enough downs that the cooldown mattered, you were already probably going to win.
    • Gift of Pain is a perk that sounds amazing on paper, but is only even slightly useful on instadown killers. There's a reason nobody uses it.
    • CoB: Still decent, mostly used as a scaffold for other perks.
    • Eruption: Buffed, but will almost certainly get Thana'd within a month.
    • PR: Nerfed, but still viable.
    • DMS: Nerfed, but still viable.

    Yeah, I don't think I'm exaggerating.

    "'Buffed faster gen perks' is just laughable"

    • Are you...deliberately ignoring the one that myself and other folks in this thread have mentioned multiple times? Stakeout is now a beast of a perk, especially when you pair it with a map offering in an SWF.
    • Hyperfocus is powerful on it's own, but the way it synergizes with Fogwise, Stakeout, PTS and toolboxes creates the situation I'm describing where gens can be done way faster than they could be pre 6.1.0. Further gutting killer regression is going to make this so, so much worse.
    • Deja Vu is absolutely worth a perk slot on at least one person, as it's one of the most effective tools for preventing 3gens and it gives you a nice bonus on top of that.
    • Spine Chill...I'm actually coming around on it, to the point where I still consider it a five star perk. Once you get a feel for how it works, you can basically pinpoint where the killer is at any time. But it's not a gen perk.
    • 'Occasional'...yeah, now. But this is catching on and I'm starting to see it more and more. SWF sends you to The Game? Get ready for a 6 minute trial where you won't even have time to hook people. Keep an eye on Nightlight, because with streamer groups starting to adopt this new genrush style, it's about to explode.
  • IMO yes because it rewards a non-interactive and boring gameplay.

  • Maybe learning not to 3-gen oneself should come first.

  • @drsoontm said:

    Maybe learning not to 3-gen oneself should come first.

    I had a game against Knight on RPD.

    We got the best possible survivor 3 gen. We had the gen in the upstairs lobby by the library, the gen in the front courtyard, and the gen at the back at the top of the stairs by the rear exit. Furthest gens possible.

    Without even using his power (simply M1ing), this Knight with the full meta build of Eruption, CoB, Overcharge and Nowhere to Hide, made it impossible to complete these gens. He would kick each gen on patrol, inevitably catch someone out with Nowhere to Hide or simply between gens, down them proccing Eruption and forcing the remaining survivors (who are rushing gens at this point) to stand still doing nothing for 25s, hook them and repeat. Between unhooking and healing, we got maybe 20 seconds worth of repairs for 40s+ of relative regression.

    The only way we could have resolved this situation would have been with voice comms calling out as we're about to drop. But we were solo's.

  • I don't think the issue is necessarily its power level as much as it is the Incapacitated effect which prevents survivors from playing the game, it's not fun.

    So while technically a nerf the Incapacitated should just be changed to blocking the gen instead. Now they can still do other things like heal, totems, go to another gen ect.

    This would remove its un-fun component while not being too heavy of a nerf.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312836#Comment_3312836

    Why should it be tied to a post-hook sytem? Are survivor gen perks tied to something?

    You realize that pre buff, the perk was basically considered useless by everyone.

    Fast Track is tied to hook states like Pop.

  • @I_CAME said:

    The worst part about it isn't even that it's OP or that it has incredible synergy with at least three other perks. It's that it makes games last 30+ minutes. The killer will immediately commit to a three gen at the start and it starts this boring war of attrition that just goes on and on. It's by far the worst meta this game has ever had. I would take ruin and pop back any day of the week over this current meta. Even DMS/Pain Res meta was much better go against since you could actually counter it by getting off the gen. There aren't even activation requirements for the current meta. You can just do it over and over again and drag the game out endlessly. Watch the hens video where he holds the game hostage until the time limit expires if you need to see how ridiculous it is.

    bumping for visibility <3

  • @Veinslay said:

    Putting aside whether the perk needs to be nerfed or not, I'm not a fan of the argument that it needs to be nerfed because of the incapacitated status effect. I don't care if not being able to do anything except unhook and run is "boring" or "unfun" for the survivor. Killer gameplay involves getting stunned constantly over and over during a trial. Victor eats a DS every time he gets a down, it takes forever to ADS as Deathslinger, Pyramid Head's power is intentionally made clunky and slow as hell, Blast Mine stun lasts forever, Wraith gets stunned for an eternity getting hit by a pallet when cloaked or getting lightburned, Trickster takes 8,000 years to put his knives away and kick a pallet and the survivor is halfway across the map as a result. Finally, add up all the time the killer has to spend doing nothing while they wait out stupid ass Dead Hard

    Complete agree with this. Incapacitated status seems fair, but how it has formed gameplay itself with the 30min stall-out I_CAME mentioned is unfun

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313144#Comment_3313144

    I had a game against Knight on RPD.

