YAY Eruption is back!

The devs have reverted the nerf of Eruption! It still doesn’t have incapacitated but it will keep the 10% regression. YESSS!!!

Comments

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354140#Comment_3354140

    I mean, sure, but we're taking about things like holding a 3 gen from game start for 45 minutes.

    The 'fundamental problem' in this case is a core game mechanic of base kit gen defense that is taken to an ultimate extreme. And it only works because the perks are strong enough to allow it to happen and be effective. The perks are the only part that can be nerfed here to make a difference, without going as drastic as removing gen kicking from the game entirely, which is stupid.

    And before we inevitably get into a discussion concerning gen speeds... Both regression and progression items and perks need to be toned *down* at some point. Buffing either or both just leads to a more extreme variance in games, and I'd argue we're already at the point where the variance in games is too far to be healthy.

    Edit: spelling

    The problem is that there are many killers where 3 genning is the only viable strat. Obviously a nurse or blight doesn't care if they 3 gen or not, but tell that to the trapper.


    That's not to say i don't think those killers should fixed, i think they should be fixed. I think the game would be in a much healthier state if:


    • You didn't lose 2-3 gens in the first chase
    • Tunneling wasn't possible (not nerfed, i mean impossible)
    • Camping too
    • Gen speeds were toned down a bit, or a secondary objective was added so the game slows down a bit
    • We buff weaker killers.
    • Rework nurse (as a nurse main i think it needs to be done)
    • Deal with crazy addons (myers instakill)
    • Deal with crazy items (commodius with BNP, crazy medkits, syringe etc.)
    • We make it so both sides have more than 10 perks that are actually viable.
    • 3 genning is dealt with in some way.
    • Hexes weren't completely useless
    • Boons that aren't CoH aren't useless.
    • CoH is nerfed
    • Fix crazy maps and infinites and shrink the large ones
    • All of this is done in a way that doesn't require the survivors to hold m1 on a gen longer than they already do.
    • and more but you get the point.
  • Funny people are whining about “gen kick meta continues REEEE” when this perk is still mediocre. It’s just not terrible like before.

  • @Bwsted said:

    Weak sauce. This just encourages gen kick botting once again. The original nerf was bad, but I wish at least they'd stuck to their guns and maybe made other changes. Gotta still milk sale on those RE chapters I guess. So much for the meta shake up mindset.

    What are you even talking about? The incapacitated effect was by far the biggest problem with that perk. 10% of normal progress won't suddenly make the perk oppressive again.

    The kick gen meta will still be better with just Overcharge and Call of Brine, and then Pain Resonance as an extra. The only thing left for BHVR to do now is to not make Call of Brine and Overcharge stack. Though to be fair, BHVR should look into how perks stack with each other in general, adding some form of caps or stronger diminishing returns.

  • I am very happy with this change. It will work great with dead mans switch too! HEH HEH HEH. >:3

  • Well this looks better.

    Jolt into eruption is already 18% + aura reading. That something that looks nice and reward chasing people.

    I will try it for sure.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354234#Comment_3354234

    The only people the devs listened to are the survivors. Eruption is still going to be useless, and killers would be better off going back to pain res.

    I mean, I quite liked Eruption before. It's in some cases more useful than Jolt!

  • @Phasmamain said:

    Devs if you’re against giving eruption current gen progress can we please revert pop even if it stays at 20%?

    So we can get eruption regression into pr's into pop cob?

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354107#Comment_3354107

    They did the same to mettle of man. Remember when it was nerfed to where it would shut off after doing anything? They quickly reverted the change after.

    Unpopular oppinion but that honestly was a buff, they also made it only take 2 protection hits instead of 3

    You could take 1 protection hit, heal up and then take 2 protection hits in a row for a tunneled survivor.

