Approaching eruption nerf

Eruption will be nerfed while DH which is 50% more popular will not get any changes...

ok, at least i hope you revive some kind of perk like dying light or thanatophobia, ruin mb

 it will be funny if the killers get nothing in return

Comments

  • @Carth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330284#Comment_3330284

    Sure let's talk about those values!

    Shorter pallet break: .26 seconds faster

    Survivors getting less distance when hit: .2 seconds shorter

    Cooldown on hit: .3 seconds faster

    Mini pop: 2.5% = .025 * 90 = 2.25 seconds of gen progress removed with a 1.8 second animation of kicking is bad. I have yet to see a single case where a gen is at 90%, it gets kicked, and the survivor player says "oh man I really shouldn't tap that gen...I might lose 2.25 seconds of progress!"

    So fractions of seconds are super impactful and good right? Did that apply to base kit BT that was given to survivors as well? We went from the perk only providing 13 seconds of endurance to the base version lasting 10 seconds with a 7% haste and the buffed perk version lasting a staggering 20 seconds with haste, did STBFL/brutal strength(the most comparable perks on the killer side) get a buff on that level?

    Being real, the only impactful 6.1.0 changes were the DH change and the +10 seconds to gens along with the eruption change. I would imagine any killer would happily trade any of the above insignificant values for old pop/ruin/CI/thana back. We can even try to explore and see how big of an impact some of the above are. Let's take a look at the .2 second sprint burst nerf and try to see how big of a physical meter distance it is

    old sprint burst on hit: (4.0 * 1.65) * 2 = 13.2 meters gained from a hit

    new sprint burst on hit: (4.0 * .2) + (4.0 * 1.65 * 1.8) = 11.88 meters gained from a hit

    so the survivor will get 1.32 meters less than before, now this isn't accounting for the hit cooldown as well, but I promise it is just as minor as the sprint burst reduction. Am I saying that the changes did nothing? No, but I am saying that they also suddenly didn't impact every single chase in the game or have even a large impact on killers overall, using the math above I can say that unless you were within ~1.32 meters of a vault/pallet when you get hit while in chase from healthy -> down then the change didn't do anything.

    Since all of these changes dropped at once we can't really isolate and point at any one thing being the cause of the kill rates increasing but if I had to guess a real cause it was the nerf to DH(50-80% perk useage across mid and high MMR survivors), extra 10 seconds on gens, and the eruption buff. I doubt it was really the 1.32 meter delta change in chase that suddenly made killers feel extremely strong when 6.1.0 dropped.

    While I get what you're saying, 1.32m isn't 'nothing' either, especially since the blade wiping buff further means you're catching up sooner, even if that survivor has an immediately available pallet or window. Which you said, but shrugged off the extra 1.38m gained compared to before that patch. In a dead zone, both of those changes combine, and the survivor has 2.7m less of a lead than before the 6.1 patch.

    And, for comparison, the 'for distance' portion of dead hard that was removed was at best 2.28m of distance, and that's rounding up. But that shows why just looking at 'oh, it's only .2 seconds difference' is misleading. The question is: is the potential for 2.5m of extra distance in nearly every chase valuable or not?

    I'm always amused at how people downplay the 6.1 buff of doing nearly every common killer action 10% faster as though it's trivial and nearly meaningless. But I guarantee if we just reverted it back to the pre 6.1 values it would be panned as 'the worst nerfs ever'.

  • ofc dh is more popular than eruption? one is a free perk that can be used 4 times per lobby, the other is a licensed perk that can be used once

  • Barring a complete rework of the perk my idea has always been to add a delay between a Survivor going down and the generator exploding. Something long enough that an alert Survivor knows to let go, a la when you know there's a chance for Pain Resonance, but short enough that it's not made too easy to avoid.

    My understanding has been the Incapacitated status, and the fact there's no way to be able to avoid it, is the big issue with the perk. A delay will enable it to be less of a problem vs Solos while, at worst, not really affecting a SWF's ability to counter/ avoid the Incap.