    We got the best possible survivor 3 gen. We had the gen in the upstairs lobby by the library, the gen in the front courtyard, and the gen at the back at the top of the stairs by the rear exit. Furthest gens possible.

    Without even using his power (simply M1ing), this Knight with the full meta build of Eruption, CoB, Overcharge and Nowhere to Hide, made it impossible to complete these gens. He would kick each gen on patrol, inevitably catch someone out with Nowhere to Hide or simply between gens, down them proccing Eruption and forcing the remaining survivors (who are rushing gens at this point) to stand still doing nothing for 25s, hook them and repeat. Between unhooking and healing, we got maybe 20 seconds worth of repairs for 40s+ of relative regression.

    The only way we could have resolved this situation would have been with voice comms calling out as we're about to drop. But we were solo's.

    I agree that some maps are an issue.

    In the end, we can discuss as much as we want but the devs got their stats. (Although they've made Nurse more difficult for beginners when she is pretty bad at low ranks, so, who knows ... ?)

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313144#Comment_3313144

    I had a game against Knight on RPD.

    We got the best possible survivor 3 gen. We had the gen in the upstairs lobby by the library, the gen in the front courtyard, and the gen at the back at the top of the stairs by the rear exit. Furthest gens possible.

    Without even using his power (simply M1ing), this Knight with the full meta build of Eruption, CoB, Overcharge and Nowhere to Hide, made it impossible to complete these gens. He would kick each gen on patrol, inevitably catch someone out with Nowhere to Hide or simply between gens, down them proccing Eruption and forcing the remaining survivors (who are rushing gens at this point) to stand still doing nothing for 25s, hook them and repeat. Between unhooking and healing, we got maybe 20 seconds worth of repairs for 40s+ of relative regression.

    The only way we could have resolved this situation would have been with voice comms calling out as we're about to drop. But we were solo's.

    I've been watching some streamers recently, and I've got the tempo down now where I'd say, with Empathy, I can predict the Eruption somewhat accurately maybe 60% of the time, and very accurately maybe 35% of the time. At worst, I'm wasting a few seconds here and there, and now only get caught out when it's a Ghostface or I guess wrong.

    I'm confident that with a week more's practice, I'd have that up to 50%/75%.

    Why weren't you just letting go premptively? A Knight can't instadown. The person being chased should be able to run a Knight miles away from that 3gen. And if he's not chasing and only defending...well, that's a hostage situation, which is a very different discussion.

    But that's the unfortunate thing. Solo queue is tough right now, but the game cannot be balanced around solo queue, and with how stupidly fast gens move right now against a HSPF team, you're just going to move to every game being PR+DMS, until those get nerfed for being too commonly used.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360395/do-you-think-eruption-needs-a-nerf

    No...because it's only really a problem against solos.

    What should happen is Eruption being reworked a bit to either make it easier for solos to deal with (working on hook not down) or blocking gens rather than incap, so people don't stand around doing nothing for 30 seconds.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312598#Comment_3312598

    And because they didn't call it out over vc, and you didn't let go.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312530#Comment_3312530

    Make it block gens instead. This lets it retain it's character and flavor, but less annoyingly (and maybe reduces it's synergy with other perks like PR).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312600#Comment_3312600

    The incap is what people are complaining about, so I'd see that changed - if only because it feels good to be right, and it wouldn't stop these threads at all.

    I didn't know randoms could call out on vc that they were about to go down......

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312609#Comment_3312609

    I didn't know randoms could call out on vc that they were about to go down......

    Why aren't you on VC?

    That's not meant to be sarcastic - I'm just saying that solo is both an option and by far the worst way to play survivor. This game can't be balanced around solo queue, and I'm going to be annoyed if another perk gets nerfed for the sake of solos, as that tends to make it completely useless when facing an SWF.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313372#Comment_3313372

    Why aren't you on VC?