    Or you could take 3 hits for somebody getting carried to a hook almost insuring they get off

    It was actually a pretty decent anti-tunnel perk during that time

    Sadly this community is dense and everybodies instinct to getting a free healthstate is to run away from another survivor that is injured and being chased instead of protecting them.

    Instead of giving people the chance of finding out how to use the new MoM they cried to have it reverted to the F-tier nobody uses it sad state it is now.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354178#Comment_3354178

    The problem is that there are many killers where 3 genning is the only viable strat. Obviously a nurse or blight doesn't care if they 3 gen or not, but tell that to the trapper.

    That's not to say i don't think those killers should fixed, i think they should be fixed. I think the game would be in a much healthier state if:

    • You didn't lose 2-3 gens in the first chase
    • Tunneling wasn't possible (not nerfed, i mean impossible)
    • Camping too
    • Gen speeds were toned down a bit, or a secondary objective was added so the game slows down a bit
    • We buff weaker killers.
    • Rework nurse (as a nurse main i think it needs to be done)
    • Deal with crazy addons (myers instakill)
    • Deal with crazy items (commodius with BNP, crazy medkits, syringe etc.)
    • We make it so both sides have more than 10 perks that are actually viable.
    • 3 genning is dealt with in some way.
    • Hexes weren't completely useless
    • Boons that aren't CoH aren't useless.
    • CoH is nerfed
    • Fix crazy maps and infinites and shrink the large ones
    • All of this is done in a way that doesn't require the survivors to hold m1 on a gen longer than they already do.
    • and more but you get the point.

    There are exactly zero killers where this is the ONLY viable strat.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354315#Comment_3354315

    There are exactly zero killers where this is the ONLY viable strat.

    Lets list them:


    • Trapper
    • Myers who isn't using insta kill addons
    • Hag
    • Doctor
    • Ghost face
    • Deathslinger
    • Knight
    • Skull merchant (soon to be)
    • Pyramid head
    • Sadako that doesn't want to play the unfun slug build
    • Basically any killer that doesn't have someway to traverse the map in a meaninful way, or isn't nurse.


    But i love how negative this community is. I basically gave you a list of things that probably should be fixed for the health of the game that often agree with what many say around tunneling, camping, 3-gen, etc. And yet somehow you latched onto some other thing i said?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354404#Comment_3354404

    Lets list them:

    • Trapper
    • Myers who isn't using insta kill addons
    • Hag
    • Doctor
    • Ghost face
    • Deathslinger
    • Knight
    • Skull merchant (soon to be)
    • Pyramid head
    • Sadako that doesn't want to play the unfun slug build
    • Basically any killer that doesn't have someway to traverse the map in a meaninful way, or isn't nurse.

    But i love how negative this community is. I basically gave you a list of things that probably should be fixed for the health of the game that often agree with what many say around tunneling, camping, 3-gen, etc. And yet somehow you latched onto some other thing i said?

    In fairness to that poster, you said a lot of wacky stuff that needs to be individually considered so I can't really blame them for only addressing one thing you said.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354411#Comment_3354411

    In fairness to that poster, you said a lot of wacky stuff that needs to be individually considered so I can't really blame them for only addressing one thing you said.

    Saying that it would be nice if survivors weren't able to complete 2/5 of their objective in the span that you complete 1/12 of yours is "wacky"? Saying that camping is unfun to deal with and should be addressed is wacky? Saying that tunneling is unfun to deal with and should be addressed is wacky? Responding to the OP and saying that 3-genning is unfun to deal with and should be addressed is wacky?


    I think your response is wacky, but ok.

  • @Chilli_man2400 said:

    The devs have reverted the nerf of Eruption! It still doesn’t have incapacitated but it will keep the 10% regression. YESSS!!!

    cool. still using jolt and tremors if i use anything for gen regression.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354608#Comment_3354608

    Saying that it would be nice if survivors weren't able to complete 2/5 of their objective in the span that you complete 1/12 of yours is "wacky"? Saying that camping is unfun to deal with and should be addressed is wacky? Saying that tunneling is unfun to deal with and should be addressed is wacky? Responding to the OP and saying that 3-genning is unfun to deal with and should be addressed is wacky?