  • @Zeidoktor said:

    Barring a complete rework of the perk my idea has always been to add a delay between a Survivor going down and the generator exploding. Something long enough they an alert Survivor knows to let go, a la when you know there's a chance for Pain Resonance, but sort enough that it's too easy to avoid.

    My understanding has been the Incapacitated status, and the fact there's no way to be able to avoid it, is the big issue with the perk. A delay will enable it to be less of a problem vs Solos while, at worst, not really affecting a SWF's ability to counter/ avoid the Incap.

    it’s easy to get rid of it, enough to lie that it’s impossible to avoid it, even in solo I often avoid eruption (and eruption does not work at all on swf) instead of 4 metaperks, take aura perks and you will easily avoid eruption

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332291#Comment_3332291

    it’s easy to get rid of it, enough to lie that it’s impossible to avoid it, even in solo I often avoid eruption (and eruption does not work at all on swf) instead of 4 metaperks, take aura perks and you will easily avoid eruption

    I'm aiming for a way to dodge the perk's Incapacitate without requiring additional perks or builds designed around avoiding eruption. A form of counter play anybody could do, in theory.

    The idea, to me, is that while having perks to avoid a problematic perk, playstyle, or what have you is useful, they shouldn't be a requirement to just play the game.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332295#Comment_3332295

    I'm aiming for a way to dodge the perk's Incapacitate without requiring additional perks or builds designed around avoiding eruption. A form of counter play anybody could do, in theory.

    The idea, to me, is that while having perks to avoid a problematic perk, playstyle, or what have you is useful, they shouldn't be a requirement to just play the game.

    at this time, the killer still needs a perk to put out the totems of the survivors

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332304#Comment_3332304

    at this time, the killer still needs a perk to put out the totems of the survivors

    Which is irrelevant to my point about Eruption, since I'm not talking in 1:1 terms or not acknowledgingthat this isn't Cornelius true everywhere.

    Also your point is inaccurate since Killers needs a perk to break the totems of survivors. Putting them out is basekit. Which goes to my point, actually. The perk is useful for countering Boons, but not a requirement.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332306#Comment_3332306

    Which is irrelevant to my point about Eruption, since I'm not talking in 1:1 terms or not acknowledgingthat this isn't true everywhere.

    Also your point is inaccurate since Killers needs a perk to break the totems of survivors. Putting them out is basekit.

    you know what I'm talking about

    on a high mmr, the killer is forced to take 4 gen perks, until 1 justice is fixed, it makes no sense to fix the other, otherwise it's double standards

    and buffing all survivors because 20% of killers use 1 perk is a bad idea

    what next let's increase the healing speed by 25 since the killer can take the butcher

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332313#Comment_3332313

    you know what I'm talking about

    on a high mmr, the killer is forced to take 4 gen perks, until 1 justice is fixed, it makes no sense to fix the other, otherwise it's double standards

    and buffing all survivors because 20% of killers use 1 perk is a bad idea

    what next let's increase the healing speed by 25 since the killer can take the butcher

    I honestly don't know what you're talking about.

    I'm talking about a way to balance Eruption without losing l the power of its effect any more than can be helped while addressing what is, to my knowledge, the most problematic aspect of the perk (its being far harder for Solo Queue survivors to counter vs SWF).

    You seem to be talking like doing so inherently requires some 1:1 exchange, when the whole point is the issues with the perk are what's making it already uneven.

    My delay idea is meant to give alert survivors that opportunity to counter without further empowering SWFs or negatively impacting the value the Killer gets from the perk any more than can be helped.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328332#Comment_3328332

    As much as I defend the eruption, I'm not a big fan of it, and if the eruption were removed right now, I wouldn't be hurt too much (don't you dare touch jolt)

    but the fact that we take away strong toys from only 1 side makes me very sad

    Yea totally agree, surv mains took some pretty big hits with some of their fav and most used perks being nerfed last year,i said then the devs would bow to the pressure of said surv mains and give them what they want as a means to placate them,BT becomes base kit for example and any killer perks that side of the community don’t like they become very vocal and the devs usually cave,it is a numbers game after all.Jolt and noed will undoubtedly be next as they are continually bemoaned.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328660#Comment_3328660

    I want to add: reverse the Pharmacy and Botany Knowledge nerfs too

    Yes, BK nerf. 33% of speed was enough and it didn't ruin medkits.