    That's not meant to be sarcastic - I'm just saying that solo is both an option and by far the worst way to play survivor. This game can't be balanced around solo queue, and I'm going to be annoyed if another perk gets nerfed for the sake of solos, as that tends to make it completely useless when facing an SWF.

    I don't always be in a four man swf. Sometimes just playing with one or two friends. So you can't account for the randoms.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313372#Comment_3313372

    Why aren't you on VC?

    That's not meant to be sarcastic - I'm just saying that solo is both an option and by far the worst way to play survivor. This game can't be balanced around solo queue, and I'm going to be annoyed if another perk gets nerfed for the sake of solos, as that tends to make it completely useless when facing an SWF.

    VC isn't always an option. We're not all comp players who join tournament discord groups. Most people play with their friends.

    I have three friends who play dbd, and two of them haven't played in weeks.

    Btw, Eruption is already useless against SWF.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313386#Comment_3313386

    VC isn't always an option. We're not all comp players who join tournament discord groups. Most people play with their friends.

    I have three friends who play dbd, and two of them haven't played in weeks.

    Btw, Eruption is already useless against SWF.

    It's hardly useless - just not the unholy nightmare it is for solos.

    Have you tried the DbD Discord? That's where I tend to find groups, and they are popping off basically 24/7.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313372#Comment_3313372

    Why aren't you on VC?

    That's not meant to be sarcastic - I'm just saying that solo is both an option and by far the worst way to play survivor. This game can't be balanced around solo queue, and I'm going to be annoyed if another perk gets nerfed for the sake of solos, as that tends to make it completely useless when facing an SWF.

    Btw...

    "and I'm going to be annoyed if another perk gets nerfed for the sake of solos,"

    Why would it annoy you if Eruption was changed from Incapacitated to Blocking the gen? It's barely a nerf, and it will completely solve the massive skill divide between solo and SWF, while making it much less frustrating for survivors.

    As far as the 'nerf' aspect goes, it's swings and roundabouts. Survivors can go away and do something else, but it means no one can just come along and jump straight back on that gen after Eruption has triggered.

    Just like how Boons should never have been re-ignitable from the get go, Incapacitated should never have been an effect tied to a perk to begin with.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313386#Comment_3313386

    Btw...

    "and I'm going to be annoyed if another perk gets nerfed for the sake of solos,"

    Why would it annoy you if Eruption was changed from Incapacitated to Blocking the gen? It's barely a nerf, and it will completely solve the massive skill divide between solo and SWF.

    Just like how Boons should never have been re-ignitable from the get go, Incapacitated should never have been an effect tied to a perk to begin with.

    Not at all, that's the exact suggestion you, me and others have made.

    The thing is - as I've also mentioned, it won't slow down the complain train (comtrain?) in the slightest, and will thus almost certainly be getting a much more substantial nerf.

  • Not a nerf, but rather a rework, Eruption, nerfed or not, is pretty much useless against any SWF with decent communication skills, and is super annoying in SoloQ, and i think it should be reworked to something that isn't dependant on a survivor team not being able to yell "oh ######### i'm about to go down get off gens for a sec" in order to do anything worthwhile

  • I use Eruption so that I can defend gens from a distance on killers with low mobility. The incapacitated effect doesn't matter all that much to me, personally.

    I wouldn't be against getting rid of it entirely if the base damage was buffed to 12% or so. Survivors would still have less damage done to the gen overall since being off of a regressing gen for 25 seconds means ~8.5% extra damage on top of the 10% caused by the generator explosion, so a flat 12% would still be less than the ~18% done by the perk currently while still keeping the perk effective.


    Also worth seeing how Eruption's effectiveness is affected by the upcoming update. Knowing when an injured survivor is being chased will give other solo survivors a chance to hop off of gens before the down.

  • @hailxsatanxeveryxday said:

    I use Eruption so that I can defend gens from a distance on killers with low mobility. The incapacitated effect doesn't matter all that much to me, personally.

    I wouldn't be against getting rid of it entirely if the base damage was buffed to 12% or so. Survivors would still have less damage done to the gen overall since being off of a regressing gen for 25 seconds means ~8.5% extra damage on top of the 10% caused by the generator explosion, so a flat 12% would still be less than the ~18% done by the perk currently while still keeping the perk effective.

    Also worth seeing how Eruption's effectiveness is affected by the upcoming update. Knowing when an injured survivor is being chased will give other solo survivors a chance to hop off of gens before the down.