    I think your response is wacky, but ok.

    Yeah, you're just saying stuff. Here. I'll do it too except succinctly.

    All of the bad killers should be good.

    The game should be perfectly balanced and everyone should have fun 100% of the time.

    Perhaps most of the perks in the game should in fact, be good.

    This is what you said. It's just broad statements that dont mean anything without specitivity and this is obviously not the place to elaborate on those big ideas. So why muddy your post by including them. It's wacky. Silly. Goofy. Pick your qualifier.

  • They haven't reverted the nerf that matters. Perk is still worthless. There's many better alternatives.

  • Im okay with this :)

  • @Bwsted said:

    Weak sauce. This just encourages gen kick botting once again. The original nerf was bad, but I wish at least they'd stuck to their guns and maybe made other changes. Gotta still milk sale on those RE chapters I guess. So much for the meta shake up mindset.

    I mean people would go back to using CoB + overcharge, pain res and prob dead mans if eruption was nerfed to current regression because current regression just sucks when gens already don't take long to complete.

  • I like how some people still gets mad when most strongest part is not there anymore lol

    it's like 99% power nerf has changed to 75% power nerf, I won't say it's useless but it's far worse than what it was, like order of magnitude worse.

  • Man, what's even the point without the incap man.

    (Me, who literally never even used it anyway)

  • @RaSavage42 said:

    That's good I guess... but why did they need to remove Incapacitated from it though

    Like before the perk update it wasn't used as much... all they needed to do was to turn down the Incapacitated status effect

    Because it was a horrible mechanic that should never have been part of a perk?

  • @AnxiousGummy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354084#Comment_3354084

    Blocking the gen? Wouldn't that just be Dead Man's? I think the changes are good overall. I agree that the incapacitated effect was the strong point before but it was too much at times.

    They could have changed eruption so that the kicked generator just gets blocked for 30 seconds and during that time it continues to regress (as if the killer had kicked it).

    This is a very cowardly nerf that will completely destroy the perk.

    10% of the current progression is worthless. If you doubt that then you need only look at how often Pop goes the weasel gets used.

  • (As someone who plays 80% survivor 20% killer) I will say now, as I have ever, that they should have kept eruption the way it was pre-buff. 6% instant regression and 16 sec incapacitated is slightly more than 10% regression, which is great especially for hitting multiple gens. It was a perfectly fine perk that was overshadowed by other, too-strong at the time slowdown perks. An eruption working the same way with those numbers would be fair and balanced IMO and i'm kind of annoyed they changed it.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354083#Comment_3354083

    Because it was a horrible mechanic that should never have been part of a perk?

    Dead Hard being an on demand third health state is a horrible mechanic that should never have been part of the game, but we’re still dealing with it.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354411#Comment_3354411

    In fairness to that poster, you said a lot of wacky stuff that needs to be individually considered so I can't really blame them for only addressing one thing you said.

    Exactly.

    In formal debates, this is called a 'Gish Gallop'. Essentially, is just rattling off a string (or bulleted list) of as many (usually absurd) things as you can as fast as possible, and claiming victory if someone is unable to address every single one of them.

    It 'works' only because even a single sentence of obviously false crap can take several paragraphs to debunk thoroughly. And I simply CBA when the premise is so glaringly wrong.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354608#Comment_3354608

    Saying that it would be nice if survivors weren't able to complete 2/5 of their objective in the span that you complete 1/12 of yours is "wacky"? Saying that camping is unfun to deal with and should be addressed is wacky? Saying that tunneling is unfun to deal with and should be addressed is wacky? Responding to the OP and saying that 3-genning is unfun to deal with and should be addressed is wacky?

    I think your response is wacky, but ok.