    You wanna know the reason Botany went from 33% to 50% and efficiency penalty?

    Self Care was nerfed by 15% and the 20% efficiency was removed.

    Botany gained Self Care´s 15% + 2% to make it 50% and a 20% efficiency penalty.

    By changing the numbers between those two the perks became bad by themselves but meh with each other.

    Yet Circle of Healing with it´s infinite healing charges and +50% is fine and doesn´t need a nerf to it´s infinite heals.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331540#Comment_3331540

    While I get what you're saying, 1.32m isn't 'nothing' either, especially since the blade wiping buff further means you're catching up sooner, even if that survivor has an immediately available pallet or window. Which you said, but shrugged off the extra 1.38m gained compared to before that patch. In a dead zone, both of those changes combine, and the survivor has 2.7m less of a lead than before the 6.1 patch.

    And, for comparison, the 'for distance' portion of dead hard that was removed was at best 2.28m of distance, and that's rounding up. But that shows why just looking at 'oh, it's only .2 seconds difference' is misleading. The question is: is the potential for 2.5m of extra distance in nearly every chase valuable or not?

    I'm always amused at how people downplay the 6.1 buff of doing nearly every common killer action 10% faster as though it's trivial and nearly meaningless. But I guarantee if we just reverted it back to the pre 6.1 values it would be panned as 'the worst nerfs ever'.

    Except old dead hard was on demand not a static addition to all chases, it was always "+2 meters on demand at the drop of a finger on an e key". That's what made it powerful. If such a thing isn't a big deal what do you think about cou de grace being the exact same distance as old dead hard on a 30 second cooldown? I imagine most survivors would not be fans of such an ability despite it also "just being 2 meters!". I stiill argue the 10% is minor especially compared to the nerfs to thana/ruin/pop/ci. Would survivors be happy if we reverted the nerfs and made it so exhaustion perks don't work while all 4 survivors are still alive? That's essentially what they did with thana/ruin/CI.

  • @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331672#Comment_3331672

    You wanna know the reason Botany went from 33% to 50% and efficiency penalty?

    Self Care was nerfed by 15% and the 20% efficiency was removed.

    Botany gained Self Care´s 15% + 2% to make it 50% and a 20% efficiency penalty.

    By changing the numbers between those two the perks became bad by themselves but meh with each other.

    Yet Circle of Healing with it´s infinite healing charges and +50% is fine and doesn´t need a nerf to it´s infinite heals.

    Keep Self Care but bring Botany back, even if the combo gets weaker

    Self Care should never be used in the first place.

  • At least Killers never complain about survivor perks. They are truly the best of us all.

  • @Entitled_survivor said:

    DH was already massively nerfed

    And yet, it is still a problem.

  • @Mandy said:

    I will clarify here, we've not said what we will look into fully, just given a hint at ONE thing...please do not make this a "this is getting nerfed so this should as well" discussion, when you do not yet have all the information. Yes we are currently looking at Eruption, pretty sure our Design Team is looking at other perks also.

    To be fair, that lack of communication to the other portion of the played base is why the devs get criticized, ridiculed and called incompetent or biased.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328660#Comment_3328660

    I want to add: reverse the Pharmacy and Botany Knowledge nerfs too

    Yes, BK nerf. 33% of speed was enough and it didn't ruin medkits.

    Nobody ran pharmacy.

  • i don't see how it's still a problem,,yeah trying to mindgame it is kinda tedious sometimes but i think it's nowhere near its previous " Press E to reach a pallet or window to make killer feel robed" state ,,though yeah against telegraphed powers it's stronger than before

1 2 3 4 ›