    12% would make it pretty much objectively worse than PR. Not only is it less regression, but you have to kick it (one of the core benefits of PR is time saved).

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313431#Comment_3313431

    12% would make it pretty much objectively worse than PR. Not only is it less regression, but you have to kick it (one of the core benefits of PR is time saved).

    But the advantages over PR would be (1) you can damage multiple gens at once, and (2) you don't have to find a Scourge Hook or even manage to hook anyone, just get a down.

    I'm trying out a build right now with PR/Pop/Dying Light/Eruption, and damn is it mean. If a gen is 99'd, you can get 22% off when you kick it with Pop, another 10% when you down someone, another 15% if you hook someone on a Scourge Hook, and then you can run back and kick another gen with Pop (which is guaranteed 12% if the gen is more than half done), and then gain a DL stack thanks to the hook, leading ultimately to a 3-24% speed penalty on top of everything else.


    I'm liking this better than the CoB meta since CoB can only do 15% damage on its own, and that's only if it's left alone for 30 seconds. With this build you can get, in theory, almost a full 50% with a single kick, and since it's a flat regression, survivors can't just tap a gen to prevent further progress.

    Eruption would still be useful in builds like this without being OP.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313436#Comment_3313436

    But the advantages over PR would be (1) you can damage multiple gens at once, and (2) you don't have to find a Scourge Hook or even manage to hook anyone, just get a down.

    I'm trying out a build right now with PR/Pop/Dying Light/Eruption, and damn is it mean. If a gen is 99'd, you can get 22% off when you kick it with Pop, another 10% when you down someone, another 15% if you hook someone on a Scourge Hook, and then you can run back and kick another gen with Pop (which is guaranteed 12% if the gen is more than half done), and then gain a DL stack thanks to the hook, leading ultimately to a 3-24% speed penalty on top of everything else.

    I'm liking this better than the CoB meta since CoB can only do 15% damage on its own, and that's only if it's left alone for 30 seconds. With this build you can get, in theory, almost a full 50% with a single kick, and since it's a flat regression, survivors can't just tap a gen to prevent further progress.

    Eruption would still be useful in builds like this without being OP.

    Can? Sure. If you're kicking multiple gens and people don't just finish them by the time you down someone. Or just burn through that 12%. If you're looking to damage multiple gens on down...this would honestly be a worse version of Surge too.

  • Yes. I've won games singlehandedly with this perk that would have been unwinnable. Haven't felt this strong since ruin affected skillchecks and the totem was never found.

  • Tbh, i had to look at the wiki, because no one ever uses this perk.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312769#Comment_3312769

    We have so many counters to totems now that bringing back old undying I think would be 100% okay. Granted I never thought Undying should of been nerfed in the first place considering survivors had been asking for a new objective since forever ago they were given one and then complained about it lmao.

    Eruption is a serious problem though and it's pretty much all because of incapacitation. I'm thinking about it and keep all the numbers what they are right now but switch incapacitation to either exhaustion or oblivious and I think the perk is fine because I agree with whoever said incapacitation should be restricted to killer powers. You still get the regression and a strong status effect but the survivors can still play the video game.

    With the amount of anti totem perks, the whole Hex meta should go back to the drawing board. Because Hex perks are so weak, that they don´t deserve the balancing effect of being a Hex. Original Undying was giving Hex perks a better survivability but now its not rare to hear 2 thunderstrikes within the first 30-60 seconds, because totem spawns are so busted. Survivors literally spawn on top of them.

    The point of buffing Erruption was probably to increase its usage numbers. Since before the patch, no one would ever use. Because it was simply a terrible perk. Exhaustion would be pointless, as Fearmonger already gives this effect with just touching a gen and Oblivious, well everyone can see where the survivor was downed.

  • how low mmr you need to be to catch Eruption? ( except nerse blight )

    even in solo q all you do is see a man in chase injured - get of gen - then pops eruption - continue 30 sec gen with prove thyself

    new Patch -genrush- hi i see small claws on injured - get of gen - eruption - genrrush- hi i see picked up surv - get of gen - Dead man Switch - genrush - hey its 3 gens done on first hook - delete game

  • @TOFFU said:

    how low mmr you need to be to catch Eruption? ( except nerse blight )

    even in solo q all you do is see a man in chase injured - get of gen - then pops eruption - continue 30 sec gen with prove thyself

    new Patch -genrush- hi i see small claws on injured - get of gen - eruption - genrrush- hi i see picked up surv - get of gen - Dead man Switch - genrush - hey its 3 gens done on first hook - delete game

    Not really that simple.