    It is pretty wacky yo compare objectives in a asymetric game

    Survivors objective is easier at the start and gets more difficult as the match progresses, and the opposite for killers

    Survivors need to do 100% of their objectives to have more then one person escape, if the survivors make enough mistakes and get downed at the same time the killer can get a 4k with as little as 33% of the normal required hooks

    If the killer doesn't spread his hooks to much then the game is usually lost by hook 6 or 7 when 2 survivors are dead

    Putting the 2 side by side doesn't work. Survivors objective starts hard and then falters, killers objective can snowball very suddenly, they are not the same

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354810#Comment_3354810

    Dead Hard being an on demand third health state is a horrible mechanic that should never have been part of the game, but we’re still dealing with it.

    good thing it's not an "on demand" third health state then. survivors can't press the killer's m1 button for them, they gotta wait until they think the killer's gonna swing. takes two to tango.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354083#Comment_3354083

    Because it was a horrible mechanic that should never have been part of a perk?

    They could've allowed Survivors to do more... like chase and cleansing

    But no they couldn't code it properly so this is the next best thing

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354611#Comment_3354611

    Yeah, you're just saying stuff. Here. I'll do it too except succinctly.

    All of the bad killers should be good.

    The game should be perfectly balanced and everyone should have fun 100% of the time.

    Perhaps most of the perks in the game should in fact, be good.

    This is what you said. It's just broad statements that dont mean anything without specitivity and this is obviously not the place to elaborate on those big ideas. So why muddy your post by including them. It's wacky. Silly. Goofy. Pick your qualifier.

    Behavior goal is for one side to win more than the other on average. The game will never really be balance and players must accept that.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354810#Comment_3354810

    Dead Hard being an on demand third health state is a horrible mechanic that should never have been part of the game, but we’re still dealing with it.

    You mean one of the easiest to counter perks. Not really comparable.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354611#Comment_3354611

    It is pretty wacky yo compare objectives in a asymetric game

    Survivors objective is easier at the start and gets more difficult as the match progresses, and the opposite for killers

    Survivors need to do 100% of their objectives to have more then one person escape, if the survivors make enough mistakes and get downed at the same time the killer can get a 4k with as little as 33% of the normal required hooks

    If the killer doesn't spread his hooks to much then the game is usually lost by hook 6 or 7 when 2 survivors are dead

    Putting the 2 side by side doesn't work. Survivors objective starts hard and then falters, killers objective can snowball very suddenly, they are not the same

    This game is supposedly balanced around chases lasting 45 seconds. If that is the case, then the survivors should win 100% of the time because the math for that doesn't add up. It does once the first survivor is on the hook.


    Survivors need to repair 5x 90 seconds of gens, or a total of 450 seconds. If a chase lasts 45 seconds, let's imagine the current scenario.


    1st chase starts at the same time the other 3 survivors are on gens. 1st chase lasts 45 seconds. It takes the killer 2.7 seconds to deal with the hit cooldown, and 3 seconds to pick the survivor up, then another ~8 seconds to walk the survivor to the hook, and another 1.5 to hook them. This means each "chase" and down, and hook takes a total of: 45 + 2.7 + 3 + 8 + 1.5 = 60.2 seconds.


    Survivors now have done 60.2 x 3 - 180.6 seconds of progress. Meaning they have 450 - 180.6 = 269.4 seconds of progress. Now, a survivor is on the hook. So in theory, there should be, 1 survivor on the hook, 1 going for the save, 1 getting chased, and another on generators. If a chase lasts 45 seconds, generally a save and a heal is going to take about that long. So you'll have 1 survivor on a generator for 45 seconds, and 3 survivors on generators for 15.2 seconds each. This amounts to a total of 90.6 seconds of progress per chase and hook. This means the kill gets ~3 more hooks from the initial chase, meaning they get 4 hooks.


    Now you see how the math doesn't add up anymore.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354974#Comment_3354974

    This game is supposedly balanced around chases lasting 45 seconds. If that is the case, then the survivors should win 100% of the time because the math for that doesn't add up. It does once the first survivor is on the hook.

    Survivors need to repair 5x 90 seconds of gens, or a total of 450 seconds. If a chase lasts 45 seconds, let's imagine the current scenario.

    1st chase starts at the same time the other 3 survivors are on gens. 1st chase lasts 45 seconds. It takes the killer 2.7 seconds to deal with the hit cooldown, and 3 seconds to pick the survivor up, then another ~8 seconds to walk the survivor to the hook, and another 1.5 to hook them. This means each "chase" and down, and hook takes a total of: 45 + 2.7 + 3 + 8 + 1.5 = 60.2 seconds.

    Survivors now have done 60.2 x 3 - 180.6 seconds of progress. Meaning they have 450 - 180.6 = 269.4 seconds of progress. Now, a survivor is on the hook. So in theory, there should be, 1 survivor on the hook, 1 going for the save, 1 getting chased, and another on generators. If a chase lasts 45 seconds, generally a save and a heal is going to take about that long. So you'll have 1 survivor on a generator for 45 seconds, and 3 survivors on generators for 15.2 seconds each. This amounts to a total of 90.6 seconds of progress per chase and hook. This means the kill gets ~3 more hooks from the initial chase, meaning they get 4 hooks.

    Now you see how the math doesn't add up anymore.

    If you look at it purely theoretically no it doesn't add up.

    If there is one thing i learned though, it's that theory and practise very rarely if ever actually match up.

    How long does a chase last against a survivor you caught at a hook and traded?

    What if you spread injuries? Even with Coh it takes time away from time that could be spend on that 450 seconds gen requirement. That 450 seconds also ramps up quite a bit when you look at it with perks in mind. PR alone adds 13.5 seconds for close to every hook if rng favors you.

    What if you don't go through the hooking step and slug for pressure? I rarely hook my first down, only if there is absolutly nobody around would i do that. Especially early game it's a very effecient strategy to get survivors of gens early.

    The thing is that DbD is way to varried and influenced by RNG to really put it to numbers like that. Have bad RNG and some killers can't even dream of 45 second chases, same map other rng could mean chases are well below 45 seconds.

    There is also the same issue i brought up earlier. The numbers in this game aren't linear. A killers chase at the start of the game will be longer then a killers chase at the midpoint cause of resources being used. a survivor who hasn't healed will also have a lot shorter of a chase. You can't really put a single number to that. an average maybe but that's about it.

    DbD has always been a game of scales and momentum. It starts favoring the survivors but slowly over the course of the game starts going to the killer untill it reaches a tipping point. Which is very hard to come back from. Most people who have trouble with this game is cause they can't get to that tipping point. Which to be fair against optimal survivors is really hard.

  • There is one other nice thing about Eruption I'm not sure most people noticed on the PTB.

    When the Eruption nerf was initially announced, it was stated that the aura reading duration would be 10 seconds, but on the PTB, it was increased to 12 seconds at tier 3, meaning Distortion users actually lose 2 tokens when Eruption triggers because it has to spend a 2nd token in order to cover that extra 2 seconds.

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354194#Comment_3354194

    Then why wasn't Eruption used before the perk update?

    25 seconds VS. 16 seconds... so what then

    Because the community is mostly a bunch of sheep and the gen kick meta wasn't a thing. Even with Eruption the way it is currently, it took a very long time before people discovered it. The community doesn't have a broken mechanic detector that switches to the current best perk after every update.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354203#Comment_3354203

    Because the community is mostly a bunch of sheep and the gen kick meta wasn't a thing. Even with Eruption the way it is currently, it took a very long time before people discovered it. The community doesn't have a broken mechanic detector that switches to the current best perk after every update.

    It took over a year i think untill people figured out how strong dead hard for distance was

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