    You do not always know that a gen has been kicked. You also do not know when someone is going to go down, so if you're suggesting to get off gens whenever someone is injured, yikes.

    Also, Prove Thyself isn't good. It saves like 7 seconds on a gen. The only time a PT gen will take 30 seconds is if 3 or 4 Survivors are on it, which is really really good for you as Killer, you want that.

  • Yesterday Eruption+PainRes combo made me repair one gen 3 times. From almost zero to almost done. We didn't finish it, after all.

    And even though I think we COULD beat it if one of our teammates wasn't trying to suicide on first hook and then (much later in game) didn't bring chase into 3-gen area where we were repairing this cursed gen third time, I do think this perk needs at least something.

  • Yes it needs to get the Ds treatment = gutted to oblivion ,,Until then i'm playing genrush builds+ commodious + bnps in a swf ,can't get erupted if gens fly before you get ur first down

  • I see absolutely no realm of existence in which that perk doesn't need a nerf, it's ridiculously broken.

  • Not really, even as survivor gens pop extremely fast when killers run it. We escape with only like 2-3 hooks total max.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313044#Comment_3313044

    With the amount of anti totem perks, the whole Hex meta should go back to the drawing board. Because Hex perks are so weak, that they don´t deserve the balancing effect of being a Hex. Original Undying was giving Hex perks a better survivability but now its not rare to hear 2 thunderstrikes within the first 30-60 seconds, because totem spawns are so busted. Survivors literally spawn on top of them.

    The point of buffing Erruption was probably to increase its usage numbers. Since before the patch, no one would ever use. Because it was simply a terrible perk. Exhaustion would be pointless, as Fearmonger already gives this effect with just touching a gen and Oblivious, well everyone can see where the survivor was downed.

    Pre-patch it wasn't terrible at all. I used it a lot and it was kinda nutty when stacked (obviously, the slowdown combo you would use was different.) It was underused simply because there where more alternative that didn't require kicking. Although, I went only against two killers who tried the same thing, a Nemesis and a Doc, and they stalled the game forever.

    That's why I was shocked when they buffed it and for me it was crazy talk. If they simply reverted the buff, it would still be a very problematic perk, especially because it keeps stacking so well with gen kickers.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313199#Comment_3313199

    I've been watching some streamers recently, and I've got the tempo down now where I'd say, with Empathy, I can predict the Eruption somewhat accurately maybe 60% of the time, and very accurately maybe 35% of the time. At worst, I'm wasting a few seconds here and there, and now only get caught out when it's a Ghostface or I guess wrong.

    I'm confident that with a week more's practice, I'd have that up to 50%/75%.

    Why weren't you just letting go premptively? A Knight can't instadown. The person being chased should be able to run a Knight miles away from that 3gen. And if he's not chasing and only defending...well, that's a hostage situation, which is a very different discussion.

    But that's the unfortunate thing. Solo queue is tough right now, but the game cannot be balanced around solo queue, and with how stupidly fast gens move right now against a HSPF team, you're just going to move to every game being PR+DMS, until those get nerfed for being too commonly used.

    We back to this use empathy to guess when survivors go down malarkey? if they're across the map how do you know how much longer they could possibly last in chase? Could be a strong tile.

  • @Zephinism said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313315#Comment_3313315

    We back to this use empathy to guess when survivors go down malarkey? if they're across the map how do you know how much longer they could possibly last in chase? Could be a strong tile.

    What if the moon was made of cheese? Would you like a slice?

    Again, I didn't say that you could predict it with 100% certainty.

    I'm saying that, with a bit of practice, a bit of gamesense and a bit of luck, I can avoid Eruption maybe half the time without wasting too much time - and that if I was better at the survivor side of the game, that number would go up.

    This should also become a little easier with the status icons.

    But as I and several others have said...how many times now? Just go ahead and made it a gen block rather than an incap.

  • I do... cause it wasn't used that much before it's buff... and in that buff it went from 6% Gen regression to 10% and the Incapacitated status effect went from 16 seconds to 25 seconds

    So my change to it would be to give it a Oppression like cooldown after the kick... so it's either get one Gen affected and take advantage of it or wait to get more Gens affected

    Same regression and Incapacitated but longer kick cooldown (if it didn't have one already)

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